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Makes jaunting work properly again (#56028)
Fixes an if check that was checking the area flags of a turf. Prevents a runtime in phased_check, and makes the area noteleport flag work properly. These were introduced by #55973
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@@ -10,7 +10,10 @@
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/obj/effect/dummy/phased_mob/Destroy()
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// Eject contents if deleted somehow
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var/area/destination_area = get_turf(src)
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var/atom/dest = drop_location()
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if(!dest) //You're in nullspace you clown
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return ..()
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var/area/destination_area = get_area(dest)
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var/failed_areacheck = FALSE
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if(destination_area.area_flags & NOTELEPORT)
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failed_areacheck = TRUE
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@@ -47,15 +50,16 @@
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if (movedelay > world.time || !direction)
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return
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var/turf/newloc = get_step(src,direction)
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var/area/destination_area = newloc.loc
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if(!newloc)
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return
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var/area/destination_area = newloc.loc
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movedelay = world.time + movespeed
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if(newloc.flags_1 & NOJAUNT_1)
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to_chat(user, "<span class='warning'>Some strange aura is blocking the way.</span>")
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return
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if(destination_area.area_flags & NOTELEPORT)
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to_chat(user, "<span class='danger'>Some dull, universal force is blocking the way. It's overwhelmingly oppressive force feels dangerous.</span>")
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return
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return newloc
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/// React to signals by deleting the effect. Used for bloodcrawl.
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