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)