mirror of
https://github.com/ParadiseSS13/Paradise.git
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TG: - Removed hat storage.
Revision: r3608 Author: baloh.matevz TG: -Added missing door assemblies and associated sprites Revision: r3609 Author: ericgfw...@hotmail.com
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@@ -239,9 +239,6 @@
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overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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s_store.screen_loc = ui_sstore1
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if (h_store)
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h_store.screen_loc = ui_hstore1
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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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if (client)
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@@ -67,7 +67,6 @@ proc/countJob(rank)
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slot_r_store = 16
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slot_s_store = 17
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slot_in_backpack = 18
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slot_h_store = 19
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/mob/living/carbon/human/proc/equip_in_one_of_slots(obj/item/W, list/slots, del_on_fail = 1)
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for (var/slot in slots)
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@@ -86,9 +85,6 @@ proc/countJob(rank)
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if(slot == s_store && !src.wear_suit)
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del(W)
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return
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if(slot == h_store && !src.head)
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del(W)
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return
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switch(slot)
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if(slot_back)
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if(!src.back)
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@@ -167,10 +163,6 @@ proc/countJob(rank)
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if(B.contents.len < B.storage_slots && W.w_class <= B.max_w_class)
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W.loc = B
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equipped = 1
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if(slot_h_store)
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if(!src.h_store)
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src.h_store = W
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equipped = 1
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if(equipped)
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W.layer = 20
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@@ -68,7 +68,6 @@ obj/hud/New(var/type = 0)
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if(mymob:r_ear) mymob:r_ear:screen_loc = ui_rear
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if(mymob:s_store) mymob:s_store:screen_loc = ui_sstore1
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if(mymob:glasses) mymob:glasses:screen_loc = ui_glasses
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if(mymob:h_store) mymob:h_store:screen_loc = ui_hstore1
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else
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if(istype(mymob, /mob/living/carbon/human))
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if(mymob:shoes) mymob:shoes:screen_loc = null
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@@ -77,7 +76,6 @@ obj/hud/New(var/type = 0)
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if(mymob:r_ear) mymob:r_ear:screen_loc = null
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if(mymob:s_store) mymob:s_store:screen_loc = null
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if(mymob:glasses) mymob:glasses:screen_loc = null
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if(mymob:h_store) mymob:h_store:screen_loc = null
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/obj/hud/var/show_otherinventory = 1
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@@ -104,8 +104,6 @@
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H.equip_if_possible(new /obj/item/device/detective_scanner(H), H.slot_in_backpack)
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H.equip_if_possible(new /obj/item/weapon/reagent_containers/food/drinks/dflask(H.back), H.slot_in_backpack)
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H.equip_if_possible(new /obj/item/weapon/lighter/zippo(H), H.slot_l_store)
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// H.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/candy_corn(H), H.slot_h_store)
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// No... just no. --SkyMarshal
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var/datum/organ/external/O = H.organs[pick(H.organs)]
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(O)
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O.implant += L
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@@ -430,7 +430,11 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
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if(15) new/obj/structure/door_assembly/door_assembly_eng/glass( src.loc ) //issue 301 -mysthic
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if(16) new/obj/structure/door_assembly/door_assembly_sec/glass( src.loc )
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if(17) new/obj/structure/door_assembly/door_assembly_med/glass( src.loc )
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if(18) new/obj/structure/door_assembly/door_assembly_min( src.loc )
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if(19) new/obj/structure/door_assembly/door_assembly_atmo( src.loc )
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if(20) new/obj/structure/door_assembly/door_assembly_research( src.loc )
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if(21) new/obj/structure/door_assembly/door_assembly_research( src.loc )
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if(22) new/obj/structure/door_assembly/door_assembly_min/glass( src.loc )
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var/obj/item/weapon/airlock_electronics/ae
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if (!electronics)
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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@@ -72,12 +72,18 @@ obj/structure/door_assembly
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door_assembly_min
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name = "Mining Airlock Assembly"
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icon_state = "door_as_min1"
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glass_base_icon_state = "door_as_gmin"
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glass_type = /obj/machinery/door/airlock/glass/glass_mining
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airlock_type = /obj/machinery/door/airlock/mining
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_gmin1"
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door_assembly_atmo
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name = "Atmospherics Airlock Assembly"
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icon_state = "door_as_atmo1"
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@@ -90,12 +96,18 @@ obj/structure/door_assembly
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door_assembly_research
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name = "Research Airlock Assembly"
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icon_state = "door_as_res1"
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glass_base_icon_state = "door_as_gres"
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glass_type = /obj/machinery/door/airlock/glass_research
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airlock_type = /obj/machinery/door/airlock/research
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_gres1"
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door_assembly_med
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name = "Medical Airlock Assembly"
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icon_state = "door_as_med1"
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@@ -243,6 +255,8 @@ obj/structure/door_assembly
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del(src)
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else
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W.loc = src.loc
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//del(W)
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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playsound(src.loc, 'Crowbar.ogg', 100, 1)
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var/turf/T = get_turf(user)
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@@ -266,7 +280,7 @@ obj/structure/door_assembly
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if(do_after(user, 40))
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if(G)
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if(G.amount>=1)
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user << "\blue You installed glass windows into the airlock assembly!"
