mob/verb
Set_Contact(var/mob/M in oview(6))
set category = "Player"
if(!M.client)
return
if(M == src)
return
if(M.AdminBody == 1)
return
else
if(src.Contacts.Find("[M.name]"))
return
else
var/mob/contacts/contact = new/mob/contacts/Contact
contact.Contact_Points = 1
contact.icon = M.icon
contact.icon_state = M.icon_state
contact.name = "[M.name]"
contact.key = "[M.key]"
contact.overlays += M.overlays
contact.underlays += M.underlays
src.Contacts.Add(contact)
Problem description:
So I'm trying to implement a contact system so that you can keep track of who you know, as well as having a point system that effects certain skills, for the most part it seems to work how I want it to, but for whatever reason instead of just making a new mob to place in their inventory, it's making their target into a new mob, and placing them at spawn. Above is my code for actually setting a contact up, which is where the issue occurs.
Is it absolutely necessary for the contact to be a mob? You could just as easily add it as a new object instead, and it would retain all of that information you need.