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Loadout Implants Properly go in Mob, not on Floor
The main cause is the 'exploitable' check from `code/game/jobs/job_controller.dm` because the proc `amend_exploitable` from `code/modules/mob/mob.dm` spawns a duplicate of the implant at the mob's feet. Tertiary issues were... - The `implant_loadout` proc in `code/game/objects/items/weapons/implants/implant.dm` not inserting the implant in the correct location (was passing an organ instead of a zone define like BP_HEAD, which has a string value of "head".) - There were unnecessary post-spawn behaviours for dud and neural fluff implants. What now happens: - The exploitable check now occurs in the `spawn_item` proc from `code/modules/client/preference_setup/loadout/loadout.dm`. - The loadout implants are now inserted into the correct locations within a mob. - There won't be implants created on the floor anymore.
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@@ -105,10 +105,3 @@ Implant Specifics:<BR>"}
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my_brain.take_damage(15)
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my_brain = null
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return
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/obj/item/weapon/implant/neural/roundstart/Initialize()
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invisibility = 100
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..()
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spawn(3)
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if(!ishuman(loc) && !QDELETED(src))
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qdel(src)
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