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Fixes a very small mistake with the clickon signal procs cleanup. (#62214)
I haven't realized that the target loc check on clowncar.dm would have prevented players from firing the emag mode cannon when clicking on turfs (because their loc is an area). So I'm adding a ismovable(target) check before the target.loc in the same conditional statement. Also renaming the `A` argument to `target`.
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@@ -219,19 +219,19 @@
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driver.update_mouse_pointer()
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///Fires the cannon where the user clicks
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/obj/vehicle/sealed/car/clowncar/proc/fire_cannon_at(mob/user, atom/A, list/modifiers)
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/obj/vehicle/sealed/car/clowncar/proc/fire_cannon_at(mob/user, atom/target, list/modifiers)
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SIGNAL_HANDLER
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if(cannonmode != CLOWN_CANNON_READY || !length(return_controllers_with_flag(VEHICLE_CONTROL_KIDNAPPED)))
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return
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//The driver can still examine things and interact with his inventory.
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if(modifiers[SHIFT_CLICK] || !isturf(A.loc))
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if(modifiers[SHIFT_CLICK] || (ismovable(target) && !isturf(target.loc)))
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return
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var/mob/living/unlucky_sod = pick(return_controllers_with_flag(VEHICLE_CONTROL_KIDNAPPED))
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mob_exit(unlucky_sod, TRUE)
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flick("clowncar_recoil", src)
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playsound(src, pick('sound/vehicles/carcannon1.ogg', 'sound/vehicles/carcannon2.ogg', 'sound/vehicles/carcannon3.ogg'), 75)
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unlucky_sod.throw_at(A, 10, 2)
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log_combat(user, unlucky_sod, "fired", src, "towards [A]") //this doesn't catch if the mob hits something between the car and the target
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unlucky_sod.throw_at(target, 10, 2)
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log_combat(user, unlucky_sod, "fired", src, "towards [target]") //this doesn't catch if the mob hits something between the car and the target
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return COMSIG_MOB_CANCEL_CLICKON
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///Increments the thanks counter every time someone thats been kidnapped thanks the driver
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