diff --git a/code/game/objects/structures/ai_core.dm b/code/game/objects/structures/ai_core.dm index 378aa3daf7b..946fbeaabf8 100644 --- a/code/game/objects/structures/ai_core.dm +++ b/code/game/objects/structures/ai_core.dm @@ -50,10 +50,9 @@ return playsound(loc, 'sound/items/Welder.ogg', 50, 1) user << "You start to deconstruct the frame..." - if(do_after(user, 20/P.toolspeed, target = src) && state != EMPTY_CORE && src && WT && WT.remove_fuel(0, user)) + if(do_after(user, 20/P.toolspeed, target = src) && src && state == EMPTY_CORE && WT && WT.remove_fuel(0, user)) user << "You deconstruct the frame." - new /obj/item/stack/sheet/plasteel( loc, 4) - qdel(src) + deconstruct(TRUE) return else switch(state) @@ -227,7 +226,7 @@ That prevents a few funky behaviors. //The type of interaction, the player performing the operation, the AI itself, and the card object, if any. -atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card) +/atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card) if(istype(card)) if(card.flush) user << "ERROR: AI flush is in progress, cannot execute transfer protocol."