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https://github.com/VOREStation/VOREStation.git
synced 2026-08-26 13:39:16 +01:00
Refactors mob_can_equip(), adds unequip checks
This commit is contained in:
+108
-182
@@ -239,198 +239,124 @@
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/obj/item/proc/equipped(var/mob/user, var/slot)
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return
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//Defines which slots correspond to which slot flags
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var/list/global/slot_flags_enumeration = list(
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"[slot_wear_mask]" = SLOT_MASK,
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"[slot_back]" = SLOT_BACK,
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"[slot_wear_suit]" = SLOT_OCLOTHING,
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"[slot_gloves]" = SLOT_GLOVES,
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"[slot_shoes]" = SLOT_FEET,
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"[slot_belt]" = SLOT_BELT,
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"[slot_glasses]" = SLOT_EYES,
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"[slot_head]" = SLOT_HEAD,
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"[slot_l_ear]" = SLOT_EARS|SLOT_TWOEARS,
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"[slot_r_ear]" = SLOT_EARS|SLOT_TWOEARS,
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"[slot_w_uniform]" = SLOT_ICLOTHING,
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"[slot_wear_id]" = SLOT_ID,
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"[slot_tie]" = SLOT_TIE,
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)
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//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
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//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
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//Set disable_warning to 1 if you wish it to not give you outputs.
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//Should probably move the bulk of this into mob code some time, as most of it is related to the definition of slots and not item-specific
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/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
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if(!slot) return 0
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if(!M) return 0
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if(ishuman(M))
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//START HUMAN
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var/mob/living/carbon/human/H = M
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var/list/mob_equip = list()
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if(H.species.hud && H.species.hud.equip_slots)
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mob_equip = H.species.hud.equip_slots
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if(!ishuman(M)) return 0
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var/mob/living/carbon/human/H = M
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var/list/mob_equip = list()
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if(H.species.hud && H.species.hud.equip_slots)
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mob_equip = H.species.hud.equip_slots
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if(H.species && !(slot in mob_equip))
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if(H.species && !(slot in mob_equip))
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return 0
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//First check if the item can be equipped to the desired slot.
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if("[slot]" in slot_flags_enumeration)
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var/req_flags = slot_flags_enumeration["[slot]"]
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if(!(req_flags & slot_flags))
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return 0
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//Next check that the slot is free
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if(H.get_equipped_item(slot))
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return 0
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//Next check if the slot is accessible.
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var/mob/_user = disable_warning? null : H
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if(!H.slot_is_accessible(slot, src, _user))
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return 0
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//Lastly, check special rules for the desired slot.
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switch(slot)
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if(slot_l_ear, slot_r_ear)
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var/slot_other_ear = (slot == slot_l_ear)? slot_r_ear : slot_l_ear
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if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
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return 0
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if( (slot_flags & SLOT_TWOEARS) && H.get_equipped_item(slot_other_ear) )
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return 0
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if(slot_wear_id)
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
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return 0
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if(slot_l_store, slot_r_store)
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
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return 0
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if(slot_flags & SLOT_DENYPOCKET)
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return 0
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if( w_class > 2 && !(slot_flags & SLOT_POCKET) )
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return 0
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if(slot_s_store)
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if(!H.wear_suit && (slot_wear_suit in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a suit before you can attach this [name].</span>"
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return 0
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if(!H.wear_suit.allowed)
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if(!disable_warning)
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usr << "<span class='warning'>You somehow have a suit with no defined allowed items for suit storage, stop that.</span>"
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return 0
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if( !(istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed)) )
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return 0
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if(slot_handcuffed)
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if(!istype(src, /obj/item/weapon/handcuffs))
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return 0
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if(slot_legcuffed)
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if(!istype(src, /obj/item/weapon/legcuffs))
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return 0
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if(slot_in_backpack) //used entirely for equipping spawned mobs or at round start
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var/allow = 0
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if(H.back && istype(H.back, /obj/item/weapon/storage/backpack))
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var/obj/item/weapon/storage/backpack/B = H.back
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if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
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allow = 1
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if(!allow)
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return 0
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if(slot_tie)
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
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return 0
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var/obj/item/clothing/under/uniform = H.w_uniform
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if(uniform.accessories.len && !uniform.can_attach_accessory(src))
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if (!disable_warning)
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H << "<span class='warning'>You already have an accessory of this type attached to your [uniform].</span>"
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return 0
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return 1
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switch(slot)
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if(slot_l_hand)
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if(H.l_hand)
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return 0
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return 1
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if(slot_r_hand)
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if(H.r_hand)
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return 0
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return 1
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if(slot_wear_mask)
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if(H.wear_mask)
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return 0
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if(H.head && !(H.head.canremove) && (H.head.flags & HEADCOVERSMOUTH))
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if(!disable_warning)
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H << "<span class='warning'>\The [H.head] is in the way.</span>"
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return 0
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if( !(slot_flags & SLOT_MASK) )
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return 0
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return 1
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if(slot_back)
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if(H.back)
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return 0
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if( !(slot_flags & SLOT_BACK) )
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return 0
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return 1
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if(slot_wear_suit)
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if(H.wear_suit)
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return 0
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if( !(slot_flags & SLOT_OCLOTHING) )
