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Polaris/code/game/objects/items/weapons/implants/implantdud.dm
T
KasparoVy a75c92c03f 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.
2019-10-27 22:43:27 -04:00

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