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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>
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Pierre-Louis
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@@ -12,6 +12,11 @@
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action_icon_state = "cluwne"
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/mob/living/carbon/human/proc/makeCluwne()
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if(istype(back, /obj/item/mod/control)) // Check if the target is wearing a modsuit
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var/obj/item/mod/control/modsuit_control = back
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if(istype(wear_suit, /obj/item/clothing/suit/mod)) // Check if the modsuit is deployed
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modsuit_control.active = FALSE // Instantly deactivate the modsuit - if it was activated
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modsuit_control.quick_deploy(src) // The modsuit is no longer deployed
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to_chat(src, "<span class='danger'>You feel funny.</span>")
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if(!get_int_organ(/obj/item/organ/internal/brain/cluwne))
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var/obj/item/organ/internal/brain/cluwne/idiot_brain = new
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