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Fix junkie/smoker quirks not processing #4836
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Absolucy
merged 1 commit into
Monkestation:master
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Absolucy:fix-junkie-not-processing
Jan 15, 2025
Merged
Fix junkie/smoker quirks not processing #4836
Absolucy
merged 1 commit into
Monkestation:master
from
Absolucy:fix-junkie-not-processing
Jan 15, 2025
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Jacquerel
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Jan 26, 2025
## About The Pull Request Several quirks that process have some common checks and patterns: only processing if the mob's stat is conscious or not dead, or not processing if they have certain traits. This refactors quirk processing so those checks are a part of `/datum/quirk` itself, and the quirk will automatically be start/stop being processed by `SSquirks` based on those conditions, by registering signals to re-check if the quirk should be processing or not. This ports said refactor from my downstream PR, Monkestation/Monkestation2.0#4642 (and is unaffected by the bug that Monkestation/Monkestation2.0#4836 fixes, due to additional refactors regarding trait handling) ## Why It's Good For The Game Less repetitive code is always better, and leaves less room for errors. Also, completely stopping the quirk from being processed by `SSquirks` can save a minuscule amount of CPU time. ## Changelog :cl: refactor: Refactored how quirks handle starting/stopping processing. /:cl:
vinylspiders
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that referenced
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Jan 28, 2025
## About The Pull Request Several quirks that process have some common checks and patterns: only processing if the mob's stat is conscious or not dead, or not processing if they have certain traits. This refactors quirk processing so those checks are a part of `/datum/quirk` itself, and the quirk will automatically be start/stop being processed by `SSquirks` based on those conditions, by registering signals to re-check if the quirk should be processing or not. This ports said refactor from my downstream PR, Monkestation/Monkestation2.0#4642 (and is unaffected by the bug that Monkestation/Monkestation2.0#4836 fixes, due to additional refactors regarding trait handling) ## Why It's Good For The Game Less repetitive code is always better, and leaves less room for errors. Also, completely stopping the quirk from being processed by `SSquirks` can save a minuscule amount of CPU time. ## Changelog :cl: refactor: Refactored how quirks handle starting/stopping processing. /:cl: # Conflicts: # code/datums/quirks/_quirk.dm
Iajret
pushed a commit
to Fluffy-Frontier/FluffySTG
that referenced
this pull request
Jan 30, 2025
## About The Pull Request Several quirks that process have some common checks and patterns: only processing if the mob's stat is conscious or not dead, or not processing if they have certain traits. This refactors quirk processing so those checks are a part of `/datum/quirk` itself, and the quirk will automatically be start/stop being processed by `SSquirks` based on those conditions, by registering signals to re-check if the quirk should be processing or not. This ports said refactor from my downstream PR, Monkestation/Monkestation2.0#4642 (and is unaffected by the bug that Monkestation/Monkestation2.0#4836 fixes, due to additional refactors regarding trait handling) ## Why It's Good For The Game Less repetitive code is always better, and leaves less room for errors. Also, completely stopping the quirk from being processed by `SSquirks` can save a minuscule amount of CPU time. ## Changelog :cl: refactor: Refactored how quirks handle starting/stopping processing. /:cl: # Conflicts: # code/datums/quirks/_quirk.dm
vinylspiders
pushed a commit
to NovaSector/NovaSector
that referenced
this pull request
Jan 31, 2025
## About The Pull Request Several quirks that process have some common checks and patterns: only processing if the mob's stat is conscious or not dead, or not processing if they have certain traits. This refactors quirk processing so those checks are a part of `/datum/quirk` itself, and the quirk will automatically be start/stop being processed by `SSquirks` based on those conditions, by registering signals to re-check if the quirk should be processing or not. This ports said refactor from my downstream PR, Monkestation/Monkestation2.0#4642 (and is unaffected by the bug that Monkestation/Monkestation2.0#4836 fixes, due to additional refactors regarding trait handling) ## Why It's Good For The Game Less repetitive code is always better, and leaves less room for errors. Also, completely stopping the quirk from being processed by `SSquirks` can save a minuscule amount of CPU time. ## Changelog :cl: refactor: Refactored how quirks handle starting/stopping processing. /:cl: # Conflicts: # code/datums/quirks/_quirk.dm
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About The Pull Request
Fixes #4834
Why It's Good For The Game
bugfix meow
Changelog
🆑
fix: Fixed the addictions from the Junkie and Smoker quirks curing themselves.
/:cl: