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Fixes another fishy CI runtime (#89248)
## About The Pull Request  Fish trophies from persistence are meant to be dusted and thus drop no fillet. So we always need to be checking that we actually have a `fillet_type` before attempting to create one. Just fixes one spot that wasn't doing that. ## Why It's Good For The Game Annoying CI failures for no reason begone. ## Changelog 🆑 fix: due to a number of complaints of fish explosions, chrystarfish will no longer be chosen as the random starting fish for the fish mount. /🆑
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@@ -63,7 +63,8 @@
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/obj/item/fish/starfish/chrystarfish/set_status(new_status, silent)
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. = ..()
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if(new_status == FISH_DEAD)
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new fillet_type(get_turf(src))
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if(fillet_type)
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new fillet_type(get_turf(src))
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playsound(src, SFX_SHATTER, 50)
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qdel(src)
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@@ -74,7 +74,7 @@
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return ITEM_INTERACT_SUCCESS
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/obj/structure/fish_mount/proc/add_first_fish()
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var/obj/item/fish/fish_path = pick(subtypesof(/obj/item/fish) - typesof(/obj/item/fish/holo))
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var/obj/item/fish/fish_path = pick(subtypesof(/obj/item/fish) - list(typesof(/obj/item/fish/holo) + list(/obj/item/fish/starfish/chrystarfish))) // chrystarfish immediately shatters when placed
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if(fish_path.fish_id_redirect_path)
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fish_path = fish_path.fish_id_redirect_path
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var/fluff_name = pick("John Trasen III", "a nameless intern", "Pun Pun", AQUARIUM_COMPANY, "Unknown", "Central Command")
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