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U_I Phase 2.0: Code cleanup
Removing calls to update_icons_layers and the like, stubbing them to help track down future calls.
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@@ -283,6 +283,7 @@
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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hud_layerise()
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user.position_hud_item(src,slot)
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if(user.client) user.client.screen |= src
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if(user.pulling == src) user.stop_pulling()
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return
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@@ -698,7 +699,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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if(slot_l_hand_str)
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state2use += "_l"
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testing("[src] (\ref[src]) - Worn Icon:[icon2use], Worn State:[state2use], Worn Layer:[layer2use]")
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// testing("[src] (\ref[src]) - Slot: [slot_name], Inhands: [inhands], Worn Icon:[icon2use], Worn State:[state2use], Worn Layer:[layer2use]")
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//Generate the base onmob icon
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var/icon/standing_icon = icon(icon = icon2use, icon_state = state2use)
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@@ -487,7 +487,6 @@
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M.timeofdeath = 0
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M.stat = UNCONSCIOUS //Life() can bring them back to consciousness if it needs to.
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M.regenerate_icons()
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M.failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
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M.reload_fullscreen()
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@@ -103,6 +103,13 @@
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target.update_inv_handcuffed()
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return 1
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/obj/item/weapon/handcuffs/equipped(var/mob/living/user,var/slot)
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. = ..()
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if(slot == slot_handcuffed)
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user.drop_r_hand()
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user.drop_l_hand()
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user.stop_pulling()
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var/last_chew = 0
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/mob/living/carbon/human/RestrainedClickOn(var/atom/A)
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if (A != src) return ..()
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@@ -315,3 +322,11 @@ var/last_chew = 0
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target.legcuffed = lcuffs
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target.update_inv_legcuffed()
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return 1
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/obj/item/weapon/handcuffs/legcuffs/equipped(var/mob/living/user,var/slot)
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. = ..()
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if(slot == slot_legcuffed)
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if(user.m_intent != "walk")
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user.m_intent = "walk"
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if(user.hud_used && user.hud_used.move_intent)
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user.hud_used.move_intent.icon_state = "walking"
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