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Refactor /mob/unEquip. (#27720)
* Refactor /mob/unEquip. * fix things found in testing * more fixes from testing * fix removal of hooded suits * fix flayers inability to deploy swarmprod * fix changeling blade activation * unnecessary parens * pass default unequip args to proc overrides * fix belts being able to forceMove into full hands
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@@ -148,8 +148,7 @@
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to_chat(mod.wearer, "<span class='notice'>[src] deactivated.</span>")
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if(device)
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mod.wearer.unEquip(device, 1)
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device.forceMove(src)
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mod.wearer.transfer_item_to(device, src, force = TRUE)
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UnregisterSignal(mod.wearer, COMSIG_ATOM_EXITED)
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UnregisterSignal(mod.wearer, COMSIG_MOB_WILLINGLY_DROP)
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else
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@@ -51,7 +51,7 @@
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/human_user = user
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if(human_user.get_item_by_slot(ITEM_SLOT_BACK) && !human_user.unEquip(human_user.get_item_by_slot(ITEM_SLOT_BACK)))
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if(human_user.get_item_by_slot(ITEM_SLOT_BACK) && !human_user.drop_item_to_ground(human_user.get_item_by_slot(ITEM_SLOT_BACK)))
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return
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if(!human_user.equip_to_slot_if_possible(mod, ITEM_SLOT_BACK, disable_warning = TRUE))
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return
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@@ -31,7 +31,7 @@
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return
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holstered = holding
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mod.wearer.visible_message("<span class='notice'>[mod.wearer] holsters [holstered].</span>", "<span class='notice'>You holster [holstered].</span>")
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mod.wearer.unEquip(mod.wearer.get_active_hand())
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mod.wearer.unequip(mod.wearer.get_active_hand())
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holstered.forceMove(src)
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else if(mod.wearer.put_in_active_hand(holstered))
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mod.wearer.visible_message("<span class='warning'>[mod.wearer] draws [msg], ready to shoot!</span>", \
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