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https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 03:27:46 +01:00
Sideports a couple of init unit tests from Neb.
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@@ -11,9 +11,9 @@
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layer = STAIRS_LAYER
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/obj/structure/stairs/Initialize()
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. = ..()
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if(check_integrity())
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update_icon()
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return INITIALIZE_HINT_NORMAL
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// Returns TRUE if the stairs are a complete and connected unit, FALSE if a piece is missing or obstructed
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// Will attempt to reconnect broken pieces
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@@ -70,10 +70,10 @@
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var/obj/structure/stairs/middle/middle = null
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/obj/structure/stairs/bottom/Initialize()
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. = ..()
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if(!GetAbove(src))
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warning("Stair created without level above: ([loc.x], [loc.y], [loc.z])")
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return INITIALIZE_HINT_QDEL
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. = ..()
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/obj/structure/stairs/bottom/Destroy()
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if(top)
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@@ -160,10 +160,8 @@
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// If the object is pulling or grabbing anything, we'll want to move those too. A grab chain may be disrupted in doing so.
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if(L.pulling && !L.pulling.anchored)
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to_world("adding [L.pulling] to pulling")
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pulling |= L.pulling
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for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand))
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to_world("adding [G.affecting] to pulling")
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pulling |= G.affecting
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// If the stairs aren't broken, go up.
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@@ -182,7 +180,6 @@
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// Bring the pulled/grabbed object(s) along behind us
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for(var/atom/movable/P in pulling)
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to_world("attempting to move [P]")
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P.forceMove(get_turf(src)) // They will move onto the turf but won't get past the check earlier in crossed. Aligns animation more cleanly
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switch(src.dir)
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if(NORTH)
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@@ -249,10 +246,10 @@
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var/obj/structure/stairs/bottom/bottom = null
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/obj/structure/stairs/middle/Initialize()
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. = ..()
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if(!GetAbove(src))
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warning("Stair created without level above: ([loc.x], [loc.y], [loc.z])")
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return INITIALIZE_HINT_QDEL
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. = ..()
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/obj/structure/stairs/middle/Destroy()
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if(top)
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@@ -332,10 +329,10 @@
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var/obj/structure/stairs/bottom/bottom = null
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/obj/structure/stairs/top/Initialize()
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. = ..()
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if(!GetBelow(src))
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warning("Stair created without level below: ([loc.x], [loc.y], [loc.z])")
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return INITIALIZE_HINT_QDEL
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. = ..()
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/obj/structure/stairs/top/Destroy()
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if(middle)
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@@ -422,10 +419,8 @@
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// If the object is pulling or grabbing anything, we'll want to move those too. A grab chain may be disrupted in doing so.
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if(L.pulling && !L.pulling.anchored)
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to_world("adding [L.pulling] to pulling")
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pulling |= L.pulling
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for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand))
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to_world("adding [G.affecting] to pulling")
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pulling |= G.affecting
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// If the stairs aren't broken, go up.
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@@ -444,7 +439,6 @@
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// Bring the pulled/grabbed object(s) along behind us
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for(var/atom/movable/P in pulling)
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to_world("attempting to move [P]")
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P.forceMove(get_turf(src)) // They will move onto the turf but won't get past the check earlier in crossed. Aligns animation more cleanly
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switch(src.dir)
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if(NORTH)
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@@ -505,7 +499,7 @@
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icon_state = ""
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/obj/structure/stairs/spawner/Initialize()
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. = ..()
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..()
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var/turf/B1 = get_step(get_turf(src), turn(dir, 180))
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var/turf/B2 = get_turf(src)
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var/turf/T1 = GetAbove(B1)
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@@ -553,4 +547,4 @@
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/obj/structure/stairs/spawner/west
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dir = WEST
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bound_width = 64
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bound_width = 64
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