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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
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@@ -181,7 +181,7 @@
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/mob/living/basic/living_limb_flesh/proc/on_limb_lost(atom/movable/source, mob/living/carbon/old_owner, special, dismembered)
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SIGNAL_HANDLER
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unregister_from_limb(old_owner)
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addtimer(CALLBACK(src, PROC_REF(wake_up), source), 2 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(wake_up), source), 2 SECONDS, TIMER_STOPPABLE | TIMER_DELETE_ME)
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/mob/living/basic/living_limb_flesh/proc/register_to_limb(obj/item/bodypart/part)
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current_bodypart = part
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@@ -199,6 +199,8 @@
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current_bodypart = null
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/mob/living/basic/living_limb_flesh/proc/wake_up(atom/limb)
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if(QDELETED(src))
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return
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visible_message(span_warning("[src] begins flailing around!"))
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Shake(6, 6, 0.5 SECONDS)
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ai_controller.set_ai_status(AI_STATUS_ON)
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