From 3630c3f497a6e12c567f548f409bcb3a3d62a341 Mon Sep 17 00:00:00 2001 From: Fikou <23585223+Fikou@users.noreply.github.com> Date: Fri, 30 Dec 2022 04:17:47 +0100 Subject: [PATCH] modules attached to active modsuits act as if the suit was activated, removed modules properly unequip themselves (#72341) this seems neat for backend even if players cant use it right now also bug fix --- code/modules/mod/mod_control.dm | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/code/modules/mod/mod_control.dm b/code/modules/mod/mod_control.dm index 5cf5126f57a..ee5c7b5f2f6 100644 --- a/code/modules/mod/mod_control.dm +++ b/code/modules/mod/mod_control.dm @@ -545,7 +545,8 @@ new_module.on_install() if(wearer) new_module.on_equip() - + if(active) + new_module.on_suit_activation() if(user) balloon_alert(user, "[new_module] added") playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE) @@ -553,6 +554,8 @@ /obj/item/mod/control/proc/uninstall(obj/item/mod/module/old_module, deleting = FALSE) modules -= old_module complexity -= old_module.complexity + if(wearer) + old_module.on_unequip() if(active) old_module.on_suit_deactivation(deleting = deleting) if(old_module.active)