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Fix two extra robust bugs
Trays have no attack cooldown because they have this crazy-long snowflake code for attacks. Beds (and children like chairs) don't track target for grab-buckle do_after, letting them run away and get teleported back to the chair and buckled regardless of their efforts.
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@@ -17,7 +17,7 @@
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var/max_carry = 10
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var/max_carry = 10
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/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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// Drop all the things. All of them.
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// Drop all the things. All of them.
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overlays.Cut()
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overlays.Cut()
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for(var/obj/item/I in carrying)
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for(var/obj/item/I in carrying)
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@@ -133,7 +133,7 @@
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user << "<span class='notice'>\The [src] already has someone buckled to it.</span>"
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user << "<span class='notice'>\The [src] already has someone buckled to it.</span>"
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return
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return
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user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
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user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
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if(do_after(user, 20))
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if(do_after(user, 20, G.affecting))
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affecting.loc = loc
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affecting.loc = loc
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spawn(0)
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spawn(0)
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if(buckle_mob(affecting))
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if(buckle_mob(affecting))
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