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Fixes a few runtimes (#12893)
* Some runtime fixes * fixes #12892 * Alternative fix. Better behaviour * qdel atmos thingy when loc is null * Eye colour init protection * Whoops. Forgotten / * Suggestions update * Fixed a runtime where IPCs losing their arms would cause a runtime in the hand * Fixes mobs being able to nuzzle a grill to dead and a runtime there * Added extra logging to the NPCpools
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@@ -147,6 +147,8 @@ Gunshots/explosions/opening doors/less rare audio (done)
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START_PROCESSING(SSobj, src)
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/obj/effect/hallucination/fake_flood/process()
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if(!target)
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qdel(src)
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if(next_expand <= world.time)
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radius++
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if(radius > FAKE_FLOOD_MAX_RADIUS)
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@@ -12,12 +12,11 @@
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var/see_invisible = 0
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var/lighting_alpha
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var/eye_colour = "#000000"
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var/eye_colour = "#000000" // Should never be null
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var/old_eye_colour = "#000000"
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var/flash_protect = 0
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var/aug_message = "Your vision is augmented!"
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/obj/item/organ/internal/cyberimp/eyes/insert(var/mob/living/carbon/M, var/special = 0)
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..()
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var/mob/living/carbon/human/H = M
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@@ -5,7 +5,7 @@
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organ_tag = "eyes"
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parent_organ = "head"
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slot = "eyes"
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var/eye_colour = "#000000"
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var/eye_colour = "#000000" // Should never be null
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var/list/colourmatrix = null
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var/list/colourblind_matrix = MATRIX_GREYSCALE //Special colourblindness parameters. By default, it's black-and-white.
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var/list/replace_colours = LIST_GREYSCALE_REPLACE
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@@ -404,7 +404,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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fracture()
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/obj/item/organ/external/proc/check_for_internal_bleeding(damage)
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if(NO_BLOOD in owner.dna.species.species_traits)
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if(owner && NO_BLOOD in owner.dna.species.species_traits)
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return
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var/local_damage = brute_dam + damage
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if(damage > 15 && local_damage > 30 && prob(damage) && !is_robotic())
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