## About The Pull Request
This makes it so that the bartender's damp rag can go in a pocket
protector, letting them have a rag in their lapel pocket. Makes sense,
too!
## Why It's Good For The Game
Allows bartenders to wear a pocket protector and keep a rag in it. Also,
I'm working on a backpack-less build right now and this would allow me
to go completely backpack-free.
I don't intend to wear anything in the backpack slot I just think this
is cool. Full disclosure.
## Proof Of Testing
Compiles. Testing now.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 ReturnToZender
add: You can now put a damp rag in your lapel pocket protector.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
- Fixes#87071 as in
a) Dropping a drone tool will put it back in the toolbox again
b) You can manually put the tool back in the toolbox via mouse click
c) You cannot dump the contents of the drone toolbox on anything
## Changelog
🆑
fix: you can drop/put drone tools back in the toolbox
fix: you cannot dump the contents of the drone toolbox
/🆑
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
This is one of the stupidest issues I had the displeasure of working
with and I still do not know concrete details behind the issue because
some of the code introduced in this (supposed-to-be) debug PR
accidentally fixed said issue. Essentially, under odd circumstances of
the user either being SSD or having their storage focus stolen by
something else, an observer who had their storage UI open via
autoobserve could break their UI by moving away because that improperly
removed the user from some lists. This is the primary theory judging
from what fixed the issue, but sadly there is no concrete info behind it
as all attempts to reproduce the bug, both locally and on live, have
failed.
Closes#85259
## Changelog
🆑
fix: Storage UI should no longer (not so much) randomly disappear,
hooray!
/🆑
## About The Pull Request
when working on #86031 , i added some checks that were already being
handled earlier in the chain, serving nothing. thanks to melbert for
catching these
## Why It's Good For The Game
removes some duplicated checks
Because the wings were in fact made of wax
## About The Pull Request
Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.
Tables also go at the very bottom by extending `base_item_interaction`.
Fixes#83742Fixes#84434Fixes#83982Fixes#85516Fixes#84990Fixes#84890Closes#85036Closes#84025 (RMB places it on the table.)
Closes#86616
Other changes:
Refactored pod storage to be less jank. Patches some exploits around it.
## Why It's Good For The Game
Should make a lot more interactions a lot more reliable... hopefully
## Changelog
🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)
## Why It's Good For The Game
slightly improves the performance of basic mob AI
## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
## About The Pull Request
Fixes the exceptions_hold list not being checked when trying to put an
item in the box
## Changelog
🆑 LT3
fix: You can now put Skub back in the Skub box, as intended
/🆑
* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.
Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.
Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.
I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.
## Why It's Good For The Game
## Changelog
🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.
Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.
Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.
I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.
## Why It's Good For The Game
## Changelog
🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
* Toolbox, medkit, cardboard box sounds. (#85337)
## About The Pull Request
https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6
### Added container rustle sounds for:
- medkit
- box
- toolbox
### Added container open sounds for:
- box
- toolbox
### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑
* Toolbox, medkit, cardboard box sounds.
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
## About The Pull Request
https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6
### Added container rustle sounds for:
- medkit
- box
- toolbox
### Added container open sounds for:
- box
- toolbox
### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/8949965f-a78a-4f3d-b528-afcdfe5c4e72
Drag'n'dropping items inside of an open storage that you can access will
reorder them. I had to register dropping onto items themselves instead
of cells as they ignore icon transparency when in storage for QOL
reasons, so bear with that.
## Why It's Good For The Game
Reordering your storage currently requires taking out all items in front
of position that you want a certain item to be and putting them back in
which could be rather annoying with large storages.
## Changelog
🆑
qol: You can now reorder items inside storages by dragging them
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/8949965f-a78a-4f3d-b528-afcdfe5c4e72
Drag'n'dropping items inside of an open storage that you can access will
reorder them. I had to register dropping onto items themselves instead
of cells as they ignore icon transparency when in storage for QOL
reasons, so bear with that.
## Why It's Good For The Game
Reordering your storage currently requires taking out all items in front
of position that you want a certain item to be and putting them back in
which could be rather annoying with large storages.
## Changelog
🆑
qol: You can now reorder items inside storages by dragging them
/🆑
* Fixes exploit allowing players to open Bag of Holding rifts in the Heretic dimension (#85330)
## About The Pull Request
This PR prevents players from opening a BoH tear in the Heretic
dimension areas. It also introduces a new area flag, "NO_BOH", which can
be added to areas to replicate this behavior.
## Why It's Good For The Game
This prevents the (very unlikely) edge case that someone manages to open
a BoH tear in one of the funny hand rooms, which is bad not only because
it fucks over anyone else who gets sacrificed, but could also interfere
with other things on that z-level (shuttles, other Lazy Template areas,
etc).
Messing with some new code here, so if there's better ways to handle
this, by all means, chime in. This is a much more elegant method than
just banning anything but the station.
## Changelog
🆑 Vekter
fix: Fixes an exploit that allowed players to open a Bag of Holding rift
in the Heretic dimension.
/🆑
---------
Co-authored-by: Kapu1178 <75460809+Kapu1178@ users.noreply.github.com>
* Fixes exploit allowing players to open Bag of Holding rifts in the Heretic dimension
---------
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Kapu1178 <75460809+Kapu1178@ users.noreply.github.com>
## About The Pull Request
This PR prevents players from opening a BoH tear in the Heretic
dimension areas. It also introduces a new area flag, "NO_BOH", which can
be added to areas to replicate this behavior.
## Why It's Good For The Game
This prevents the (very unlikely) edge case that someone manages to open
a BoH tear in one of the funny hand rooms, which is bad not only because
it fucks over anyone else who gets sacrificed, but could also interfere
with other things on that z-level (shuttles, other Lazy Template areas,
etc).
Messing with some new code here, so if there's better ways to handle
this, by all means, chime in. This is a much more elegant method than
just banning anything but the station.
## Changelog
🆑 Vekter
fix: Fixes an exploit that allowed players to open a Bag of Holding rift
in the Heretic dimension.
/🆑
---------
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
* Make storage datums actually send `COMSIG_ATOM_STORED_ITEM` on the parent atom instead of `COMSIG_STORAGE_STORED_ITEM` (#84901)
## About The Pull Request
We have a bunch of signals for storage datums, right?
0eef564954/code/__DEFINES/dcs/signals/signals_storage.dm (L8-L18)
As the comments say, we send the atom ones on the parent and the storage
ones on the storage:
0eef564954/code/datums/storage/storage.dm (L544-L545)
Howeeeeeeeever, we don't actually do this for storing stuff:
0eef564954/code/datums/storage/storage.dm (L447-L448)
So this just swaps such over to using the right signal on the parent
atom, `COMSIG_ATOM_STORED_ITEM`.
This is technically used by the bloody spreader component, but the one
example we have of such on a storage item (the meat backpack) doesn't
seem to have a difference in functionality from this change.
So no changelog as this is not player-visible.
## Why It's Good For The Game
Should proooooobably use the right signals for the right things.
* Make storage datums actually send `COMSIG_ATOM_STORED_ITEM` on the parent atom instead of `COMSIG_STORAGE_STORED_ITEM`
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
We have a bunch of signals for storage datums, right?
0eef564954/code/__DEFINES/dcs/signals/signals_storage.dm (L8-L18)
As the comments say, we send the atom ones on the parent and the storage
ones on the storage:
0eef564954/code/datums/storage/storage.dm (L544-L545)
Howeeeeeeeever, we don't actually do this for storing stuff:
0eef564954/code/datums/storage/storage.dm (L447-L448)
So this just swaps such over to using the right signal on the parent
atom, `COMSIG_ATOM_STORED_ITEM`.
This is technically used by the bloody spreader component, but the one
example we have of such on a storage item (the meat backpack) doesn't
seem to have a difference in functionality from this change.
So no changelog as this is not player-visible.
## Why It's Good For The Game
Should proooooobably use the right signals for the right things.
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.
## Why It's Good For The Game
This should fix#82870, with about no side-effect aside them no longer
being edible by moths 🤢.
* You can access your inventory when lying down (#84380)
## About The Pull Request
- Fixes#84373
## Changelog
🆑
fix: you can access your inventory when lying down
/🆑
* You can access your inventory when lying down
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
Closes#84447Closes#84445
Fixes incorrect assoc list deletion, storage deletion order and some
math oopsies
## Changelog
🆑
fix: Storage no longer deletes all of its viewers upon being deleted
fix: Storage UI now renders properly
/🆑
* Some alt & ctrl click improvements (#84203)
## About The Pull Request
Improved code quality of both so they resemble each other. Some of the
new specs are as follows
1. Moved` COMSIG_CLICK_ALT` & `COMSIG_CLICK_ALT_SECONDARY` up i.e.
before `can_perform_action()` making them pure hooks not bound by any
action checks giving components full control over them
2. Removed range check(`CAN_I_SEE`) & view check(`is_blind()`) out of
the base alt click proc. They now only apply to living mobs and don't
apply to ghosts(ghosts don't get blind & see everything) & revenants
(the range check still applies for revenants though).
This was actually a bug because these 2 checks were only meant to see if
the loot panel could be opened (as stated in
https://github.com/tgstation/tgstation/pull/83736#discussion_r1628097941)
but because they are at the top of the proc they also apply to all alt
click actions which is not intended. Also, by moving these checks down
to mob subtype levels some of the snowflake checks like this
7579e0e173/code/_onclick/click_alt.dm (L23)
can be removed. We should not check for subtypes within the parent type
proc but instead have subtypes override their parent procs to implement
custom behaviour
3. Removed redundant signals like` COMSIG_XENO_SLIME_CLICK_ALT` in
favour of just `COMSIG_MOB_ALTCLICKON`
4. While looking for alt click signal overrides I found alt click for
style meter was run timing, that's fixed now
## Changelog
🆑
fix: alt click runtime no more when using style meter
code: improved alt & ctrl click code
/🆑
* Some alt & ctrl click improvements
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
Improved code quality of both so they resemble each other. Some of the
new specs are as follows
1. Moved` COMSIG_CLICK_ALT` & `COMSIG_CLICK_ALT_SECONDARY` up i.e.
before `can_perform_action()` making them pure hooks not bound by any
action checks giving components full control over them
2. Removed range check(`CAN_I_SEE`) & view check(`is_blind()`) out of
the base alt click proc. They now only apply to living mobs and don't
apply to ghosts(ghosts don't get blind & see everything) & revenants
(the range check still applies for revenants though).
This was actually a bug because these 2 checks were only meant to see if
the loot panel could be opened (as stated in
https://github.com/tgstation/tgstation/pull/83736#discussion_r1628097941)
but because they are at the top of the proc they also apply to all alt
click actions which is not intended. Also, by moving these checks down
to mob subtype levels some of the snowflake checks like this
7579e0e173/code/_onclick/click_alt.dm (L23)
can be removed. We should not check for subtypes within the parent type
proc but instead have subtypes override their parent procs to implement
custom behaviour
3. Removed redundant signals like` COMSIG_XENO_SLIME_CLICK_ALT` in
favour of just `COMSIG_MOB_ALTCLICKON`
4. While looking for alt click signal overrides I found alt click for
style meter was run timing, that's fixed now
## Changelog
🆑
fix: alt click runtime no more when using style meter
code: improved alt & ctrl click code
/🆑
* Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art. (#83934)
## About The Pull Request
Replaces the Particle Acceleration Rifle, or the Beam Marksman Rifle,
with the Event Horizon Anti-Existential Beam Rifle.
In short, it shoots black holes.
It takes five cores to make.
It pretty much kills everything you point it at and their immediate
bystanders as well.
You can do this from the relative safety of a whole four screens away
thanks to it having a scope.
There can only ever be one vortex anomaly made in the round. The recipe,
however, always requires the maximum number of cores that can be made in
a round. If the number goes up for some reason (maybe someone wants to
add more vortex items), so does the total number of cores needed to make
an AEBR.
## Why It's Good For The Game
Firstly; the beam rifle? Awful. Jank code. Bad performance. Ancient
balancing considerations. Just too strong to bring out regularly against
specifically blobs, but completely fucking useless against anyone else.
So I'm hitting all these problems at once. I reduced a 600 line file to
less than 60. I've removed all that bad code. I've also made it
specifically unable to combat blobs at all because singularities send
blobs off to safety.
Secondly; this is maybe the first example of 'more cores = bigger
power'. The rifle was already utterly trash to have around, and I just
didn't think the way it worked currently could really excite anyone
enough to go on a big ol' quest to get it. Solution?
You will cause a shuttle call if you get this weapon.
## Changelog
🆑
add: Replaces the Particle Acceleration Rifle with the Event Horizon
anti-existential beam rifle. It shoots black holes. You can make this
in-game. That's right, YOU!
balance: Only one vortex anomaly can be made in a round.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art.
* Fix linter
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
## About The Pull Request
Replaces the Particle Acceleration Rifle, or the Beam Marksman Rifle,
with the Event Horizon Anti-Existential Beam Rifle.
In short, it shoots black holes.
It takes five cores to make.
It pretty much kills everything you point it at and their immediate
bystanders as well.
You can do this from the relative safety of a whole four screens away
thanks to it having a scope.
There can only ever be one vortex anomaly made in the round. The recipe,
however, always requires the maximum number of cores that can be made in
a round. If the number goes up for some reason (maybe someone wants to
add more vortex items), so does the total number of cores needed to make
an AEBR.
## Why It's Good For The Game
Firstly; the beam rifle? Awful. Jank code. Bad performance. Ancient
balancing considerations. Just too strong to bring out regularly against
specifically blobs, but completely fucking useless against anyone else.
So I'm hitting all these problems at once. I reduced a 600 line file to
less than 60. I've removed all that bad code. I've also made it
specifically unable to combat blobs at all because singularities send
blobs off to safety.
Secondly; this is maybe the first example of 'more cores = bigger
power'. The rifle was already utterly trash to have around, and I just
didn't think the way it worked currently could really excite anyone
enough to go on a big ol' quest to get it. Solution?
You will cause a shuttle call if you get this weapon.
## Changelog
🆑
add: Replaces the Particle Acceleration Rifle with the Event Horizon
anti-existential beam rifle. It shoots black holes. You can make this
in-game. That's right, YOU!
balance: Only one vortex anomaly can be made in a round.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Improvements for `can_perform_action()` (#84006)
## About The Pull Request
The proc `can_perform_action()` now
- Accepts atoms & not just movables without runtiming. Fixes#83985
- It now uses `CanReach()` instead of `Adjacent()`. Allows you to
- Check if the target object is placed on top & not hidden
- Is the object inside another storage atom & such
- Properly checks for recursive locs. Before we were passing the direct
atom & not the type to `recursive_loc_check()` causing this proc to
always return true & giving us false positives. Now this proc has been
adjusted to accept both type paths & real atoms
- Removes `can_perform_turf_action()` since its now obsolete
## Changelog
🆑
fix: no more runtimes when dragging turfs onto other stuff
code: most actions now properly check for recursive locs & better
adjacency
/🆑
* Improvements for `can_perform_action()`
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Fixes some more climbing/buckling issues (#83986)
## About The Pull Request
First of all, updates `COMPONENT_CANCEL_MOUSEDROPPED_ONTO` in the same
way Melbert did for `COMPONENT_CANCEL_MOUSEDROP_ONTO`, so it will only
block other interactions if it succeeds. Second of all, makes the
climbable element compatible with buckling again, since the two
behaviors have a lot of overlap.
## Why It's Good For The Game
Fixes a bug (Fixes#83998) where the chaplain altar can't be buckled to.
There might be other, similar cases that I'm not aware of.
## Changelog
🆑
fix: The chaplain altar can once again be buckled to.
/🆑
* Fixes some more climbing/buckling issues
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
## About The Pull Request
The proc `can_perform_action()` now
- Accepts atoms & not just movables without runtiming. Fixes#83985
- It now uses `CanReach()` instead of `Adjacent()`. Allows you to
- Check if the target object is placed on top & not hidden
- Is the object inside another storage atom & such
- Properly checks for recursive locs. Before we were passing the direct
atom & not the type to `recursive_loc_check()` causing this proc to
always return true & giving us false positives. Now this proc has been
adjusted to accept both type paths & real atoms
- Removes `can_perform_turf_action()` since its now obsolete
## Changelog
🆑
fix: no more runtimes when dragging turfs onto other stuff
code: most actions now properly check for recursive locs & better
adjacency
/🆑
## About The Pull Request
First of all, updates `COMPONENT_CANCEL_MOUSEDROPPED_ONTO` in the same
way Melbert did for `COMPONENT_CANCEL_MOUSEDROP_ONTO`, so it will only
block other interactions if it succeeds. Second of all, makes the
climbable element compatible with buckling again, since the two
behaviors have a lot of overlap.
## Why It's Good For The Game
Fixes a bug (Fixes#83998) where the chaplain altar can't be buckled to.
There might be other, similar cases that I'm not aware of.
## Changelog
🆑
fix: The chaplain altar can once again be buckled to.
/🆑