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fixes syndicate bomb not triggering defuse properly
Moves active = false from wires\syndicatebomb\UpdateCut() to machinery\syndicatebomb\process() removes a redundant check for if the bomb is not active in machinery\syndicatebomb\process() This fixes the bomb not triggering payload.defuse() in process(), and thus makes the training bomb actually work again
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@@ -96,7 +96,6 @@
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if(BOMB_WIRE_ACTIVATE)
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if(!mended && B.active)
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holder.visible_message("<span class='notice'>[bicon(B)] The timer stops! The bomb has been defused!</span>")
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B.active = FALSE
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B.defused = TRUE
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B.update_icon()
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..()
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@@ -77,7 +77,8 @@
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update_icon()
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try_detonate(TRUE)
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//Counter terrorists win
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else if(!active || defused)
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else if(defused)
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active = FALSE
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if(defused && (payload in src))
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payload.defuse()
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countdown.stop()
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