mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Resolves issue 594 - You can no longer use Mech-drills/clamps/etc to interact with your hud items.
Fixed an old feature that diverted clicks on a hud inventory-slot (say, the place you put your bag) to the object in that slot (i.e. making it easier to click small items and also making it possible to remove things that have borked and turned invisible Fixed admins being able to change their own rank via chgadlvl. Insignificant tweaks to DblClick() just removed some useless bits near the top. Known issues: Can't put straight jackets on aliums anymore for some reason Aliums can remove straight jackets from themselves. Can still mecha-drill a few things you shouldn't be able to >_> git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4032 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1417,6 +1417,7 @@ var/global/BSACooldown = 0
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//change admin level
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var/rank = href_list["chgadlvl"]
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var/client/C = locate(href_list["client4ad"])
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if(!istype(C)) return
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if(rank == "Remove")
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C.clear_admin_verbs()
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C.update_admins(null)
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@@ -1424,6 +1425,9 @@ var/global/BSACooldown = 0
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message_admins("[key_name_admin(usr)] has removed [C]'s adminship", 1)
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admins.Remove(C.ckey)
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else
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if(C == owner) //no promoting/demoting yourself
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message_admins("[C] tried to change their own admin-rank >:(")
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return
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C.clear_admin_verbs()
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C.update_admins(rank)
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log_admin("[key_name(usr)] has made [C] a [rank]")
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@@ -66,7 +66,7 @@
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/mob/proc/drop_item_v() //this is dumb.
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if(stat == CONSCIOUS)
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if(stat == CONSCIOUS && isturf(loc))
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return drop_item()
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return 0
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@@ -21,60 +21,34 @@
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/mob/living/carbon/alien/humanoid/db_click(text, t1)
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var/obj/item/W = get_active_hand()
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var/emptyHand = (W == null)
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if ((!emptyHand) && (!istype(W, /obj/item)))
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if(W && !istype(W))
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return
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if (emptyHand)
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usr.next_move = usr.prev_move
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usr:lastDblClick -= 3 //permit the double-click redirection to proceed.
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switch(text)
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//if emptyhand then wear the suit, no bedsheet clothes for the alien
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if("o_clothing")
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if (wear_suit)
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if (emptyHand)
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wear_suit.DblClick()
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// else
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// update_inv_wear_suit()
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return
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/* if (!( istype(W, /obj/item/clothing/suit) ))
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if(wear_suit)
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if(!W) wear_suit.attack_alien(src)
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return
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u_equip(W)
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wear_suit = W
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W.get_active_hand(src, text)
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*/
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return
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if("head")
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if (head)
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if (emptyHand)
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head.DblClick()
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else if (( istype(W, /obj/effect/alien/head) )) //TODO: figure out wtf this is about ~Carn
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u_equip(W)
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head = W
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update_inv_head()
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if(head)
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if(!W) head.attack_alien(src)
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return
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return
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/* if (!( istype(W, /obj/item/clothing/head) ))
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return
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u_equip(W)
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head = W
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W.get_active_hand(src, text)
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*/
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if("storage1")
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if (l_store)
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if (emptyHand)
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l_store.DblClick()
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if(l_store)
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if(!W) l_store.attack_alien(src)
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return
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if ((!( istype(W, /obj/item) ) || W.w_class > 3))
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if(W.w_class > 3)
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return
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u_equip(W)
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l_store = W
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update_inv_pockets()
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if("storage2")
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if (r_store)
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if (emptyHand)
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r_store.DblClick()
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if(r_store)
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if(!W) r_store.attack_alien(src)
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return
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if ((!( istype(W, /obj/item) ) || W.w_class > 3))
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if(W.w_class > 3)
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return
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u_equip(W)
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r_store = W
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@@ -1013,65 +1013,41 @@ It can still be worn/put on as normal.
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/mob/living/carbon/human/db_click(text, t1)
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var/obj/item/W = get_active_hand()
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var/emptyHand = (W == null)
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if(emptyHand)
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usr.next_move = usr.prev_move
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usr:lastDblClick -= 3 //permit the double-click redirection to proceed.
