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Fixes a runtime with big explosions and disposal units (#31213)
* fixed it * update to modern naming scheme * isnull
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@@ -59,11 +59,15 @@
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T.nicely_link_to_other_stuff(src)
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//When the disposalsoutlet is forcefully moved. Due to meteorshot (not the recall spell)
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/obj/machinery/disposal/Moved(atom/OldLoc, Dir)
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/obj/machinery/disposal/Moved(atom/old_loc, Dir)
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if(isnull(old_loc))
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return
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. = ..()
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eject()
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var/ptype = istype(src, /obj/machinery/disposal/delivery_chute) ? PIPE_DISPOSALS_CHUTE : PIPE_DISPOSALS_BIN //Check what disposaltype it is
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var/turf/T = OldLoc
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var/turf/T = old_loc
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if(T.intact)
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var/turf/simulated/floor/F = T
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F.remove_tile(null,TRUE,TRUE)
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@@ -71,6 +75,7 @@
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"<span class='warning'>The floortile is ripped from the floor!</span>",
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"<span class='warning'>You hear a loud bang!</span>"
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)
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if(trunk)
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trunk.remove_trunk_links()
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var/obj/structure/disposalconstruct/C = new (loc)
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