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Add BMG and M240 turrets to card reader action #38721

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jkraybill
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Summary

SUMMARY: Bugfixes "Add BMG and M240 turrets to card reader action"

Purpose of change

Fixes #38717 by adding the BMG and M240 to the turrets that get removed by a card swipe.

Describe the solution

#36462 turned out to be a partial fix only; it added these turrets to computer hacking actions but not card reader actions.

This fix adds those to the card reader actions.

Describe alternatives you've considered

Doing nothing.

Testing

Since labs are randomly spawned, this is hard to test definitively. I spawned a bunch of labs before and after. Before, I hit a BMG turret after a few tries. After, I did not.

Additional context

This magic where turrets disappear after swiping a card seems non-ideal, but I don't have any bright ideas of a better way to do it right now.

@Night-Pryanik
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I suggest not hardcoding the IDs of turrets, but introduce a new flag for this instead.

@jkraybill
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@Night-Pryanik I agree this could be done in a more scalable way, but I recommend that be deferred to a better look at turret disablement / lab security post-0.E. A flag that says "make these items disappear when a badge is scanned" doesn't get us much further than this, and anything beyond that is going to be pushing the bounds of content freeze IMO.

@jkraybill
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Per discussion on Discord, closing this and will fix with a monster flag!

@jkraybill jkraybill closed this Mar 12, 2020
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Successfully merging this pull request may close these issues.

Science ID only refrences the M240 turret, but not the M2HB turret to be disabled on entrances
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