With a minor tweak so humans don't benefit
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@@ -207,24 +207,23 @@
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//Syncs the nanites with the cumulative current mob's access level. Can potentially wipe existing access.
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/datum/nanite_program/access/on_trigger(comm_message)
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var/list/new_access = list()
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var/obj/item/current_item
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current_item = host_mob.get_active_held_item()
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if(current_item)
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new_access += current_item.GetAccess()
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current_item = host_mob.get_inactive_held_item()
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if(current_item)
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new_access += current_item.GetAccess()
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var/list/potential_items = list()
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potential_items += host_mob.get_active_held_item()
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potential_items += host_mob.get_inactive_held_item()
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if(ishuman(host_mob))
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var/mob/living/carbon/human/H = host_mob
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current_item = H.wear_id
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if(current_item)
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new_access += current_item.GetAccess()
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potential_items += H.wear_id
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else if(isanimal(host_mob))
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potential_items += host_mob.pulling
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var/mob/living/simple_animal/A = host_mob
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current_item = A.access_card
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if(current_item)
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new_access += current_item.GetAccess()
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potential_items += A.access_card
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var/list/new_access = list()
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for(var/obj/item/I in potential_items)
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new_access += I.GetAccess()
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access = new_access
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/datum/nanite_program/spreading
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