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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.
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@@ -397,18 +397,18 @@
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)
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has_postspawn = TRUE
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/obj/random/voidsuit/New(var/_damaged = 0)
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/obj/random/voidsuit/New(loc, _damaged = 0)
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damaged = _damaged
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..()
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..(loc)
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/obj/random/voidsuit/post_spawn(obj/item/clothing/suit/space/void/suit)
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var/helmet = suitmap[suit]
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var/helmet = suitmap[suit.type]
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if (helmet)
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new helmet(loc)
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else
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log_debug("random_obj (voidsuit): Type [suit.type] was unable to spawn a matching helmet!")
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new /obj/item/clothing/shoes/magboots(loc)
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if (damaged & prob(60))
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if (damaged && prob(60))
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suit.create_breaches(pick(BRUTE, BURN), rand(1, 5))
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/obj/random/vendor
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@@ -436,9 +436,9 @@
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)
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has_postspawn = TRUE
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/obj/random/vendor/New(var/_depleted = 0)
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/obj/random/vendor/New(loc, _depleted = 0)
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depleted = _depleted
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..()
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..(loc)
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/obj/random/vendor/post_spawn(obj/machinery/vending/V)
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if (!depleted)
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@@ -255,9 +255,10 @@
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/obj/item/clothing/suit/armor/tactical/New()
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..()
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holster = new(src)
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holster.has_suit = 1//its inside a suit, we set this so it can be drawn from
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pockets = null//Tactical armour has internal holster instead of pockets, so we null this out
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holster = new()
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holster.on_attached(src) //its inside a suit, we set this so it can be drawn from
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QDEL_NULL(pockets) //Tactical armour has internal holster instead of pockets, so we null this out
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overlays.Cut() // Remove the holster's overlay.
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/obj/item/clothing/suit/armor/tactical/attackby(obj/item/W as obj, mob/user as mob)
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..()
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@@ -98,6 +98,9 @@
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var/obj/item/clothing/under/S = src
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if (S.accessories.len)
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H = locate() in S.accessories
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else if (istype(src, /obj/item/clothing/suit/armor/tactical)) // This armor is a snowflake and has an integrated holster.
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var/obj/item/clothing/suit/armor/tactical/tacticool = src
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H = tacticool.holster
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if (!H)
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usr << "<span class='warning'>Something is very wrong.</span>"
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@@ -120,7 +120,7 @@
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"r_foot" = list("path" = /obj/item/organ/external/foot/right/industrial)
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)
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appearance_flags = HAS_HAIR_COLOR
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appearance_flags = HAS_EYE_COLOR
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heat_level_1 = 600
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heat_level_2 = 1200
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@@ -0,0 +1,5 @@
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author: Lohikar
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delete-after: True
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changes:
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- bugfix: "Fixed a bug where holstering didn't quite work right with tactical armor."
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- bugfix: "Industrial IPC units' eye controller firmware has been upgraded, fixing a bug where a unit's configured eye color would not display."
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