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else
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if( !istype(W, /obj/item) ) return
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if(W && !istype(W)) return
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switch(text)
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if("mask")
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if(wear_mask)
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if(emptyHand)
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wear_mask.DblClick()
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if(!W) wear_mask.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_MASK ))
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if( !(W.slot_flags & SLOT_MASK) )
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return
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u_equip(W)
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wear_mask = W
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if(wear_mask && (wear_mask.flags & BLOCKHAIR))
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if(wear_mask.flags & BLOCKHAIR)
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update_hair(0) //rebuild hair
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W.equipped(src, text)
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update_inv_wear_mask()
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if("back")
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if (back)
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if (emptyHand)
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back.DblClick()
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if(back)
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if(!W) back.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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if( !(W.slot_flags & SLOT_BACK) )
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return
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if (!( W.slot_flags & SLOT_BACK ))
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return
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if(istype(W,/obj/item/weapon/twohanded) && W:wielded)
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if(istype(W,/obj/item/weapon/twohanded) && W:wielded) //TODO
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usr << "<span class='warning'>Unwield the [initial(W.name)] first!</span>"
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return
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u_equip(W)
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back = W
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W.equipped(src, text)
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update_inv_back()
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/* if("headset")
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if (ears)
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if (emptyHand)
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ears.DblClick()
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return
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if (!( istype(W, /obj/item/device/radio/headset) ))
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return
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u_equip(W)
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w_radio = W
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W.equipped(src, text) */
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if("o_clothing")
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if (wear_suit)
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if (emptyHand)
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wear_suit.DblClick()
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if(wear_suit)
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if(!W) wear_suit.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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if( !(W.slot_flags & SLOT_OCLOTHING) )
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return
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if (!( W.slot_flags & SLOT_OCLOTHING ))
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return
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if ((FAT in src.mutations) && !(W.flags & ONESIZEFITSALL))
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if( !(W.flags & ONESIZEFITSALL) && (FAT in mutations) )
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src << "\red You're too fat to wear the [W.name]!"
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return
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u_equip(W)
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@@ -1079,100 +1055,78 @@ It can still be worn/put on as normal.
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W.equipped(src, text)
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update_inv_wear_suit()
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if("gloves")
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if (gloves)
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if (emptyHand)
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gloves.DblClick()
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if(gloves)
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if(!W) gloves.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_GLOVES ))
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if( !(W.slot_flags & SLOT_GLOVES) )
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return
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u_equip(W)
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gloves = W
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W.equipped(src, text)
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update_inv_gloves()
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if("shoes")
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if (shoes)
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if (emptyHand)
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shoes.DblClick()
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if(shoes)
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if(!W) shoes.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_FEET ))
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if( !( W.slot_flags & SLOT_FEET) )
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return
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u_equip(W)
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shoes = W
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W.equipped(src, text)
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update_inv_shoes()
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if("belt")
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if (belt)
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if (emptyHand)
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belt.DblClick()
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if(belt)
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if(!W) belt.attack_hand(src)
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return
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if (!w_uniform)
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if(!w_uniform)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_BELT ))
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if( !(W.slot_flags & SLOT_BELT) )
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return
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u_equip(W)
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belt = W
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W.equipped(src, text)
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update_inv_belt()
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if("eyes")
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if (glasses)
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if (emptyHand)
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glasses.DblClick()
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if(glasses)
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if(!W) glasses.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_EYES ))
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if( !(W.slot_flags & SLOT_EYES) )
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return
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u_equip(W)
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glasses = W
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W.equipped(src, text)
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update_inv_glasses()
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if("head")
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if (head)
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if (emptyHand)
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head.DblClick()
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if(head)
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if(!W) head.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_HEAD ))
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if( !(W.slot_flags & SLOT_HEAD) )
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return
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u_equip(W)
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head = W
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if(head.flags & BLOCKHAIR)
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//rebuild hair
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update_hair(0)
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update_hair(0) //rebuild hair
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if(istype(W,/obj/item/clothing/head/kitty))
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W.update_icon(src)
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W.equipped(src, text)
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update_inv_head()
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if("ears")
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if (ears)
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if (emptyHand)
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ears.DblClick()
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if(ears)
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if(!W) ears.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_EARS ))
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if( !(W.slot_flags & SLOT_EARS) )
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return
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u_equip(W)
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ears = W
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W.equipped(src, text)
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update_inv_ears()
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if("i_clothing")
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if (w_uniform)
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if (emptyHand)
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w_uniform.DblClick()
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if(w_uniform)
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if(!W) w_uniform.attack_hand(src)
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return
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if (!istype(W, /obj/item))
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if( !(W.slot_flags & SLOT_ICLOTHING) )
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return
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if (!( W.slot_flags & SLOT_ICLOTHING ))
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return
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if ((FAT in src.mutations) && !(W.flags & ONESIZEFITSALL))
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if( !(W.flags & ONESIZEFITSALL) && (FAT in src.mutations) )
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src << "\red You're too fat to wear the [W.name]!"
