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Fixes issues with Decapitation and NODROP items (#18622)
* fixes * hal requests * Update glasses.dm
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@@ -478,19 +478,22 @@
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"Grey" = 'icons/mob/clothing/species/grey/eyes.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/eyes.dmi'
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)
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///Have we combined this with another godeye?
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var/double_eye = FALSE
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/obj/item/clothing/glasses/godeye/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, src) && W != src && W.loc == user)
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if(W.icon_state == "godeye")
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W.icon_state = "doublegodeye"
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W.item_state = "doublegodeye"
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W.desc = "A pair of strange eyes, said to have been torn from an omniscient creature that used to roam the wastes. There's no real reason to have two, but that isn't stopping you."
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/obj/item/clothing/glasses/godeye/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/clothing/glasses/godeye) && W != src)
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var/obj/item/clothing/glasses/godeye/second_eye = W
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if(!second_eye.double_eye && !double_eye)
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double_eye = TRUE
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icon_state = "doublegodeye"
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item_state = "doublegodeye"
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name = "eyes of god"
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desc = "A pair of strange eyes, said to have been torn from an omniscient creature that used to roam the wastes. There's no real reason to have two, but that isn't stopping you."
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.update_inv_wear_mask()
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else
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to_chat(user, "<span class='notice'>The eye winks at you and vanishes into the abyss, you feel really unlucky.</span>")
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qdel(src)
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qdel(W)
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..()
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/obj/item/clothing/glasses/tajblind
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@@ -509,7 +509,7 @@
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icon_override = 'icons/goonstation/mob/clothing/mask.dmi'
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lefthand_file = 'icons/goonstation/mob/inhands/clothing_lefthand.dmi'
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righthand_file = 'icons/goonstation/mob/inhands/clothing_righthand.dmi'
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flags = NODROP | AIRTIGHT
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flags = NODROP | AIRTIGHT | DROPDEL
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flags_cover = MASKCOVERSMOUTH
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/obj/item/clothing/mask/cursedclown/equipped(mob/user, slot)
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@@ -239,15 +239,15 @@
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dna = owner.dna.Clone()
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name = "[dna.real_name]'s head"
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if(owner.glasses)
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owner.unEquip(owner.glasses)
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owner.unEquip(owner.glasses, silent = TRUE)
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if(owner.head)
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owner.unEquip(owner.head)
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owner.unEquip(owner.head, silent = TRUE)
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if(owner.l_ear)
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owner.unEquip(owner.l_ear)
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owner.unEquip(owner.l_ear, silent = TRUE)
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if(owner.r_ear)
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owner.unEquip(owner.r_ear)
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owner.unEquip(owner.r_ear, silent = TRUE)
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if(owner.wear_mask)
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owner.unEquip(owner.wear_mask)
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owner.unEquip(owner.wear_mask, silent = TRUE)
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owner.update_hair()
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owner.update_fhair()
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owner.update_head_accessory()
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