mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Replaces uses of u_equip() with remove_from_mob() or drop_from_inventory(), where appropriate.
This commit is contained in:
@@ -1054,11 +1054,7 @@
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//strip their stuff and stick it in the crate
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = locker
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I.layer = initial(I.layer)
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I.dropped(M)
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M.drop_from_inventory(I, locker)
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M.update_icons()
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//so they black out before warping
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@@ -1091,11 +1087,7 @@
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return
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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I.dropped(M)
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M.drop_from_inventory(I)
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M.Paralyse(5)
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sleep(5)
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@@ -1120,11 +1112,7 @@
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return
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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I.dropped(M)
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M.drop_from_inventory(I)
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M.Paralyse(5)
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sleep(5)
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@@ -1171,11 +1159,7 @@
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return
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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I.dropped(M)
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M.drop_from_inventory(I)
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/observer = M
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@@ -1961,13 +1945,7 @@
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if(istype(W, /datum/organ/external))
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continue
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//don't strip organs
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H.u_equip(W)
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if (H.client)
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H.client.screen -= W
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if (W)
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W.loc = H.loc
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W.dropped(H)
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W.layer = initial(W.layer)
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H.drop_from_inventory(W)
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//teleport person to cell
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H.loc = pick(prisonwarp)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/color/orange(H), slot_w_uniform)
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@@ -58,7 +58,7 @@
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/obj/machinery/mill/attackby(var/obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/reagent_containers/food))
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user.u_equip(W)
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user.remove_from_mob(W)
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W.loc = src
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input += W
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else
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@@ -128,7 +128,7 @@
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/obj/machinery/fermenter/attackby(var/obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/reagent_containers/food))
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user.u_equip(W)
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user.remove_from_mob(W)
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W.loc = src
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input += W
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else
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@@ -189,7 +189,7 @@
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/obj/machinery/still/attackby(var/obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/reagent_containers/food))
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user.u_equip(W)
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user.remove_from_mob(W)
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W.loc = src
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input += W
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else
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@@ -274,7 +274,7 @@
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/obj/machinery/centrifuge/attackby(var/obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/reagent_containers/food))
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user.u_equip(W)
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user.remove_from_mob(W)
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W.loc = src
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input += W
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else
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@@ -12,7 +12,7 @@
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/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/ore))
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user.u_equip(W)
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user.remove_from_mob(W)
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src.contents += W
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if (istype(W, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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@@ -173,6 +173,7 @@ var/list/slot_equipment_priority = list( \
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//Removes the object from any slots the mob might have, calling the appropriate icon update proc.
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//Does nothing else.
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//DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs.
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//The only exception to this is if you are transferring the item between slots on the same mob.
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//As far as I can tell the proc exists so that mobs with different inventory slots can override
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//the search through all the slots, without having to duplicate the rest of the item dropping.
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/mob/proc/u_equip(obj/W as obj)
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@@ -301,16 +301,9 @@
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if(!item) return //Grab processing has a chance of returning null
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item.layer = initial(item.layer)
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u_equip(item)
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update_icons()
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if (istype(usr, /mob/living/carbon)) //Check if a carbon mob is throwing. Modify/remove this line as required.
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item.loc = src.loc
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if(src.client)
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src.client.screen -= item
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if(istype(item, /obj/item))
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item:dropped(src) // let it know it's been dropped
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src.remove_from_mob(item)
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item.loc = src.loc
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//actually throw it!
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if (item)
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@@ -73,7 +73,7 @@ emp_act
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if(c_hand && (stun_amount || agony_amount > 10))
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msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect")
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u_equip(c_hand)
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drop_from_inventory(c_hand)
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if (affected.status & ORGAN_ROBOT)
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emote("me", 1, "drops what they were holding, their [affected.display_name] malfunctioning!")
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else
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@@ -81,13 +81,7 @@
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if(istype(target.wear_mask, /obj/item/clothing)&& !target.wear_mask:canremove)
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return
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var/obj/item/W = target.wear_mask
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target.u_equip(W)
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if (target.client)
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target.client.screen -= W
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if (W)
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W.loc = target.loc
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W.dropped(target)
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W.layer = initial(W.layer)
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target.drop_from_inventory(W)
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W.add_fingerprint(source)
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else
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if (istype(item, /obj/item/clothing/mask))
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@@ -99,13 +93,7 @@
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if("l_hand")
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if (target.l_hand)
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var/obj/item/W = target.l_hand
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target.u_equip(W)
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if (target.client)
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target.client.screen -= W
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if (W)
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W.loc = target.loc
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W.layer = initial(W.layer)
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W.dropped(target)
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target.drop_from_inventory(W)
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W.add_fingerprint(source)
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else
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if (istype(item, /obj/item))
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@@ -119,13 +107,7 @@
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if("r_hand")
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if (target.r_hand)
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var/obj/item/W = target.r_hand
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target.u_equip(W)
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if (target.client)
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target.client.screen -= W
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if (W)
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W.loc = target.loc
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W.layer = initial(W.layer)
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W.dropped(target)
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target.drop_from_inventory(W)
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W.add_fingerprint(source)
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else
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if (istype(item, /obj/item))
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@@ -139,13 +121,7 @@
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if("back")
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if (target.back)
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var/obj/item/W = target.back
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target.u_equip(W)
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if (target.client)
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target.client.screen -= W
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if (W)
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W.loc = target.loc
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W.dropped(target)
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W.layer = initial(W.layer)
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target.target.drop_from_inventory(W)
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W.add_fingerprint(source)
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else
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if ((istype(item, /obj/item) && item.slot_flags & SLOT_BACK ))
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@@ -157,13 +133,7 @@
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if("handcuff")
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if (target.handcuffed)
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var/obj/item/W = target.handcuffed
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target.u_equip(W)
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if (target.client)
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target.client.screen -= W
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if (W)
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W.loc = target.loc
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W.dropped(target)
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W.layer = initial(W.layer)
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target.target.drop_from_inventory(W)
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W.add_fingerprint(source)
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else
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if (istype(item, /obj/item/weapon/handcuffs))
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@@ -828,11 +828,11 @@ Note that amputating the affected organ does in fact remove the infection from t
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return
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if(is_broken())
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owner.u_equip(c_hand)
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owner.drop_from_inventory(c_hand)
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var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
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owner.emote("me", 1, "[(owner.species && owner.species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [hand_name]!")
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if(is_malfunctioning())
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owner.u_equip(c_hand)
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owner.drop_from_inventory(c_hand)
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owner.emote("me", 1, "drops what they were holding, their [hand_name] malfunctioning!")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, owner)
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@@ -171,10 +171,8 @@
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user << "\red There is already a [fueljar] inside!"
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return
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fueljar = W
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user.remove_from_mob(W)
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W.loc = src
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if(user.client)
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user.client.screen -= W
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user.u_equip(W)
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user.update_icons()
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user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
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"You load an [W.name].", \
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@@ -165,9 +165,7 @@
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return
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user << "\red You slip [W] inside [src]."
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user.u_equip(W)
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if ((user.client && user.s_active != src))
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user.client.screen -= W
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user.remove_from_mob(W)
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W.dropped(user)
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add_fingerprint(user)
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contents += W
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@@ -250,7 +250,7 @@
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if (target != user && target.getarmor(target_zone, "melee") > 5 && prob(50))
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for(var/mob/O in viewers(world.view, user))
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O.show_message(text("\red <B>[user] tries to stab [target] in \the [hit_area] with [src.name], but the attack is deflected by armor!</B>"), 1)
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user.u_equip(src)
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user.remove_from_mob(src)
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del(src)
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return
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