Fixes belly contents showing up on screen inventory

-Fixes prey backpack contents popping up on pred's screen after getting dumped.
-Adds an automatic closing of prey's storage for pred upon ingestion to prevent "secret backpacks"
-Also makes trash vorings use selected belly sound while at it.
This commit is contained in:
Verkister
2018-02-11 14:34:55 +02:00
parent 7ff0493074
commit 4be014147e
3 changed files with 9 additions and 1 deletions
+3
View File
@@ -186,6 +186,9 @@
if(inside_flavor)
prey << "<span class='notice'><B>[inside_flavor]</B></span>"
for(var/obj/item/weapon/storage/S in prey)
S.hide_from(owner)
// Get the line that should show up in Examine message if the owner of this belly
// is examined. By making this a proc, we not only take advantage of polymorphism,
// but can easily make the message vary based on how many people are inside, etc.
@@ -92,6 +92,11 @@
if((. = ..()))
. += 70 //Organs give a little more
/obj/item/weapon/storage/digest_act(var/list/internal_contents = null, var/atom/movable/item_storage = null)
for(var/obj/item/I in contents)
I.screen_loc = null
.=..()
/////////////
// Some more complicated stuff
/////////////
+1 -1
View File
@@ -599,10 +599,10 @@
to_chat(src, "<span class='notice'>You are not holding anything.</span>")
return
if(is_type_in_list(I,edible_trash))
playsound(src.loc,'sound/vore/gulp.ogg', 20, 1)
drop_item()
var/belly = vore_selected
var/datum/belly/selected = vore_organs[belly]
playsound(src.loc, selected.vore_sound, 20, 1)
I.forceMove(src)
selected.internal_contents |= I
updateVRPanel()