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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
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@@ -244,6 +244,7 @@
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/proc/narsie_apocalypse()
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if(QDELETED(GLOB.cult_narsie)) // tres
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priority_announce("Normalization detected! Abort the solution package!","Central Command Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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SSshuttle.clearHostileEnvironment(GLOB.cult_narsie)
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, .proc/narsie_last_second_win), 2 SECONDS)
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return
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@@ -255,7 +256,6 @@
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///Called only if the crew managed to destroy narsie at the very last second for [/proc/begin_the_end()]
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/proc/narsie_last_second_win()
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set_security_level("red")
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SSshuttle.clearHostileEnvironment()
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SSshuttle.lockdown = FALSE
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INVOKE_ASYNC(GLOBAL_PROC, .proc/cult_ending_helper, 2)
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