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[no gbp] fixes monkey disarming leading to runtimes (#88128)
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@@ -140,10 +140,10 @@
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return AI_BEHAVIOR_DELAY | AI_BEHAVIOR_SUCCEEDED
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// check if target has a weapon
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var/holding_weapon = FALSE
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var/holding_weapon
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for(var/obj/item/potential_weapon in target.held_items)
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if(!(potential_weapon.item_flags & ABSTRACT))
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holding_weapon = TRUE
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holding_weapon = potential_weapon
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break
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var/attack_results = monkey_attack(controller, target, seconds_per_tick, holding_weapon && SPT_PROB(MONKEY_ATTACK_DISARM_PROB, seconds_per_tick), holding_weapon)
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