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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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@@ -262,4 +262,7 @@ var/list/gear_datums = list()
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var/item = new gd.path(gd.location)
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for(var/datum/gear_tweak/gt in gear_tweaks)
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gt.tweak_item(item, metadata["[gt]"])
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var/mob/M = location
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if(istype(M) && exploitable) //Update exploitable info records for the mob without creating a duplicate object at their feet.
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M.amend_exploitable(item)
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return item
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@@ -125,7 +125,7 @@
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/datum/gear/utility/implant/neural
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display_name = "implant, neural assistance web"
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description = "A complex web implanted into the subject, medically in order to compensate for neurological disease."
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path = /obj/item/weapon/implant/neural/roundstart
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path = /obj/item/weapon/implant/neural
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cost = 6
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/datum/gear/utility/implant/dud1
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