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[MIRROR] Fixes the randomly failing unit test that sometimes happens. (#3746)
* Fixes the randomly failing unit test that sometimes happens. (#57266) * Fixes the randomly failing unit test that sometimes happens. Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
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@@ -26,6 +26,8 @@
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return ..()
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/obj/projectile/curse_hand/fire(setAngle)
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if(QDELETED(src)) //I'm going to try returning nothing because if it's being deleted, surely we don't want anything to happen?
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return
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if(starting)
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arm = starting.Beam(src, icon_state = "curse[handedness]", beam_type=/obj/effect/ebeam/curse_arm)
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..()
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@@ -44,6 +46,8 @@
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leftover.icon_state = icon_state
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for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
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qdel(G)
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if(!T) //T can be in nullspace when src is set to QDEL
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return
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new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
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var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, beam_type=/obj/effect/ebeam/curse_arm)
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animate(D.visuals, alpha = 0, time = 32)
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