From b524d396113e7b28319728affb60c71fd25116f3 Mon Sep 17 00:00:00 2001 From: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com> Date: Sun, 8 Sep 2024 11:17:27 +1000 Subject: [PATCH] Fixes MODsuits Not Being Able To Deploy Individual Parts (#86511) ## About The Pull Request Replaces the check for the mod_parts list with the get_parts() proc which converts that list into the parts of the MODsuit. Which is how all the other checks do it. This was changed in #86031 from just checking the parts list to checking mod_parts. From my testing, checking contents, parts, and get_parts() all make it work as intended. I felt like the proc was the proper way to fix this issue. There might be a reason it was changed to use mod_parts specifically but I cannot find it. ## Why It's Good For The Game I have been playing c*rbon recently and I think that wearing just the chest piece of a modsuit is drippy AF and I want to be able to do that. ## Changelog :cl: fix: You can deploy MODsuit parts individually again. /:cl: Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> --- code/modules/mod/mod_activation.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/mod/mod_activation.dm b/code/modules/mod/mod_activation.dm index b6d2978043c..8c4de3be84d 100644 --- a/code/modules/mod/mod_activation.dm +++ b/code/modules/mod/mod_activation.dm @@ -17,7 +17,7 @@ if(!pick) return var/part_reference = display_names[pick] - var/obj/item/part = locate(part_reference) in mod_parts + var/obj/item/part = locate(part_reference) in get_parts() if(!istype(part) || user.incapacitated) return if(active || activating)