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synced 2026-07-19 02:56:14 +01:00
Fixes a few more runtimes.
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@@ -465,7 +465,7 @@ var/list/mob/living/forced_ambiance_list = new
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/area/proc/prison_break(break_lights = TRUE, open_doors = TRUE, open_blast_doors = TRUE)
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var/obj/machinery/power/apc/theAPC = get_apc()
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if(theAPC.operating)
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if(theAPC && theAPC.operating)
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if(break_lights)
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for(var/obj/machinery/power/apc/temp_apc in src)
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temp_apc.overload_lighting(70)
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@@ -45,8 +45,9 @@
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return
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var/datum/sprite_accessory/tail/taur/TT = H.tail_style
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item_state = "[icon_base]_[TT.icon_sprite_tag]" //icon_sprite_tag is something like "deer"
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return 1
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if(istype(TT))
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item_state = "[icon_base]_[TT.icon_sprite_tag]" //icon_sprite_tag is something like "deer"
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return 1
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@@ -64,7 +64,7 @@
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var/obj/machinery/power/apc/theAPC = null
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for(var/area/A in areas)
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theAPC = A.get_apc()
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if(theAPC.operating) //If the apc's off, it's a little hard to overload the lights.
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if(theAPC && theAPC.operating) //If the apc's off, it's a little hard to overload the lights.
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for(var/obj/machinery/light/L in A)
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L.flicker(10)
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