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Ship Projectiles Hard Del (#22473)
Fix for a hard del caused by overmap projectiles failing to clear their walk cycle and timers consistently. This hard delete is relatively rare, except in any kind of event involving ship combat....
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@@ -26,7 +26,7 @@
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x = sx
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y = sy
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z = SSatlas.current_map.overmap_z
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addtimer(CALLBACK(src, PROC_REF(move_to)), 1)
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addtimer(CALLBACK(src, PROC_REF(move_to)), 1, TIMER_STOPPABLE|TIMER_DELETE_ME)
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/obj/effect/overmap/projectile/Bump(var/atom/A)
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if(istype(A, /turf/unsimulated/map/edge))
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@@ -66,6 +66,7 @@
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ammunition = null
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target = null
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entry_target = null
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walk(src, 0)
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return ..()
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/obj/effect/overmap/projectile/proc/prepare_for_entry()
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