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 14:43:38 -05:00
committed by skull132
parent af960ce8d1
commit 636aef2970
5 changed files with 19 additions and 10 deletions
+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