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Fixes runtime with getting inventory
- Fixes runtime at living.dm line 195, when return_inv() is called for suits and accessories that store items. - Fixes use of 'stat == 2' instead of 'stat == DEAD' in objective.dm
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@@ -26,4 +26,18 @@
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/obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg)
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pockets.hear_talk(M, msg)
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..()
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..()
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/obj/item/clothing/suit/storage/proc/return_inv()
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var/list/L = list( )
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L += src.contents
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for(var/obj/item/weapon/storage/S in src)
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L += S.return_inv()
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for(var/obj/item/weapon/gift/G in src)
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L += G.gift
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if (istype(G.gift, /obj/item/weapon/storage))
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L += G.gift:return_inv()
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return L
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@@ -40,6 +40,20 @@
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hold.hear_talk(M, msg, verb, speaking)
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..()
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/obj/item/clothing/accessory/storage/proc/return_inv()
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var/list/L = list( )
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L += src.contents
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for(var/obj/item/weapon/storage/S in src)
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L += S.return_inv()
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for(var/obj/item/weapon/gift/G in src)
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L += G.gift
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if (istype(G.gift, /obj/item/weapon/storage))
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L += G.gift:return_inv()
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return L
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/obj/item/clothing/accessory/storage/attack_self(mob/user as mob)
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if (has_suit) //if we are part of a suit
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hold.open(user)
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