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[NO GBP] Fixes an oversight with tablesmash element (#94609)
## About The Pull Request I neglected platforms, whoops. Also, while we are at it refactors to use the connect_loc element further reducing instances of connect_loc_behalf components, and fixes a bug in disarm code with checking for a flag using && instead of & that I randomly stumbled upon <details> <summary> Working </summary> <img width="1461" height="804" alt="image" src="https://github.com/user-attachments/assets/fa6fc773-94a8-488e-840d-d1d3d2070a29" /> </details> ## Why It's Good For The Game Fixes a runtime ## Changelog 🆑 fix: fixes tablesmashing onto platforms /🆑
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@@ -91,11 +91,7 @@
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make_climbable()
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AddElement(/datum/element/give_turf_traits, string_list(turf_traits))
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AddElement(/datum/element/footstep_override, priority = STEP_SOUND_TABLE_PRIORITY)
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AddElement(/datum/element/table_smash, gentle_push = slam_gently)
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/// Called after someone is harmfully smashed into us
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/obj/structure/table/after_smash(mob/living/smashed_onto)
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return // This is mostly for our children
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AddElement(/datum/element/table_smash, gentle_push = slam_gently, after_smash_proccall = PROC_REF(after_smash))
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/// Applies additional properties based on the frame used to construct this table.
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/obj/structure/table/proc/apply_frame_properties(obj/structure/table_frame/frame_used)
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