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Floodlight rework #4535

Merged
merged 3 commits into from
Oct 4, 2023
Merged

Floodlight rework #4535

merged 3 commits into from
Oct 4, 2023

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morrowwolf
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@morrowwolf morrowwolf commented Sep 28, 2023

About the pull request

Alright so this expanded in scope rapidly once I saw what the hell was going on in this file.

Normal floodlights are now:
Slashable
Acidable
Require power and turn off appropriately
Wrenchable

Landing lights (and some special floodlights on maps):
Unslashable
Unacidable
Unwrenchable
Do not require power or ever turn off

Explain why it's good for the game

Old and goofy code BAD

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Changelog

🆑 Morrow
fix: Fixed floodlight stacking to make mostly invincible walls
refactor: Refactored 90% of the floodlight code
/:cl:

@github-actions github-actions bot added Mapping did you remember to save in tgm format? Fix Fix one bug, make ten more Refactor Make the code harder to read labels Sep 28, 2023
@githubuser4141
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Could they be designed so if they lose power when they're switched on, they don't switch back off? So you don't have to manually switch every light back on if there's a power cut. And so there's a dramatic effect of the entire light network going back on once power is restored?

@morrowwolf
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Uuuuh sure I can move that around

@harryob harryob added this pull request to the merge queue Oct 4, 2023
Merged via the queue into cmss13-devs:master with commit abded50 Oct 4, 2023
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cm13-github added a commit that referenced this pull request Oct 4, 2023
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Fix Fix one bug, make ten more Mapping did you remember to save in tgm format? Refactor Make the code harder to read
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3 participants