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return
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u_equip(W)
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@@ -1180,66 +1134,51 @@ It can still be worn/put on as normal.
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W.equipped(src, text)
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update_inv_w_uniform()
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if("id")
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if (wear_id)
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if (emptyHand)
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wear_id.DblClick()
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if(wear_id)
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if(!W) wear_id.attack_hand(src)
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return
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if (!w_uniform)
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if(!w_uniform)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_ID ))
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if( !(W.slot_flags & SLOT_ID) )
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return
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u_equip(W)
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wear_id = W
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W.equipped(src, text)
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update_inv_wear_id()
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if("storage1")
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if (l_store)
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if (emptyHand)
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l_store.DblClick()
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if(l_store)
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if(!W) l_store.attack_hand(src)
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return
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if (!w_uniform)
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if(!w_uniform)
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return
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if (!istype(W, /obj/item))
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if(W.slot_flags & SLOT_DENYPOCKET)
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return
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if ( ( W.slot_flags & SLOT_DENYPOCKET ) )
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return
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if ( W.w_class <= 2 || ( W.slot_flags & SLOT_POCKET ) )
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if( W.w_class <= 2 || (W.slot_flags & SLOT_POCKET) )
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u_equip(W)
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l_store = W
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update_inv_pockets()
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if("storage2")
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if (r_store)
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if (emptyHand)
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r_store.DblClick()
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if(r_store)
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if(!W) r_store.attack_hand(src)
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return
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if (!w_uniform)
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if(!w_uniform)
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return
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if (!istype(W, /obj/item))
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if(W.slot_flags & SLOT_DENYPOCKET)
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return
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if ( ( W.slot_flags & SLOT_DENYPOCKET ) )
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return
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if ( W.w_class <= 2 || ( W.slot_flags & SLOT_POCKET ) )
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if( W.w_class <= 2 || (W.slot_flags & SLOT_POCKET) )
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u_equip(W)
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r_store = W
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update_inv_pockets()
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if("suit storage")
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if (s_store)
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if (emptyHand)
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s_store.DblClick()
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if(s_store)
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if(!W) s_store.attack_hand(src)
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return
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var/confirm
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if (wear_suit)
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if(!wear_suit.allowed)
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usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
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return
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if (istype(W, /obj/item/device/pda) || istype(W, /obj/item/weapon/pen))
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confirm = 1
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if (is_type_in_list(W, wear_suit.allowed))
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confirm = 1
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if (!confirm) return
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else
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if(!wear_suit)
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return
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if(!wear_suit.allowed)
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usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
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return
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if( istype(W, /obj/item/device/pda) || istype(W, /obj/item/weapon/pen) || is_type_in_list(W, wear_suit.allowed) )
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u_equip(W)
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s_store = W
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update_inv_s_store()
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@@ -108,32 +108,30 @@
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//Used by monkeys, *chimpers* //TODO: eliminate this convoluted proc it's incredibly shitty. ~Carn
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/mob/proc/db_click(text, t1)
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var/obj/item/weapon/W = get_active_hand()
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var/obj/item/W = get_active_hand()
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if(W && !istype(W)) return
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switch(text)
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if("mask")
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if (wear_mask)
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if(wear_mask)
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return
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if (!( W.slot_flags & SLOT_MASK ))
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if( !(W.slot_flags & SLOT_MASK) )
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return
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u_equip(W)
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wear_mask = W
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W.equipped(src, text)
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update_inv_wear_mask()
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if("back")
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if (back)
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if(back)
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return
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if (!istype(W, /obj/item))
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if( !(W.slot_flags & SLOT_BACK) )
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return
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if (!( W.slot_flags & SLOT_BACK ))
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return
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if(istype(W,/obj/item/weapon/twohanded) && W:wielded)
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if( istype(W,/obj/item/weapon/twohanded) && W:wielded ) //TODO: Carn
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usr << "<span class='warning'>Unwield the [initial(W.name)] first!</span>"
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return
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u_equip(W)
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back = W
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W.equipped(src, text)
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update_inv_back()
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return
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/mob/proc/reset_view(atom/A)
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