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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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@@ -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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