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# About the pull request This PR adds a signal response to prevent pre-ignition if the mob is merged with weeds and also extinguishes the mob when they begin merging. Usually in this state the weeds will simply burn away and then another tick will then ignite the un-merged mob, but apparently there were weird edge cases where the mob would be ignited on weeds. Because its a weird scenario I am not 100% certain I have solved the issue (as in I can't guarantee what ignited the mob calls and respects the signal if the extinguish call when merging isn't enough), but I am almost certain what I have done should hit most if not all scenarios that made this possible. # Explain why it's good for the game Fixes #5483 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![spicy](https://github.com/cmss13-devs/cmss13/assets/76988376/d84feb7c-5a4c-48a8-9cee-d955d80136d5) </details> # Changelog :cl: Drathek fix: Fixed mobs merged with weeds remaining ignited /:cl:
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