Fixes bug with item holders

This commit is contained in:
Unknown
2020-12-18 17:05:41 -05:00
parent 00f1fa2756
commit 5fc93728be
+10 -9
View File
@@ -169,15 +169,16 @@ obj/machinery/gateway/centerstation/process()
var/obj/item/weapon/holder/H = I
var/mob/living/MI = H.held_mob
MI.forceMove(get_turf(H))
for(var/obj/item/II in MI)
if(istype(II,/obj/item/weapon/implant) || istype(II,/obj/item/device/nif))
continue
MI.drop_from_inventory(II, loc)
MI.Paralyse(10)
var/obj/effect/landmark/finaldest = pick(awayabductors)
MI.forceMove(finaldest)
MI << 'sound/effects/bamf.ogg'
to_chat(MI,"<span class='warning'>You're starting to come to. You feel like you've been out for a few minutes, at least...</span>")
if(!issilicon(MI)) //Don't drop borg modules...
for(var/obj/item/II in MI)
if(istype(II,/obj/item/weapon/implant) || istype(II,/obj/item/device/nif))
continue
MI.drop_from_inventory(II, loc)
var/obj/effect/landmark/finaldest = pick(awayabductors)
MI.Paralyse(10)
MI.forceMove(finaldest)
MI << 'sound/effects/bamf.ogg'
to_chat(MI,"<span class='warning'>You're starting to come to. You feel like you've been out for a few minutes, at least...</span>")
L.drop_from_inventory(I, loc)
L.Paralyse(10)
var/obj/effect/landmark/finaldest = pick(awayabductors)