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Fix modsuits and defibs (#93373)
## About The Pull Request Fixes #93359 Caused by #93165 Inventory screen elements were no longer considered reachable, which broke mousedrop handing on objects that check "is dragging into inventory slot" I don't know the best way to fix this yet but I figured the next best thing would be to make all of these use the `drag_pickup` element, which skips this reach-ability check Thus I refactored it slightly to accommodate for items which should contextually not be drag-pick-up-abble and bam, works like a charm ## Changelog 🆑 Melbert fix: Dragging defibs and modsuits off your back works again /🆑 --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
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ArcaneMusic
Xander3359
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da10322dc1
@@ -28,6 +28,7 @@
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create_reagents(volume, OPENCONTAINER)
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noz = make_noz()
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RegisterSignal(noz, COMSIG_MOVABLE_MOVED, PROC_REF(noz_move))
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AddElement(/datum/element/drag_pickup)
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/obj/item/watertank/Destroy()
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QDEL_NULL(noz)
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@@ -90,12 +91,6 @@
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else
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return ..()
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/obj/item/watertank/mouse_drop_dragged(atom/over_object)
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var/mob/M = loc
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if(istype(M) && istype(over_object, /atom/movable/screen/inventory/hand))
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var/atom/movable/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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/obj/item/watertank/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
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if(attacking_item == noz)
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remove_noz()
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