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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.
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@@ -186,6 +186,9 @@
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if(inside_flavor)
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prey << "<span class='notice'><B>[inside_flavor]</B></span>"
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for(var/obj/item/weapon/storage/S in prey)
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S.hide_from(owner)
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// Get the line that should show up in Examine message if the owner of this belly
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// is examined. By making this a proc, we not only take advantage of polymorphism,
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// but can easily make the message vary based on how many people are inside, etc.
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@@ -92,6 +92,11 @@
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if((. = ..()))
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. += 70 //Organs give a little more
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/obj/item/weapon/storage/digest_act(var/list/internal_contents = null, var/atom/movable/item_storage = null)
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for(var/obj/item/I in contents)
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I.screen_loc = null
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.=..()
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/////////////
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// Some more complicated stuff
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/////////////
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@@ -599,10 +599,10 @@
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to_chat(src, "<span class='notice'>You are not holding anything.</span>")
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return
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if(is_type_in_list(I,edible_trash))
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playsound(src.loc,'sound/vore/gulp.ogg', 20, 1)
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drop_item()
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var/belly = vore_selected
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var/datum/belly/selected = vore_organs[belly]
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playsound(src.loc, selected.vore_sound, 20, 1)
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I.forceMove(src)
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selected.internal_contents |= I
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updateVRPanel()
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