Fixes (somehow) killing nar-sie in the last second not properly clearing the hostile environment (#61116)

Someone forgot to add GLOB.cult_narsie so I think what would happen is, despite narsie being dead, the shuttle wouldn't leave.

Was a non issue because the round ends if nar nar is last minute killed. There is not enough time for the shuttle to even leave.

That said, unimportant failures are still failures, so let's get going
This commit is contained in:
FlamingLily
2021-09-14 18:15:02 -07:00
committed by GitHub
parent dfa8efecd9
commit d42998f6a8
+1 -1
View File
@@ -244,6 +244,7 @@
/proc/narsie_apocalypse()
if(QDELETED(GLOB.cult_narsie)) // tres
priority_announce("Normalization detected! Abort the solution package!","Central Command Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
SSshuttle.clearHostileEnvironment(GLOB.cult_narsie)
GLOB.cult_narsie = null
addtimer(CALLBACK(GLOBAL_PROC, .proc/narsie_last_second_win), 2 SECONDS)
return
@@ -255,7 +256,6 @@
///Called only if the crew managed to destroy narsie at the very last second for [/proc/begin_the_end()]
/proc/narsie_last_second_win()
set_security_level("red")
SSshuttle.clearHostileEnvironment()
SSshuttle.lockdown = FALSE
INVOKE_ASYNC(GLOBAL_PROC, .proc/cult_ending_helper, 2)