Further runtime fixes by AnturK.
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@@ -29,6 +29,11 @@
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var/stealth_armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
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var/combat_armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 90, "acid" = 90)
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/obj/item/clothing/suit/armor/abductor/vest/Initialize()
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. = ..()
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stealth_armor = getArmor(arglist(stealth_armor))
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combat_armor = getArmor(arglist(combat_armor))
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/obj/item/clothing/suit/armor/abductor/vest/proc/toggle_nodrop()
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if(HAS_TRAIT_FROM(src, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT))
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REMOVE_TRAIT(src, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT)
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@@ -274,7 +274,8 @@
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/obj/machinery/camera/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
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S.DisIntegrate(src)
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toggle_cam(S, 0)
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if(!QDELETED(S)) //If it got blown up no need to turn it off.
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toggle_cam(S, 0)
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return TRUE
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/obj/machinery/particle_accelerator/control_box/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
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