Cluwn spell target no longer get blocked and locked within their incomplete modsuit forever. (#23598)

* Updated makeCluwne method to instantly deactivate modsuit before applying the Cluwne spell

Updated the makeCluwne method to instantly deactivate the modsuit control unit before applying the Cluwne spell. This ensures that the target is immediately affected by the spell without them being forever locked in the modsuit.
Therefore fixes #22502

* Small fix for deployed (but unactivated) modsuit

---------

Co-authored-by: Pierre-Louis <hernandezpierrelouis@protonmail.com>
This commit is contained in:
Pierre-Louis
2024-01-09 12:48:37 +00:00
committed by GitHub
co-authored by Pierre-Louis
parent 9cecb68e88
commit 42403558b9
+5
View File
@@ -12,6 +12,11 @@
action_icon_state = "cluwne"
/mob/living/carbon/human/proc/makeCluwne()
if(istype(back, /obj/item/mod/control)) // Check if the target is wearing a modsuit
var/obj/item/mod/control/modsuit_control = back
if(istype(wear_suit, /obj/item/clothing/suit/mod)) // Check if the modsuit is deployed
modsuit_control.active = FALSE // Instantly deactivate the modsuit - if it was activated
modsuit_control.quick_deploy(src) // The modsuit is no longer deployed
to_chat(src, "<span class='danger'>You feel funny.</span>")
if(!get_int_organ(/obj/item/organ/internal/brain/cluwne))
var/obj/item/organ/internal/brain/cluwne/idiot_brain = new