A few more, ported, runtime fixes.
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@@ -30,7 +30,7 @@
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underlays.Cut()
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var/turf/T = loc
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if(level == 2 || !T.intact)
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if(level == 2 || (istype(T) && !T.intact))
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showpipe = TRUE
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plane = GAME_PLANE
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else
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@@ -336,7 +336,8 @@
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if(bomb_armor < EXPLODE_GIB_THRESHOLD) //gibs the mob if their bomb armor is lower than EXPLODE_GIB_THRESHOLD
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for(var/I in contents)
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var/atom/A = I
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A.ex_act(severity)
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if(!QDELETED(A))
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A.ex_act(severity)
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gib()
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return
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else
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@@ -207,7 +207,11 @@
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switch(add_to)
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if("collar")
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add_collar(usr.get_active_held_item(), usr)
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var/obj/item/clothing/neck/petcollar/P = usr.get_active_held_item()
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if(!istype(P))
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to_chat(usr,"<span class='warning'>That's not a collar.</span>")
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return
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add_collar(P, usr)
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update_corgi_fluff()
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if(BODY_ZONE_HEAD)
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@@ -23,6 +23,8 @@
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new /obj/item/stack/sheet/metal(newloc, round(steel_sheet_cost/2))
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for(var/C in all_components)
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var/obj/item/computer_hardware/H = all_components[C]
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if(QDELETED(H))
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return
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uninstall_component(H)
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H.forceMove(newloc)
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if(prob(25))
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@@ -573,7 +573,8 @@
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else if(loc == user)
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cooldown = TRUE
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call(src,realProc)(user)
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addtimer(CALLBACK(src, .proc/cd), cooldownMax)
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if(!QDELETED(src))
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addtimer(CALLBACK(src, .proc/cd), cooldownMax)
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else
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to_chat(user, "<span class='notice'>You aren't quite sure what to do with this yet.</span>")
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