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Fixes conflicts, dang it people if(src != user.l_hand && src != user.r_hand) is shit code, shiiiiiiiiiiit.
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@@ -172,7 +172,7 @@
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prepared = TRUE
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user << "<span class='notice'>You prepare [src].</span>"
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var/obj/item/ash_flora/A = new prepared_type(get_turf(src))
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if(src in get_both_hands(user))
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if(user.is_holding(src))
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user.unEquip(src, TRUE)
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user.put_in_hands(A)
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qdel(src)
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@@ -829,7 +829,7 @@
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else
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user << "<span class='warning'>You need to be on solid ground to produce a rune!</span>"
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return
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if(src != user.l_hand && src != user.r_hand) //you need to hold the staff to teleport
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if(!user.is_holding(src)) //you need to hold the staff to teleport
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user << "<span class='warning'>You need to hold the staff in your hands to [rune ? "teleport with it":"create a rune"]!</span>"
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return
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if(get_dist(user, rune) <= 2) //rune too close abort
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