Tactical Holster Fixes & Random Obj Runtime Fix (#2043)

changes:

Fixed some issues with tactical armor's holster.
Made tactical armor qdel its child storage instead of just nulling it out.
Hopefully fixed the runtimes with random voidsuits.
Fixed a bug where random vendors were always depleted.
Fixed a bug where industrials could not set their eye color.
Fixes #2041.
Hopefully fixes #1740.
This commit is contained in:
Lohikar
2017-04-03 22:43:38 +03:00
committed by skull132
parent af960ce8d1
commit 636aef2970
5 changed files with 19 additions and 10 deletions
+6 -6
View File
@@ -397,18 +397,18 @@
)
has_postspawn = TRUE
/obj/random/voidsuit/New(var/_damaged = 0)
/obj/random/voidsuit/New(loc, _damaged = 0)
damaged = _damaged
..()
..(loc)
/obj/random/voidsuit/post_spawn(obj/item/clothing/suit/space/void/suit)
var/helmet = suitmap[suit]
var/helmet = suitmap[suit.type]
if (helmet)
new helmet(loc)
else
log_debug("random_obj (voidsuit): Type [suit.type] was unable to spawn a matching helmet!")
new /obj/item/clothing/shoes/magboots(loc)
if (damaged & prob(60))
if (damaged && prob(60))
suit.create_breaches(pick(BRUTE, BURN), rand(1, 5))
/obj/random/vendor
@@ -436,9 +436,9 @@
)
has_postspawn = TRUE
/obj/random/vendor/New(var/_depleted = 0)
/obj/random/vendor/New(loc, _depleted = 0)
depleted = _depleted
..()
..(loc)
/obj/random/vendor/post_spawn(obj/machinery/vending/V)
if (!depleted)
+4 -3
View File
@@ -255,9 +255,10 @@
/obj/item/clothing/suit/armor/tactical/New()
..()
holster = new(src)
holster.has_suit = 1//its inside a suit, we set this so it can be drawn from
pockets = null//Tactical armour has internal holster instead of pockets, so we null this out
holster = new()
holster.on_attached(src) //its inside a suit, we set this so it can be drawn from
QDEL_NULL(pockets) //Tactical armour has internal holster instead of pockets, so we null this out
overlays.Cut() // Remove the holster's overlay.
/obj/item/clothing/suit/armor/tactical/attackby(obj/item/W as obj, mob/user as mob)
..()
@@ -98,6 +98,9 @@
var/obj/item/clothing/under/S = src
if (S.accessories.len)
H = locate() in S.accessories
else if (istype(src, /obj/item/clothing/suit/armor/tactical)) // This armor is a snowflake and has an integrated holster.
var/obj/item/clothing/suit/armor/tactical/tacticool = src
H = tacticool.holster
if (!H)
usr << "<span class='warning'>Something is very wrong.</span>"
@@ -120,7 +120,7 @@
"r_foot" = list("path" = /obj/item/organ/external/foot/right/industrial)
)
appearance_flags = HAS_HAIR_COLOR
appearance_flags = HAS_EYE_COLOR
heat_level_1 = 600
heat_level_2 = 1200
+5
View File
@@ -0,0 +1,5 @@
author: Lohikar
delete-after: True
changes:
- bugfix: "Fixed a bug where holstering didn't quite work right with tactical armor."
- bugfix: "Industrial IPC units' eye controller firmware has been upgraded, fixing a bug where a unit's configured eye color would not display."