Stops flesh abominations from trying to flail around after they've been deleted (#93725)

## About The Pull Request

This might sound fun but it's really not, all you get is a hard delete +
runtime.

<img width="885" height="396" alt="image"
src="https://github.com/user-attachments/assets/ef43e15e-e54f-4c66-a115-3072bcd35e29"
/>

<img width="785" height="125" alt="image"
src="https://github.com/user-attachments/assets/fa66f0b5-fff7-47eb-b5ce-4e971ac9cbcc"
/>

## Why It's Good For The Game

Bugfix

## Changelog

Not player-facing
This commit is contained in:
Bloop
2025-11-02 15:42:05 +01:00
committed by GitHub
parent 2ddcbbc66d
commit 44478af23c
@@ -181,7 +181,7 @@
/mob/living/basic/living_limb_flesh/proc/on_limb_lost(atom/movable/source, mob/living/carbon/old_owner, special, dismembered)
SIGNAL_HANDLER
unregister_from_limb(old_owner)
addtimer(CALLBACK(src, PROC_REF(wake_up), source), 2 SECONDS)
addtimer(CALLBACK(src, PROC_REF(wake_up), source), 2 SECONDS, TIMER_STOPPABLE | TIMER_DELETE_ME)
/mob/living/basic/living_limb_flesh/proc/register_to_limb(obj/item/bodypart/part)
current_bodypart = part
@@ -199,6 +199,8 @@
current_bodypart = null
/mob/living/basic/living_limb_flesh/proc/wake_up(atom/limb)
if(QDELETED(src))
return
visible_message(span_warning("[src] begins flailing around!"))
Shake(6, 6, 0.5 SECONDS)
ai_controller.set_ai_status(AI_STATUS_ON)