From ddb0b7df2b8bd18db70669cd04a4867e3d301ab0 Mon Sep 17 00:00:00 2001 From: Atermonera Date: Tue, 4 Jun 2019 09:12:05 -0800 Subject: [PATCH] Merge pull request #6188 from Mechoid/PuzzleFix Fix Puzzledoors not being locked when no lock is found. --- code/game/objects/structures/props/puzzledoor.dm | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/code/game/objects/structures/props/puzzledoor.dm b/code/game/objects/structures/props/puzzledoor.dm index 70d65082028..f5ec2fe7cb5 100644 --- a/code/game/objects/structures/props/puzzledoor.dm +++ b/code/game/objects/structures/props/puzzledoor.dm @@ -18,13 +18,17 @@ var/checkrange_mult = 1 /obj/machinery/door/blast/puzzle/proc/check_locks() + if(!locks || locks.len <= 0) // Puzzle doors with no locks will only listen to boring buttons. + return 0 + for(var/obj/structure/prop/lock/L in locks) if(!L.enabled) return 0 return 1 /obj/machinery/door/blast/puzzle/bullet_act(var/obj/item/projectile/Proj) - visible_message("\The [src] is completely unaffected by \the [Proj].") + if(!istype(Proj, /obj/item/projectile/test)) + visible_message("\The [src] is completely unaffected by \the [Proj].") qdel(Proj) //No piercing. No. /obj/machinery/door/blast/puzzle/ex_act(severity)