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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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@@ -82,14 +82,15 @@
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color = "#aa77aa"
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icon_state = "vinefloor"
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/turf/simulated/floor/vines/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ATTACK_BY, TYPE_PROC_REF(/datum, signal_cancel_attack_by))
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/turf/simulated/floor/vines/get_broken_states()
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return list()
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//All of this shit is useless for vines
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/turf/simulated/floor/vines/attackby__legacy__attackchain()
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return
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/turf/simulated/floor/vines/burn_tile()
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return
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