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return 0
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return 1
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if(slot_gloves)
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if(H.gloves)
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return 0
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if( !(slot_flags & SLOT_GLOVES) )
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return 0
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return 1
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if(slot_shoes)
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if(H.shoes)
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return 0
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if( !(slot_flags & SLOT_FEET) )
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return 0
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return 1
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if(slot_belt)
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if(H.belt)
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return 0
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
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return 0
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if( !(slot_flags & SLOT_BELT) )
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return
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return 1
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if(slot_glasses)
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if(H.glasses)
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return 0
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if(H.head && !(H.head.canremove) && (H.head.flags & HEADCOVERSEYES))
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if(!disable_warning)
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H << "<span class='warning'>\The [H.head] is in the way.</span>"
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return 0
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if( !(slot_flags & SLOT_EYES) )
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return 0
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return 1
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if(slot_head)
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if(H.head)
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return 0
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if( !(slot_flags & SLOT_HEAD) )
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return 0
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return 1
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if(slot_l_ear)
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if(H.l_ear)
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return 0
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if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
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return 0
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if( (slot_flags & SLOT_TWOEARS) && H.r_ear )
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return 0
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return 1
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if(slot_r_ear)
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if(H.r_ear)
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return 0
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if( (w_class > 1) && !(slot_flags & SLOT_EARS) )
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return 0
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if( (slot_flags & SLOT_TWOEARS) && H.l_ear )
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return 0
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return 1
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if(slot_w_uniform)
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if(H.w_uniform)
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return 0
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if(H.wear_suit && (H.wear_suit.body_parts_covered & src.body_parts_covered))
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if(!disable_warning)
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H << "<span class='warning'>\The [H.wear_suit] is in the way.</span>"
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return 0
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if( !(slot_flags & SLOT_ICLOTHING) )
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return 0
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return 1
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if(slot_wear_id)
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if(H.wear_id)
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return 0
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
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return 0
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if( !(slot_flags & SLOT_ID) )
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return 0
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return 1
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if(slot_l_store)
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if(H.l_store)
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return 0
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
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return 0
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if(slot_flags & SLOT_DENYPOCKET)
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return 0
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if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
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return 1
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if(slot_r_store)
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if(H.r_store)
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return 0
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
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return 0
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if(slot_flags & SLOT_DENYPOCKET)
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return 0
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if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
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return 1
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return 0
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if(slot_s_store)
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if(H.s_store)
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return 0
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if(!H.wear_suit && (slot_wear_suit in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a suit before you can attach this [name].</span>"
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return 0
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if(!H.wear_suit.allowed)
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if(!disable_warning)
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usr << "<span class='warning'>You somehow have a suit with no defined allowed items for suit storage, stop that.</span>"
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return 0
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if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
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return 1
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return 0
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if(slot_handcuffed)
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if(H.handcuffed)
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return 0
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if(!istype(src, /obj/item/weapon/handcuffs))
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return 0
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return 1
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if(slot_legcuffed)
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if(H.legcuffed)
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return 0
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if(!istype(src, /obj/item/weapon/legcuffs))
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return 0
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return 1
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if(slot_in_backpack)
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if (H.back && istype(H.back, /obj/item/weapon/storage/backpack))
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var/obj/item/weapon/storage/backpack/B = H.back
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if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
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return 1
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return 0
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if(slot_tie)
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if(!H.w_uniform && (slot_w_uniform in mob_equip))
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if(!disable_warning)
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H << "<span class='warning'>You need a jumpsuit before you can attach this [name].</span>"
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return 0
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var/obj/item/clothing/under/uniform = H.w_uniform
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if(uniform.accessories.len && !uniform.can_attach_accessory(src))
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if (!disable_warning)
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H << "<span class='warning'>You already have an accessory of this type attached to your [uniform].</span>"
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return 0
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if( !(slot_flags & SLOT_TIE) )
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return 0
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return 1
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return 0 //Unsupported slot
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//END HUMAN
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/obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0)
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if(!slot) return 0
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if(!M) return 0
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if(!canremove)
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return 0
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if(!M.slot_is_accessible(slot, src, disable_warning? null : M))
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return 0
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return 1
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/obj/item/verb/verb_pickup()
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set src in oview(1)
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