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https://github.com/ParadiseSS13/Paradise.git
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Fix remaining non-returning Destroys()
Plus a little refactor to mining flaps and spacepod doors- they now use CanAtmosPass instead of manually setting the turf to no-atmos-passing
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@@ -135,7 +135,7 @@ obj/item/weapon/gun/energy/laser/retro
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Destroy()
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processing_objects.Remove(src)
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..()
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return ..()
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process()
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@@ -172,7 +172,7 @@ obj/item/weapon/gun/energy/laser/retro
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Destroy()
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processing_objects.Remove(src)
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..()
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return ..()
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process()
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@@ -54,7 +54,7 @@
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Destroy()
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processing_objects.Remove(src)
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..()
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return ..()
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process()
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@@ -109,7 +109,7 @@
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Destroy()
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processing_objects.Remove(src)
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..()
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return ..()
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process()
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charge_tick++
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@@ -45,7 +45,7 @@
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user << "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow."
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var/obj/item/weapon/shard/shrapnel/S = new()
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S.loc = get_turf(src)
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src.Destroy()
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qdel(src)
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/obj/item/weapon/arrow/baguette
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name = "baguette"
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