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https://github.com/ParadiseSS13/Paradise.git
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@@ -423,12 +423,16 @@
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if(flags_cover != initial(flags_cover))
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if(initial(flags_cover) & MASKCOVERSMOUTH) //If the mask covers the mouth when it's down and can be adjusted yet lost that trait when it was adjusted, make it cover the mouth again.
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flags_cover |= MASKCOVERSMOUTH
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if(H.head == src && flags_inv == HIDEFACE) //Means that only things like bandanas and balaclavas will be affected since they obscure the identity of the wearer.
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if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.
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if(H.head == src)
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if(isnull(user.get_item_by_slot(slot_bitfield_to_slot(slot_flags))))
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user.unEquip(src)
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else //Otherwise, put it in an available hand, the active one preferentially.
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user.unEquip(src)
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user.put_in_hands(src)
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user.equip_to_slot(src, slot_bitfield_to_slot(slot_flags))
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else if(flags_inv == HIDEFACE) //Means that only things like bandanas and balaclavas will be affected since they obscure the identity of the wearer.
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if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.
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user.unEquip(src)
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else //Otherwise, put it in an available hand, the active one preferentially.
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user.unEquip(src)
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user.put_in_hands(src)
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else
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to_chat(user, "<span class='notice'>You push \the [src] out of the way.</span>")
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gas_transfer_coefficient = null
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@@ -446,12 +450,16 @@
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flags_cover &= ~MASKCOVERSMOUTH
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if(flags & AIRTIGHT) //If the mask was airtight, it won't be anymore since you just pushed it off your face.
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flags &= ~AIRTIGHT
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if(user.wear_mask == src && initial(flags_inv) == HIDEFACE) //Means that you won't have to take off and put back on simple things like breath masks which, realistically, can just be pulled down off your face.
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if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.
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if(user.wear_mask == src)
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if(isnull(user.get_item_by_slot(slot_bitfield_to_slot(slot_flags))))
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user.unEquip(src)
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else //Otherwise, put it in an available hand, the active one preferentially.
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user.unEquip(src)
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user.put_in_hands(src)
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user.equip_to_slot(src, slot_bitfield_to_slot(slot_flags))
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else if(initial(flags_inv) == HIDEFACE) //Means that you won't have to take off and put back on simple things like breath masks which, realistically, can just be pulled down off your face.
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if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.
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user.unEquip(src)
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else //Otherwise, put it in an available hand, the active one preferentially.
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user.unEquip(src)
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user.put_in_hands(src)
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H.wear_mask_update(src, toggle_off = up)
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usr.update_inv_wear_mask()
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usr.update_inv_head()
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