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Attack Chain Migration: /turf (#27530)
* Attack Chain Migration: /turf * don't clobber component/signal vars when copying holodeck turfs * Attack Chain Migration: /turf * don't clobber component/signal vars when copying holodeck turfs * Fixes from first round of testing * rename signals, add afterattack skip * Update code/game/turfs/simulated/minerals.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: warriorstar-orion <orion@snowfrost.garden> * Add some tests. * Update code/game/turfs/simulated/minerals.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: warriorstar-orion <orion@snowfrost.garden> * fix TM issues * make soap instantaneous and remove hardcoded sleep * add sentinel value for obj placement direction choice * fix tests --------- Signed-off-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
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@@ -38,8 +38,9 @@
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to_chat(user, "<span class='notice'>Slicing [name] joints...</span>")
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deconstruct()
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else
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// hand this off to the turf instead (for building plating, catwalks, etc)
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var/turf/T = get_turf(src)
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return T.attackby__legacy__attackchain(C, user) //hand this off to the turf instead (for building plating, catwalks, etc)
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return T.attack_by(C, user, params)
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/obj/structure/lattice/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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