Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] Fixes molotovs not lighting their splashed contents #654

Merged
merged 1 commit into from
Nov 16, 2023

Conversation

Steals-The-PRs
Copy link
Collaborator

Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#25029
Original PR: tgstation/tgstation#79727

About The Pull Request

Delays fire effects on target and creating a hotspot until after bottle/smash (and the liquid is splashed), not before.

Why It's Good For The Game

Makes molotovs work properly

Changelog

🆑 Shroopy
fix: Molotovs now splash before burning, not after
/:cl:

…ORE] (#25029)

* Fixes molotovs not lighting their splashed contents

* Update glassbottle.dm

---------

Co-authored-by: Shroopy <[email protected]>
Co-authored-by: Bloop <[email protected]>
@Iajret Iajret merged commit 9a51230 into master Nov 16, 2023
24 checks passed
@Iajret Iajret deleted the upstream-mirror-25029 branch November 16, 2023 09:22
AnywayFarus added a commit that referenced this pull request Nov 16, 2023
Iajret pushed a commit that referenced this pull request Jan 28, 2024
* Stop blobs from spamming the apc power down noise. (#81125)

## About The Pull Request

It was mentioned to me that APCs were spamming the power down noise when
broken, so I looked into it.
After further questioning and testing, this turned out to be a
blob-specific issue.

Blobs present on the same tile as an APC were continuously calling the
`set_broken()` proc:
```dm
/obj/machinery/power/apc/blob_act(obj/structure/blob/B)
	set_broken()
```
```dm
/obj/machinery/power/apc/proc/set_broken()
    if(malfai && operating)
        malfai.malf_picker.processing_time = clamp(malfai.malf_picker.processing_time - 10,0,1000)
    operating = FALSE
    atom_break()
    if(occupier)
        malfvacate(TRUE)
    update()
```
Which was causing `update()` to be continuously called on the APC, which
was in turn spamming the power down noise:
```dm
/obj/machinery/power/apc/proc/update()
    if(operating && !shorted && !failure_timer)
        (...)
    else
        (...)
        playsound(src.loc, 'sound/machines/terminal_off.ogg', 50, FALSE)
    area.power_change()
```
So we fixed this by just adding an if statement to check if it's broken
or not before breaking it:
```dm
/obj/machinery/power/apc/blob_act(obj/structure/blob/B)
	if(machine_stat & BROKEN)
		return
	set_broken()
```
## Why It's Good For The Game

Fixes noise spam bug.
Ough my ears.
## Changelog
:cl:
fix: Blobs sitting on APCs no longer break them when already broken, and
so no longer spam the power down noise.
/:cl:

* Stop blobs from spamming the apc power down noise.

---------

Co-authored-by: _0Steven <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants