//Invesitgating a runtime made me discover that all simplemobs have HUD on hands set to themselves //Which cause this original code to die because the mob does not have a mymob var... //So yeah this is why we now check if it is type of mob first... //Is this pretty? Fuck no, but its how i know to fix it -shark //Oh also the swap button on simple mob hands has hud set to null so we also need to catch that. /obj/screen/inventory/add_overlays() if(!hud) //Simplemob swap hands button has this set to null :) return var/mob/user if(istype(hud,/mob )) //Simplemob hands directly reference the mob in hud, dont ask me. user = hud else user = hud.mymob //original intended behaviour if(hud && user && slot_id) var/obj/item/holding = user.get_active_hand() if(!holding || user.get_equipped_item(slot_id)) return var/image/item_overlay = image(holding) item_overlay.alpha = 92 if(!holding.mob_can_equip(user, slot_id, disable_warning = TRUE)) item_overlay.color = "#ff0000" else item_overlay.color = "#00ff00" object_overlays += item_overlay add_overlay(object_overlays)