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Fix clock cult armor #11957
Fix clock cult armor #11957
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@@ -18,10 +18,10 @@ | |||
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/obj/item/clothing/suit/clockwork/equipped(mob/living/user, slot) | |||
. = ..() | |||
if(istype(user, /mob/living/carbon/human/consistent) || istype(user, /mob/living/carbon/human/dummy)) | |||
if((istype(user, /mob/living/carbon/human/consistent) && !user.client) || (istype(user, /mob/living/carbon/human/dummy) && !user.client)) |
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One would expect dummies and consistent to only exist in unit tests, but something is screwing me and I don't know what, so I think this is the clearest option.
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Dummies exist for mob previews, what exactly goes wrong without the client check?
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Regular crew are being accepted as types of consistent or dummy humans, which makes it early return and not shock them.
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That makes no sense, that should never happen
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I really don't like this, something is definitely going wrong if this is needed and its hiding some other erronous behaviour
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oh whatever that line has no effect on gameplay
About The Pull Request
I put in a new check in #11749 that makes it so UI dummies could correctly wear the cult armor without it processing and shocking.
Something fucked up, so I have reinforced the check and the clockcult check is now a OR operator.
closes #11954
Why It's Good For The Game
Testing Photographs and Procedure
Screenshots&Videos
Clockcult can wear
Regular crew cannot
dreamseeker_8VoVoOhcwb.mp4
Changelog
🆑
fix: inverted clockcult armor checks. Cultists can wear armor again, normals cannot
/:cl: