Merge pull request #13437 from timothyteakettle/turret-fix
turrets will now break instead of magically poofing out of existence
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@@ -381,6 +381,7 @@ Class Procs:
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/obj/machinery/obj_break(damage_flag)
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if(!(flags_1 & NODECONSTRUCT_1))
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stat |= BROKEN
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return TRUE
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/obj/machinery/contents_explosion(severity, target)
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if(occupant)
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@@ -300,6 +300,7 @@
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else
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to_chat(user, "<span class='notice'>You remove the turret but did not manage to salvage anything.</span>")
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qdel(src)
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return
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else if((istype(I, /obj/item/wrench)) && (!on))
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if(raised)
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@@ -151,6 +151,7 @@
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turret.installation = installed_gun.type
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turret.setup(installed_gun)
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qdel(src)
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return
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else if(istype(I, /obj/item/crowbar))
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I.play_tool_sound(src, 75)
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