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Fixes a fuck ton more harddels (#58779)
Redoes how geese handle eating shit, it was fucking stupid and caused harddels, and while this method is technically slower in the best case, it's a fucking goose Fixes action related harddels, I hate how they work but at least this way they won't hold refs. Fixes the hierophont causing its beacon to harddel Removes the M variable from megafauna actions, it was used like a typed owner and caused harddels, so I burned it Fixes target and targets_from harddels, replaces all setters of target with LoseTarget and GiveTarget, which should help maintain behavior. I'm not sure if this breaks anything, but if it does we should fix the assumptions that code makes instead of reverting this change Fixes more area_senstive_contents related harddels, we need to allow the mob to move before clearing out its list. Fixes marked object harddels (I'm coming for you admin team) Fixes a language based human harddel Fixes managed overlay related harddels (This was just emissive blockers, but I think this is a good safety net to have. If we clear the overlay list we should clear this one as well) Fixes bot core harddels, I hate the fact that this exists but it has no reason to know who its owner is Adds a walk(src, 0) to simple_animal destroy, it's the best bang for the buck in terms of stopping spurious harddels. Walk related harddels aren't that expensive in the first place, since byond does the same thing I'm doing here, but this makes finding mob harddels easier, so let's go with it I fixed another source of part harddels, I hate fullupgrade so much Fixes all the sound loop harddels
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@@ -64,6 +64,9 @@ SUBSYSTEM_DEF(atoms)
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if(late_loaders.len)
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for(var/I in 1 to late_loaders.len)
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var/atom/A = late_loaders[I]
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//I hate that we need this
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if(QDELETED(A))
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continue
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A.LateInitialize()
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testing("Late initialized [late_loaders.len] atoms")
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late_loaders.Cut()
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