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Fixes runtimes related to blowing up 25 vending machines at once (#22855)
* throw_impact() checks that A exists, preventing issues with violent explosions * also check !qdeleted(A)
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@@ -506,10 +506,11 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
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else ..()
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/obj/item/throw_impact(atom/A)
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var/itempush = 1
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if(w_class < 4)
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itempush = 0 //too light to push anything
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return A.hitby(src, 0, itempush)
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if(A && !qdeleted(A))
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var/itempush = 1
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if(w_class < 4)
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itempush = 0 //too light to push anything
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return A.hitby(src, 0, itempush)
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/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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thrownby = thrower
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