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Removes/Refactors /mob/unEquip (#22918)
* Part1 * IT COMPILES!!!! * Fuck wait this was missing from that last * Update handlabeler.dm * Update handlabeler.dm * Fixes n shit * Fix this * Fixes #23310 * Fucking @RemieRichards was right * Fixes devil unEquip * WTF ARE BITFLAGS? * THERES THE FUCKING PROBLEM * Fixes
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@@ -19,7 +19,7 @@
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/obj/structure/easel/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/canvas))
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var/obj/item/weapon/canvas/C = I
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user.unEquip(C)
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user.dropItemToGround(C)
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painting = C
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C.loc = get_turf(src)
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C.layer = layer+0.1
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@@ -254,7 +254,6 @@
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if(remaining_mats)
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for(var/M=1 to remaining_mats)
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new stack_type(get_turf(loc))
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user.unEquip(src,1) //Even NODROP chairs are destroyed.
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qdel(src)
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@@ -213,8 +213,7 @@
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else if(istype(I, /obj/item/weapon/electronics/airlock))
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user << "<span class='notice'>You start installing the electronics into [src]...</span>"
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playsound(src.loc, I.usesound, 50, 1)
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if(user.unEquip(I) && do_after(user, 30, target = src))
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I.loc = src
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if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
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electronics = I
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user << "<span class='notice'>You install the airlock electronics.</span>"
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@@ -29,9 +29,8 @@
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user << "<span class='info'>You are not authorized to add notices</span>"
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return
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if(notices < 5)
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if(!user.unEquip(O))
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if(!user.transferItemToLoc(O, src))
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return
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O.loc = src
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notices++
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icon_state = "nboard0[notices]"
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user << "<span class='notice'>You pin the [O] to the noticeboard.</span>"
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