Fixes attack-equipping others triggering a self-equip timer with clothing that have equip_delay_self (#91661)

## About The Pull Request

The element wasn't making use of the flag in the
`equip_to_slot_if_possible()` proc, which meant that you would spend
time on a `do_after()` to attack-equip an item onto someone else just so
the recipient would have to spend time equal to `equip_delay_self` to
equip the item. This is weird, and it led to stuff like #73225 where you
could magically make a jacket disappear into the recipient's contents.
In theory this calls for a closer inspection of the equip pipeline's
safety checks? but I might be a tad bit lazy to that. Funny how there
are exactly 3 instances of an item with `equip_delay_self` in the entire
game.

## Why It's Good For The Game

Closes #73225

## Changelog

🆑
fix: fixed equipping straight jackets onto people with attack-equip then
equipping another jacket through the equip window causing magical jacket
consumption into the recipient's contents
/🆑
This commit is contained in:
Sealed101
2025-06-19 18:54:23 +00:00
committed by GitHub
parent 48147d7c3e
commit caa7021985
+2 -2
View File
@@ -49,7 +49,7 @@
return
user.temporarilyRemoveItemFromInventory(attire)
sharp_dresser.equip_to_slot_if_possible(attire, attire.slot_flags)
//we've spent time based on the item's equip_delay_other already, so we don't need to wait more on a self-equip timer
sharp_dresser.equip_to_slot_if_possible(attire, attire.slot_flags, bypass_equip_delay_self = TRUE)
return finish_equip_mob(attire, sharp_dresser, user)