diff --git a/code/game/objects/effects/mines.dm b/code/game/objects/effects/mines.dm
index b169f9944f..482c0631f0 100644
--- a/code/game/objects/effects/mines.dm
+++ b/code/game/objects/effects/mines.dm
@@ -123,8 +123,8 @@
to_chat(victim, "RIP AND TEAR")
SEND_SOUND(victim, sound('sound/misc/e1m1.ogg'))
var/old_color = victim.client.color
- var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
- var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
+ var/static/list/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
+ var/static/list/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
spawn(0)
new /datum/hallucination/delusion(victim, TRUE, "demon",duration,0)
@@ -132,7 +132,7 @@
var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
chainsaw.flags_1 |= NODROP_1
victim.drop_all_held_items()
- victim.put_in_hands(chainsaw)
+ victim.put_in_hands(chainsaw, forced = TRUE)
chainsaw.attack_self(victim)
chainsaw.wield(victim)
victim.reagents.add_reagent("adminordrazine",25)
diff --git a/code/modules/flufftext/Hallucination.dm b/code/modules/flufftext/Hallucination.dm
index 26391c0957..621bca26ff 100644
--- a/code/modules/flufftext/Hallucination.dm
+++ b/code/modules/flufftext/Hallucination.dm
@@ -471,10 +471,13 @@ GLOBAL_LIST_INIT(hallucinations_major, list(
var/image/A = null
var/kind = force_kind ? force_kind : pick("monkey","corgi","carp","skeleton","demon","zombie")
feedback_details += "Type: [kind]"
+ var/list/nearby
+ if(skip_nearby)
+ nearby = get_hearers_in_view(7, target)
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
if(H == target)
continue
- if(skip_nearby && (H in view(target)))
+ if(skip_nearby && (H in nearby))
continue
switch(kind)
if("monkey")//Monkey
diff --git a/code/modules/mob/inventory.dm b/code/modules/mob/inventory.dm
index d804b3c499..bf083b654d 100644
--- a/code/modules/mob/inventory.dm
+++ b/code/modules/mob/inventory.dm
@@ -208,8 +208,8 @@
//Puts the item into our active hand if possible. returns TRUE on success.
-/mob/proc/put_in_active_hand(obj/item/I)
- return put_in_hand(I, active_hand_index)
+/mob/proc/put_in_active_hand(obj/item/I, forced = FALSE)
+ return put_in_hand(I, active_hand_index, forced)
//Puts the item into our inactive hand if possible, returns TRUE on success
@@ -220,7 +220,7 @@
//Puts the item our active hand if possible. Failing that it tries other hands. Returns TRUE on success.
//If both fail it drops it on the floor and returns FALSE.
//This is probably the main one you need to know :)
-/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE)
+/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, forced = FALSE)
if(!I)
return FALSE
@@ -244,14 +244,14 @@
to_chat(usr, "Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s.")
return TRUE
- if(put_in_active_hand(I))
+ if(put_in_active_hand(I, forced))
return TRUE
var/hand = get_empty_held_index_for_side("l")
if(!hand)
hand = get_empty_held_index_for_side("r")
if(hand)
- if(put_in_hand(I, hand))
+ if(put_in_hand(I, hand, forced))
return TRUE
if(del_on_fail)
qdel(I)