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Adds calls to mob_can_unequip() where appropriate
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@@ -147,11 +147,8 @@
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(!src.canremove)
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if(!user.unEquip(src))
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return
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else
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user.u_equip(src)
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else
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if(isliving(src.loc))
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return
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@@ -161,7 +158,6 @@
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src.pickup(user)
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return
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/obj/item/attack_ai(mob/user as mob)
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if (istype(src.loc, /obj/item/weapon/robot_module))
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//If the item is part of a cyborg module, equip it
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@@ -30,7 +30,7 @@
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if (ishuman(usr) || issmall(usr)) //so monkeys can take off their backpacks -- Urist
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why?
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return
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if(over_object == usr && Adjacent(usr)) // this must come before the screen objects only block
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@@ -44,18 +44,21 @@
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//there's got to be a better way of doing this.
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if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
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return
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if (!( usr.restrained() ) && !( usr.stat ))
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switch(over_object.name)
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if("r_hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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if (( usr.restrained() ) || ( usr.stat ))
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return
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return
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if ((src.loc == usr) && !usr.unEquip(src))
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return
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switch(over_object.name)
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if("r_hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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/obj/item/weapon/storage/proc/return_inv()
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