Fixes UI glitch when losing cuffs from fractures, resisting, or cult magic

Conflicts:
	code/modules/mob/living/living.dm
This commit is contained in:
Jeremy Liberman
2014-03-05 22:27:33 -05:00
committed by ZomgPonies
parent 55ba32d02d
commit b6905e6668
3 changed files with 21 additions and 18 deletions
+17 -6
View File
@@ -272,6 +272,22 @@
src.updatehealth()
/mob/living/proc/revive()
rejuvenate()
buckled = initial(src.buckled)
if(iscarbon(src))
var/mob/living/carbon/C = src
if (C.handcuffed && !initial(C.handcuffed))
C.drop_from_inventory(C.handcuffed)
C.handcuffed = initial(C.handcuffed)
if (C.legcuffed && !initial(C.legcuffed))
C.drop_from_inventory(C.legcuffed)
C.legcuffed = initial(C.legcuffed)
/mob/living/proc/rejuvenate()
// shut down various types of badness
setToxLoss(0)
setOxyLoss(0)
setCloneLoss(0)
@@ -624,8 +640,6 @@
O.show_message("\red <B>[CM] manages to remove the handcuffs!</B>", 1)
CM << "\blue You successfully remove \the [CM.handcuffed]."
CM.drop_from_inventory(CM.handcuffed)
CM.handcuffed = null
CM.update_inv_handcuffed()
else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
CM.next_move = world.time + 100
@@ -664,7 +678,4 @@
CM << "\blue You successfully remove \the [CM.legcuffed]."
CM.drop_from_inventory(CM.legcuffed)
CM.legcuffed = null
CM.update_inv_legcuffed()
CM.update_inv_legcuffed()