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Fix ammo pile scatter crash (#23062)
* Please describe the intent of your changes in a clear fashion. Addresses a "list index out of bounds" error occurring in `obj/item/ammo_pile/proc/remove_ammo` when `obj/item/ammo_pile/proc/scatter()` was called. The root cause was a race condition where `scatter()` iterated over the `ammo` list and called `remove_ammo()` for each item. `remove_ammo()` in turn called `check_ammo()`, which would `qdel(src)` (and thus empty the `ammo` list) when only one round remained. This left `scatter()` to continue its loop and call `remove_ammo()` on an already empty list, leading to the crash. The fix rewrites `scatter()` to directly handle the unregistering of signals, force-moving, and throwing of each bullet. After all bullets have been processed, the `ammo` list is cleared, overlays are cut, and the pile is `qdel`'d. This avoids the problematic mid-loop calls to `remove_ammo()` and `check_ammo()`, preventing the list index out of bounds error. * Please make sure that, in the case of mapping changes, you include images of these changes in the PR's description. * Please make sure to mark your PR as wip or review required by making a comment with !wip or !review required * If you include sprites/sounds/... (assets) that you have not created yourself specify the license and original author below. * Ensure that you also credit them in the appropriate location / changelog as specified in the contributor guidelines ### Asset Licenses The following assets that **have not** been created by myself are included in this PR: | Path | Original Author | License | | --- | --- | --- | | icons/example.dmi | ExamplePerson (Example Station) | CC0 | Fixes [SERVER-PROD-3N](https://aurorastation.sentry.io/issues/7405041136/?seerDrawer=true) --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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@@ -205,11 +205,15 @@
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check_ammo()
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/obj/item/ammo_pile/proc/scatter()
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var/turf/T = get_turf(src)
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for(var/thing in ammo)
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var/obj/bullet = thing
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bullet.forceMove(get_turf(src))
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UnregisterSignal(bullet, COMSIG_QDELETING)
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bullet.forceMove(T)
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bullet.throw_at_random(FALSE, 2, 7)
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remove_ammo(bullet)
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ammo.Cut()
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CutOverlays()
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qdel(src)
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/obj/item/ammo_pile/throw_at()
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..()
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