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Fixes two anomaly bugs. One: bluespace anomaly doing translocation despite being destroyed. Two: anomaly not checking for the signal code.
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@@ -178,7 +178,10 @@ Code:
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item_state = "electronic"
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/obj/item/device/assembly/signaler/anomaly/receive_signal(datum/signal/signal)
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..()
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if(!signal)
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return 0
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if(signal.encryption != code)
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return 0
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for(var/obj/effect/anomaly/A in orange(0, src))
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A.anomalyNeutralize()
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@@ -21,7 +21,7 @@
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/datum/round_event/anomaly/anomaly_bluespace/end()
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if(newAnomaly)//If it hasn't been neutralized, it's time to warp half the station away jeez
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if(newAnomaly.loc)//If it hasn't been neutralized, it's time to warp half the station away jeez
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var/turf/T = pick(get_area_turfs(impact_area))
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if(T)
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// Calculate new position (searches through beacons in world)
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@@ -21,6 +21,6 @@
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/datum/round_event/anomaly/anomaly_flux/end()
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if(newAnomaly)//If it hasn't been neutralized, it's time to blow up.
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if(newAnomaly.loc)//If it hasn't been neutralized, it's time to blow up.
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explosion(newAnomaly, -1, 3, 5, 5)
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qdel(newAnomaly)
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