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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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