From e099ed957840ce71573cb6e72093b04943e140a2 Mon Sep 17 00:00:00 2001 From: Ghommie <42542238+Ghommie@users.noreply.github.com> Date: Wed, 12 Feb 2020 09:24:49 +0100 Subject: [PATCH] Further mob holder fixes. --- code/datums/elements/mob_holder.dm | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/code/datums/elements/mob_holder.dm b/code/datums/elements/mob_holder.dm index 5b471a0dc7..6f0ec98efc 100644 --- a/code/datums/elements/mob_holder.dm +++ b/code/datums/elements/mob_holder.dm @@ -40,7 +40,7 @@ to_chat(user, "Your hands are full!") return FALSE if(source.buckled) - to_chat(user, "[src] is buckled to something!") + to_chat(user, "[source] is buckled to something!") return FALSE if(source == user) to_chat(user, "You can't pick yourself up.") @@ -52,7 +52,7 @@ source.visible_message("[user] picks up [source]!", \ "[user] picks you up!") - to_chat(user, "You pick [src] up.") + to_chat(user, "You pick [source] up.") source.drop_all_held_items() var/obj/item/clothing/head/mob_holder/holder = new(get_turf(source), source, worn_state, alt_worn, right_hand, left_hand, inv_slots) if(proctype) @@ -101,6 +101,8 @@ target.forceMove(src) var/image/I = new //work around to retain the same appearance to the mob idependently from inhands/worn states. I.appearance = target.appearance + I.layer = FLOAT_LAYER //So it doesn't get screwed up by layer overrides. + I.plane = FLOAT_PLANE //Same as above but for planes. I.override = TRUE add_overlay(I) name = target.name @@ -158,7 +160,7 @@ /obj/item/clothing/head/mob_holder/container_resist() if(isliving(loc)) var/mob/living/L = loc - L.visible_message("[src] escapes from [L]!", "[src] escapes your grip!") + L.visible_message("[held_mob] escapes from [L]!", "[held_mob] escapes your grip!") release() /obj/item/clothing/head/mob_holder/assume_air(datum/gas_mixture/env)