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user << "\blue You installed glass windows the airlock assembly!"
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G.use(1)
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src.glass = 1
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src.name = "Near finished Window Airlock Assembly"
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@@ -206,14 +206,6 @@
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using.layer = 19
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src.other += using
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using = new src.h_type( src )
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using.name = "hat storage"
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using.icon = ui_style
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using.icon_state = "hair"
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using.screen_loc = ui_hstore1
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using.layer = 19
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src.other += using
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using = new src.h_type( src )
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using.name = "resist"
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using.icon = ui_style
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@@ -39,7 +39,6 @@
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var/obj/item/weapon/r_store = null
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var/obj/item/weapon/l_store = null
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var/obj/item/weapon/s_store = null
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var/obj/item/weapon/h_store = null
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var/icon/stand_icon = null
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var/icon/lying_icon = null
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@@ -479,15 +478,6 @@
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glasses = null
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else if (W == head)
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var/obj/item/prev_head = W
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W = h_store
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if (W)
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u_equip(W)
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if (client)
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client.screen -= W
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if (W)
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W.loc = loc
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W.dropped(src)
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W.layer = initial(W.layer)
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head = null
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if(prev_head && (prev_head.flags & BLOCKHAIR))
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// rebuild face
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@@ -522,8 +512,6 @@
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l_store = null
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else if (W == s_store)
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s_store = null
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else if (W == h_store)
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h_store = null
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else if (W == back)
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back = null
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else if (W == handcuffed)
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@@ -754,22 +742,6 @@
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u_equip(W)
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s_store = W
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if("hat storage")
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if (h_store)
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if (emptyHand)
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h_store.DblClick()
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return
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var/confirm
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if (head)
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if (istype(W, /obj/item/weapon/pen))
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confirm = 1
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if (istype(head) && is_type_in_list(W, head.allowed)) // NOTE: head is /obj/item/clothing/head/ and parer hat is not /obj/item/clothing/ and does not have "allowed" --rastaf0
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confirm = 1
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if (!confirm) return
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else
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u_equip(W)
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h_store = W
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update_clothing()
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return
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@@ -1085,9 +1057,6 @@
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overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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s_store.screen_loc = ui_sstore1
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if (h_store)
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h_store.screen_loc = ui_hstore1
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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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if (client)
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@@ -1703,8 +1672,6 @@
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message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
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if("s_store")
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message = text("\red <B>[] is trying to take off \a [] from []'s suit!</B>", source, target.s_store, target)
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if("h_store")
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message = text("\red <B>[] is trying to empty []'s hat!</B>", source, target)
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if("pockets")
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target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their pockets emptied by [source.name] ([source.ckey])</font>")
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source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to empty [target.name]'s ([target.ckey]) pockets</font>")
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@@ -2319,7 +2286,6 @@ It can still be worn/put on as normal.
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<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[src];item=h_store'>Empty Hat</A>
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<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
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<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
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<BR>"}
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