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Bugfix pile (#22823)
Fixes several runtimes from the past few weeks, some additional material repath regressions, and the fact that if I shoot you with a stream of ionized deuterium particles, it doesn't riddle you with cancer. changes: - bugfix: "Fixes emergency shields runtiming when hit by thrown objects." - bugfix: "Fixes several stale global list runtimes." - bugfix: "Fixes several health percentage checks that could use unset initial health values." - bugfix: "Fixes additional materials regressions in INDRA code." - bugfix: "Fixes invalid fuel injector depletion math." - bugfix: "Makes accelerated particles apply radiation damage to living mobs they pass through."
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@@ -179,8 +179,15 @@ when portals are shortly lived, or when portals are made to be obvious with spec
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// Connects both sides of a portal together.
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/obj/effect/map_effect/portal/master/proc/find_counterparts()
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var/list/invalid_portal_masters
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for(var/thing in GLOB.all_portal_masters)
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if(!istype(thing, /obj/effect/map_effect/portal/master))
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LAZYADD(invalid_portal_masters, thing)
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continue
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var/obj/effect/map_effect/portal/master/M = thing
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if(QDELETED(M))
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LAZYADD(invalid_portal_masters, thing)
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continue
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if(M == src)
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continue
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if(M.counterpart)
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@@ -197,6 +204,9 @@ when portals are shortly lived, or when portals are made to be obvious with spec
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their_line.counterpart = our_line
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break
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if(invalid_portal_masters)
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GLOB.all_portal_masters -= invalid_portal_masters
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if(!counterpart)
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crash_with("Portal master [type] ([x],[y],[z]) could not find another portal master with a matching portal_id ([portal_id]).")
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