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Fixes #8693
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@@ -151,7 +151,7 @@ var/list/slot_equipment_priority = list( \
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remove_from_mob(W)
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if(!W) return 1 // self destroying objects (tk, grabs)
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W.forceMove(Target)
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update_icons()
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return 1
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@@ -173,11 +173,11 @@ var/list/slot_equipment_priority = list( \
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/*
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Removes the object from any slots the mob might have, calling the appropriate icon update proc.
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Does nothing else.
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DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs.
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It's probably okay to use it if you are transferring the item between slots on the same mob,
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but chances are you're safer calling remove_from_mob() or drop_from_inventory() anyways.
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As far as I can tell the proc exists so that mobs with different inventory slots can override
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the search through all the slots, without having to duplicate the rest of the item dropping.
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*/
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@@ -31,10 +31,9 @@
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var/d = rand(round(I.force / 4), I.force)
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if(istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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var/organ = H.get_organ("chest")
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if (istype(organ, /obj/item/organ/external))
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var/obj/item/organ/external/temp = organ
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if(temp.take_damage(d, 0))
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var/obj/item/organ/external/organ = H.get_organ("chest")
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if (istype(organ))
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if(organ.take_damage(d, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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else
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@@ -328,7 +327,7 @@
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if(!item) return //Grab processing has a chance of returning null
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src.remove_from_mob(item)
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item.loc = src.loc
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@@ -1361,3 +1361,8 @@
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U << "<span class='danger'>You pop [S]'s [current_limb.joint] back in!</span>"
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S << "<span class='danger'>[U] pops your [current_limb.joint] back in!</span>"
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current_limb.undislocate()
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/mob/living/carbon/human/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
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if(W in organs)
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return
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..()
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@@ -967,6 +967,11 @@ default behaviour is:
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/mob/living/proc/slip(var/slipped_on,stun_duration=8)
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return 0
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/mob/living/carbon/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
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if(W in internal_organs)
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return
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..()
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/mob/living/carbon/proc/spin(spintime, speed)
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spawn()
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var/D = dir
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