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(bounty) you no longer need ALL parts deployed to use a modsuit (limbless welcome!) (#86825)
## About The Pull Request you no longer need all parts deployed to activate a modsuit in order to use a module it needs its required part deployed, eg magnetic attachment = boots needed passive effects from a module dont work unless the relevant parts are deployed video todo ## Why It's Good For The Game fikou wants this and uhh i guess its better that the legless and the armless are capable of using modsuits however wearing a modsuit onearmed or onelegged properly still needs a seperate PR ## Changelog 🆑 balance: you no longer need all parts deployed to activate a modsuit, you can use them limbless /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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@@ -219,6 +219,10 @@
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/obj/item/mod/control/allow_attack_hand_drop(mob/user)
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if(user != wearer)
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return ..()
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if(active)
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balloon_alert(wearer, "deactivate the suit first!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE)
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return
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for(var/obj/item/part as anything in get_parts())
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if(part.loc != src)
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balloon_alert(user, "retract parts first!")
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@@ -228,6 +232,10 @@
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/obj/item/mod/control/mouse_drop_dragged(atom/over_object, mob/user)
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if(user != wearer || !istype(over_object, /atom/movable/screen/inventory/hand))
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return
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if(active)
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balloon_alert(wearer, "deactivate the suit first!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE)
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return
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for(var/obj/item/part as anything in get_parts())
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if(part.loc != src)
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balloon_alert(wearer, "retract parts first!")
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@@ -575,7 +583,7 @@
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new_module.on_install()
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if(wearer)
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new_module.on_equip()
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if(active)
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if(active && new_module.has_required_parts(mod_parts, need_extended = TRUE))
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new_module.on_suit_activation()
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if(user)
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balloon_alert(user, "[new_module] added")
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@@ -679,8 +687,6 @@
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part.forceMove(src)
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return
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retract(wearer, part)
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if(active)
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INVOKE_ASYNC(src, PROC_REF(toggle_activate), wearer, TRUE)
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/obj/item/mod/control/proc/on_part_destruction(obj/item/part, damage_flag)
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SIGNAL_HANDLER
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