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Fixes a bunch of runtimes (#27363)
* hjnbujihbhuji * uioybgyub * Fixes a bunch of crunchy runtimes
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@@ -472,6 +472,9 @@
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A.attack_animal(src)//Bang on it till we get out
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/mob/living/simple_animal/hostile/proc/FindHidden()
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if(QDELETED(target))
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LoseTarget()
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return
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if(istype(target.loc, /obj/structure/closet) || istype(target.loc, /obj/machinery/disposal) || istype(target.loc, /obj/machinery/sleeper) || istype(target.loc, /obj/machinery/bodyscanner) || istype(target.loc, /obj/machinery/recharge_station))
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var/atom/A = target.loc
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Goto(A,move_to_delay,minimum_distance)
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@@ -613,6 +613,8 @@ GLOBAL_LIST_INIT(slot_equipment_priority, list( \
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DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(run_examinate), A))
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/mob/proc/run_examinate(atom/A)
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if(QDELETED(A))
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return
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if(A.invisibility > see_invisible)
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A = get_turf(A)
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if(!has_vision(information_only = TRUE) && !isobserver(src))
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