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Small storage refactor and examine change (#44109)
* Removes repeated line * Description change for clothing items that can only store specific items * Get all children of can_hold listed items. * can_hold only needs the top most item, child items are dealt automatically * cant_hold related change * Text change * Moves the item check to the line above, and removes the current. * Same changes, but to belt/wallet code. * Change to using signals instead * Generic signal on datum/topic * Cache typecache, and small signal change * Small argument tweaks and remove unneeded lists * Change to proc * Change call can_holds/cant_holds to use new proc * initial, and cleaned up display code * Null check
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@@ -1,6 +1,6 @@
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#define DUEL_IDLE 1
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#define DUEL_PREPARATION 2
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#define DUEL_READY 3
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#define DUEL_READY 3
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#define DUEL_COUNTDOWN 4
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#define DUEL_FIRING 5
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@@ -219,7 +219,7 @@
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else
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duel.fired[src] = TRUE
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. = ..()
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/obj/item/gun/energy/dueling/before_firing(target,user)
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var/obj/item/ammo_casing/energy/duel/D = chambered
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D.setting = setting
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@@ -297,7 +297,7 @@
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var/mob/living/L = target
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if(!istype(target))
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return BULLET_ACT_BLOCK
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var/obj/item/bodypart/B = L.get_bodypart(BODY_ZONE_HEAD)
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B.dismember()
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qdel(B)
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@@ -321,7 +321,7 @@
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GET_COMPONENT(STR, /datum/component/storage)
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STR.max_w_class = WEIGHT_CLASS_SMALL
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STR.max_items = 2
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STR.can_hold = typecacheof(list(/obj/item/gun/energy/dueling))
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STR.set_holdable(list(/obj/item/gun/energy/dueling))
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/obj/item/storage/lockbox/dueling/update_icon()
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cut_overlays()
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