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Fix inventory hands clickable areas & confusing overlay (#26212)
* Remove confusing hand overlay Co-Authored-By: Serge K Lebedev <hello@sergelebe.dev> * Fix clickable areas of equipped items Co-Authored-By: Serge K Lebedev <hello@sergelebe.dev> --------- Co-authored-by: Serge K Lebedev <hello@sergelebe.dev>
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@@ -476,6 +476,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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if((flags & NODROP) && !(initial(flags) & NODROP)) // Remove NODROP if dropped. Probably from delimbing.
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flags &= ~NODROP
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in_inventory = FALSE
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mouse_opacity = initial(mouse_opacity)
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remove_outline()
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SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
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if(!silent)
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@@ -522,6 +523,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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// for items that can be placed in multiple slots
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// Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
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/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
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for(var/X in actions)
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var/datum/action/A = X
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@@ -534,7 +534,6 @@
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I.maptext = ""
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I.on_exit_storage(src)
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update_icon()
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I.mouse_opacity = initial(I.mouse_opacity)
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return TRUE
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/obj/item/storage/Exited(atom/A, loc)
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