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Added signals to attack_ai(), attack_robot(), and interact() #11306
Merged
PowerfulBacon
merged 21 commits into
BeeStation:master
from
mystery3525:missing-signals
Oct 11, 2024
Merged
Added signals to attack_ai(), attack_robot(), and interact() #11306
PowerfulBacon
merged 21 commits into
BeeStation:master
from
mystery3525:missing-signals
Oct 11, 2024
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mystery3525
changed the title
Added signals to attack_ai(), GetAccess(), and GetID()
Added signals to attack_ai(), attack_robot(), GetAccess(), and GetID()
Aug 6, 2024
mystery3525
commented
Aug 7, 2024
mystery3525
changed the title
Added signals to attack_ai(), attack_robot(), GetAccess(), and GetID()
Added signals to attack_ai(), attack_robot(), and interact()
Aug 10, 2024
6 tasks
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
1 similar comment
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
PowerfulBacon
approved these changes
Oct 11, 2024
Is this the PR that broke machines? |
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About The Pull Request
Added Signal Handling for
/atom/proc/attack_ai()
,/atom/proc/attack_robot
, and/atom/proc/interact()
. Prerequisite atomization for my ModPC refactor. I also made/obj/item/attack_ai()
and/obj/machinery/attack_ai()
call its parent so that my future refactor will work, but we may want to do a refactor where we add SHOULD_CALL_PARENT(TRUE) to all the component-related attack_*() procs.Requires: #11310
Why It's Good For The Game
Having signals be an option increases our abilities to do more interesting things. Also is a prerequisite to my ModPC Componentization Refactor.
Testing Photographs and Procedure
Screenshots&Videos
It compiles
attacking as AI still works
Camera bug still works
Guitar still works
Changelog
🆑
code: Added signal handlers for attack_ai(), attack_robot(), and interact()
/:cl: