various fixes v2

1 - Loadout items no longer duplicate backpack items, and all items get stored into backpacks properly
2 - Fixed a runtime with captain's job on roundstart. They will now be announced when they join at the start of the shift.
3 - Fixed filter runtime when transferring ckeys
4 - Economy SS no longer fires, so it will no longer clutter runtime logs
5 - Fixed laughing peas not being able to be taken out of seed extractors by lazily renaming them
This commit is contained in:
DragonTrance
2021-04-20 00:52:33 -07:00
parent 11a41d1bc1
commit b4039d7cbb
9 changed files with 120 additions and 105 deletions
+34 -37
View File
@@ -39,52 +39,49 @@
pre_equip(H, visualsOnly)
//Start with uniform,suit,backpack for additional slots
if(uniform)
H.equip_to_slot_or_store_and_del(new uniform(H),SLOT_W_UNIFORM)
if(suit)
H.equip_to_slot_or_store_and_del(new suit(H),SLOT_WEAR_SUIT)
if(back)
H.equip_to_slot_or_del(new back(H),SLOT_BACK)
if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
if(l_pocket)
H.equip_to_slot_or_store_and_del(new l_pocket(H),SLOT_L_STORE)
if(r_pocket)
H.equip_to_slot_or_store_and_del(new r_pocket(H),SLOT_R_STORE)
if(backpack_contents)
if(!visualsOnly && backpack_contents) //Keep things organized when we can't equip other stuff by having this first
for(var/path in backpack_contents)
var/number = backpack_contents[path]
if(!isnum(number))//Default to 1
number = 1
for(var/i in 1 to number)
H.equip_to_slot_or_del(new path(H),SLOT_IN_BACKPACK)
if(belt)
H.equip_to_slot_or_store_and_del(new belt(H),SLOT_BELT)
if(gloves)
H.equip_to_slot_or_store_and_del(new gloves(H),SLOT_GLOVES)
if(shoes)
H.equip_to_slot_or_store_and_del(new shoes(H),SLOT_SHOES)
if(head)
H.equip_to_slot_or_store_and_del(new head(H),SLOT_HEAD)
if(mask)
H.equip_to_slot_or_store_and_del(new mask(H),SLOT_WEAR_MASK)
if(neck)
H.equip_to_slot_or_store_and_del(new neck(H),SLOT_NECK)
if(ears)
H.equip_to_slot_or_store_and_del(new ears(H),SLOT_EARS)
if(glasses)
H.equip_to_slot_or_store_and_del(new glasses(H),SLOT_GLASSES)
if(id)
H.equip_to_slot_or_store_and_del(new id(H),SLOT_WEAR_ID)
if(suit_store)
H.equip_to_slot_or_store_and_del(new suit_store(H),SLOT_S_STORE)
if(accessory)
var/obj/item/clothing/under/U = H.w_uniform
if(U)
if(uniform)
var/obj/item/clothing/under/U = new uniform(H)
H.equip_to_slot_or_store(U,SLOT_W_UNIFORM)
if(accessory)
U.attach_accessory(new accessory(H))
else
WARNING("Unable to equip accessory [accessory] in outfit [name]. No uniform present!")
if(suit)
H.equip_to_slot_or_store(new suit(H),SLOT_WEAR_SUIT)
if(!visualsOnly)
if(l_pocket)
H.equip_to_slot_or_store(new l_pocket(H),SLOT_L_STORE)
if(r_pocket)
H.equip_to_slot_or_store(new r_pocket(H),SLOT_R_STORE)
if(belt)
H.equip_to_slot_or_store(new belt(H),SLOT_BELT)
if(gloves)
H.equip_to_slot_or_store(new gloves(H),SLOT_GLOVES)
if(shoes)
H.equip_to_slot_or_store(new shoes(H),SLOT_SHOES)
if(head)
H.equip_to_slot_or_store(new head(H),SLOT_HEAD)
if(mask)
H.equip_to_slot_or_store(new mask(H),SLOT_WEAR_MASK)
if(neck)
H.equip_to_slot_or_store(new neck(H),SLOT_NECK)
if(ears)
H.equip_to_slot_or_store(new ears(H),SLOT_EARS)
if(glasses)
H.equip_to_slot_or_store(new glasses(H),SLOT_GLASSES)
if(id)
H.equip_to_slot_or_store(new id(H),SLOT_WEAR_ID)
if(suit_store)
H.equip_to_slot_or_store(new suit_store(H),SLOT_S_STORE)
if(l_hand)
H.put_in_l_hand(new l_hand(H))