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Item Spawning Hotfix 2
Removes bad break commands, unneeded logs, streamlines a little.
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@@ -134,8 +134,7 @@ proc/EquipCustomItems(mob/living/carbon/human/M)
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/proc/EquipCustomItems(mob/living/carbon/human/M)
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establish_db_connection()
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if(!dbcon.IsConnected())
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message_admins("Custom item check failed: unable to connect to database.")
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log_game("Custom item check failed: unable to connect to database.")
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error("Custom item check failed: unable to connect to database.")
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return
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var/ckeyl = sanitizeSQL(M.ckey)
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@@ -167,7 +166,7 @@ proc/EquipCustomItems(mob/living/carbon/human/M)
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else
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del(Item)
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ok = 1
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break
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continue
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skip:
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@@ -175,12 +174,12 @@ proc/EquipCustomItems(mob/living/carbon/human/M)
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if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back
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Item.loc = M.back
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ok = 1
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break
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continue
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else if(ok == 0)
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for(var/obj/item/weapon/storage/S in M.contents) // Try to place it in any item that can store stuff, on the mob.
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if (S.contents.len < S.storage_slots)
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Item.loc = S
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ok = 1
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break
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continue
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else if(ok == 0)// Finally, since everything else failed, place it on the ground
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Item.loc = get_turf(M.loc)
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