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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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@@ -24,6 +24,7 @@
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gun = new(src)
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battery = new(src)
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START_PROCESSING(SSobj, src)
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AddElement(/datum/element/drag_pickup)
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/obj/item/minigunpack/Destroy()
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if(!QDELETED(gun))
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@@ -64,15 +65,6 @@
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if(armed)
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user.dropItemToGround(gun, TRUE)
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/obj/item/minigunpack/mouse_drop_dragged(atom/over_object, mob/user)
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if(armed)
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return
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if(iscarbon(user))
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if(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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user.putItemFromInventoryInHandIfPossible(src, H.held_index)
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/obj/item/minigunpack/update_icon_state()
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icon_state = armed ? "notholstered" : "holstered"
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return ..()
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