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Cargo Wire, runtime and inflatable fixes (#1268)
Fixes the APC in the cargo warehouse being unpowered Fixes two runtime errors i reported Fixes inflatable doors being unresponsive due to a sleep. Seperating the opening code off into a spawned child process has made it much more responsive
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@@ -660,9 +660,9 @@
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src << "<span class='warning'>It won't budge!</span>"
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return
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var/mob/M = AM
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var/mob/M = null
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if(ismob(AM))
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M = AM
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if(!can_pull_mobs || !can_pull_size)
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src << "<span class='warning'>It won't budge!</span>"
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return
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@@ -181,6 +181,8 @@
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//Updating pixelshift, position and direction
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//Gets called on process, when the grab gets upgraded or the assailant moves
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/obj/item/weapon/grab/proc/adjust_position()
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if (!affecting)
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return
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if(affecting.buckled)
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animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
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return
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@@ -265,7 +267,7 @@
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hud.name = "kill"
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affecting.Stun(10) //10 ticks of ensured grab
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else if(state < GRAB_UPGRADING)
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "kill1"
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state = GRAB_KILL
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@@ -277,7 +279,7 @@
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affecting.setClickCooldown(10)
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affecting.losebreath += 1
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affecting.set_dir(WEST)
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adjust_position()
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adjust_position()
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//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
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/obj/item/weapon/grab/proc/confirm()
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