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Merge Conflict Fix, Attempt 2
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@@ -378,7 +378,7 @@
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1)
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if(ishuman(M) || ismonkey(M))
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if(ishuman(M))
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if(prob(10))
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M.Weaken(2)
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@@ -411,7 +411,7 @@
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for(var/i = 1; i <= 5; i++)
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new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/neaeracube(src)
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/*
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/obj/item/weapon/storage/box/wolpincubes
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name = "wolpin cube box"
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desc = "Drymate brand wolpin cubes. Just add water!"
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@@ -423,6 +423,7 @@
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..()
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for(var/i = 1; i <= 5; i++)
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new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/wolpincube(src)
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*/
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/obj/item/weapon/storage/box/permits
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name = "box of construction permits"
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@@ -168,7 +168,7 @@
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/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
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if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
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if (ishuman(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
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var/mob/M = usr
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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@@ -26,7 +26,7 @@
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//returns 1 if the master item's parent's MouseDrop() should be called, 0 otherwise. It's strange, but no other way of
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//doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
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if (ishuman(user) || ismonkey(user)) //so monkeys can take off their backpacks -- Urist
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if (ishuman(user)) //so monkeys can take off their backpacks -- Urist
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if (istype(user.loc,/obj/mecha)) // stops inventory actions in a mech
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return 0
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@@ -25,7 +25,7 @@
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var/use_sound = "rustle" //sound played when used. null for no sound.
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/obj/item/weapon/storage/MouseDrop(obj/over_object as obj)
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if (ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist
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if (ishuman(usr)) //so monkeys can take off their backpacks -- Urist
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var/mob/M = usr
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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