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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.
22 lines
593 B
Plaintext
22 lines
593 B
Plaintext
/obj/item/weapon/implant/dud
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name = "unknown implant"
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desc = "A small device with small connector wires."
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icon = 'icons/obj/device.dmi'
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icon_state = "implant"
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initialize_loc = BP_HEAD
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var/roundstart = TRUE
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/obj/item/weapon/implant/dud/torso
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name = "unknown implant"
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desc = "A small device with small connector wires."
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icon = 'icons/obj/device.dmi'
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icon_state = "implant"
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initialize_loc = BP_TORSO
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/obj/item/weapon/implant/dud/old
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name = "old implant"
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desc = "A small device with small connector wires."
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icon = 'icons/obj/device.dmi'
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icon_state = "implant"
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roundstart = FALSE
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