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TG: - You can now light your cigarette with an energy sword :)
- Fixed the problem where suits appeared on the UI even with the inventory closed. The call to other_update() in update_clothing() must be done after all the icon slots get updated. Revision: r3725 Author: baloh.matevz
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@@ -935,10 +935,6 @@
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client.screen -= hud_used.intents
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client.screen -= hud_used.mov_int
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//Screenlocs for these slots are handled by the huds other_update()
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//because theyre located on the 'other' inventory bar.
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// Gloves
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var/datum/organ/external/lo = organs["l_hand"]
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var/datum/organ/external/ro = organs["r_hand"]
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@@ -1060,9 +1056,10 @@
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clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BACK_LAYER)
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back.screen_loc = ui_back
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if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
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//to hide / show them.
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// WHAT IS THIS DOING IN UPDATE_CLOTHING(), AHHHHHHHHHHHHH
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if(client)
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client.screen -= contents
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client.screen += contents
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//to hide / show them.
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if (handcuffed)
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pulling = null
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var/h1 = handcuffed.icon_state
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@@ -1121,6 +1118,11 @@
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clothing_overlays += image("icon" = stain_icon, "layer" = B_SUIT_LAYER)
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wear_suit.screen_loc = ui_oclothing
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//Update_other() MUST be called after all the storage slots get updated. This is because all the storage slots assign their
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//respective items a screen_loc, which other_update() will then override if needed.
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if(client)
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hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
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switch(shielded)
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if(1)
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overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = SHIELD_LAYER)
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