diff --git a/code/controllers/subsystem/job.dm b/code/controllers/subsystem/job.dm index d2dfd83076..02c8afdfc7 100644 --- a/code/controllers/subsystem/job.dm +++ b/code/controllers/subsystem/job.dm @@ -489,6 +489,8 @@ SUBSYSTEM_DEF(job) job.after_spawn(H, M.client, joined_late) // note: this happens before the mob has a key! M will always have a client, H might not. equip_loadout(N, H, TRUE)//CIT CHANGE - makes players spawn with in-backpack loadout items properly. A little hacky but it works + handle_roundstart_items(H, M.ckey, H.mind.assigned_role, H.mind.special_role) + var/list/tcg_cards if(ishuman(H)) if(length(H.client?.prefs?.tcg_cards)) diff --git a/modular_citadel/code/modules/custom_loadout/load_to_mob.dm b/modular_citadel/code/modules/custom_loadout/load_to_mob.dm index 1d28c7320c..2dd30e6078 100644 --- a/modular_citadel/code/modules/custom_loadout/load_to_mob.dm +++ b/modular_citadel/code/modules/custom_loadout/load_to_mob.dm @@ -54,7 +54,7 @@ var/obj/item/loaded = loaded_atom var/obj/item/storage/S = H.get_item_by_slot(ITEM_SLOT_BACK) if(istype(S)) - SEND_SIGNAL(S, COMSIG_TRY_STORAGE_INSERT,loaded, TRUE, H) //Force it into their backpack + SEND_SIGNAL(S, COMSIG_TRY_STORAGE_INSERT, loaded, null, TRUE, TRUE) //Force it into their backpack continue if(!H.put_in_hands(loaded)) //They don't have one/somehow that failed, put it in their hands loaded.forceMove(T) //Guess we're just dumping it on the floor!