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Fix various runtimes (#48563)
The grille one could use a lower level solution eventually. As in separation of simple animal attack/visuals/aftereffects but that's bigger refactor. * Fixes explosion dismemberment runtime. * Fixes removing pen from PDA runtime. * Mulebot bullet act runtime. * Trying to refuel plasmacutter with fuel runtime. * Fixes grille runtime. * Teslium reaction runtime * lavaland elite win runtime
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@@ -157,7 +157,7 @@
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/mob/living/simple_animal/bot/mulebot/bullet_act(obj/projectile/Proj)
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. = ..()
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if(.)
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if(. && !QDELETED(src)) //Got hit and not blown up yet.
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if(prob(50) && !isnull(load))
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unload(0)
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if(prob(25))
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@@ -233,7 +233,8 @@ While using this makes the system rely on OnFire, it still gives options for tim
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INVOKE_ASYNC(src, .proc/fighters_check) //Checks to see if our fighters died.
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INVOKE_ASYNC(src, .proc/arena_trap) //Gets another arena trap queued up for when this one runs out.
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INVOKE_ASYNC(src, .proc/border_check) //Checks to see if our fighters got out of the arena somehow.
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addtimer(CALLBACK(src, .proc/arena_checks), 50)
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if(!QDELETED(src))
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addtimer(CALLBACK(src, .proc/arena_checks), 50)
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/obj/structure/elite_tumor/proc/fighters_check()
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if(activator != null && activator.stat == DEAD || activity == TUMOR_ACTIVE && QDELETED(activator))
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