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Fix Loadout Sound Spam (#21589)
This PR fixes a literally 12 year old bug, by making it so that roundstart loadout items no longer spam the world with their on_equip sounds. I have not however found the cause for the backpack sounds though. That one is significantly harder to locate. https://github.com/user-attachments/assets/54fbeada-d685-4c15-8383-d197ecf26363
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@@ -371,7 +371,7 @@ SUBSYSTEM_DEF(jobs)
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//Gives glasses to the vision impaired
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if(H.disabilities & NEARSIGHTED)
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var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), slot_glasses)
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var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), slot_glasses, TRUE)
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if(equipped != 1)
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var/obj/item/clothing/glasses/G = H.glasses
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G.prescription = 7
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@@ -691,7 +691,7 @@ SUBSYSTEM_DEF(jobs)
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// This is a miserable way to fix the loadout overwrite bug, but the alternative requires
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// adding an arg to a bunch of different procs. Will look into it after this merge. ~ Z
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var/obj/item/CI = G.spawn_item(null,metadata, H)
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if (H.equip_to_slot_or_del(CI, G.slot))
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if (H.equip_to_slot_or_del(CI, G.slot, TRUE))
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to_chat(H, SPAN_NOTICE("Equipping you with [thing]!"))
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if(G.slot != slot_tie)
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custom_equip_slots += G.slot
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@@ -752,7 +752,7 @@ SUBSYSTEM_DEF(jobs)
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equip_slot = slot_wear_suit
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if(!handled_accessory)
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if (H.equip_to_slot_or_del(CI, equip_slot))
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if (H.equip_to_slot_or_del(CI, equip_slot, TRUE))
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to_chat(H, SPAN_NOTICE("Equipping you with [thing]!"))
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used_slots += equip_slot
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log_loadout("ECD/([H]): Equipped [thing] successfully.")
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