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Comments out clothing coverage.
Comments out the slot_is_accessible flag.
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@@ -29,9 +29,9 @@
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//It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered.
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var/flags_inv = 0
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects.
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//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
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var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
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var/permeability_coefficient = 1 // for chemicals/diseases
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@@ -293,12 +293,12 @@ var/list/global/slot_flags_enumeration = list(
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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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/*
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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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*/
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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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@@ -364,8 +364,10 @@ var/list/global/slot_flags_enumeration = list(
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if(!canremove)
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return 0
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/*
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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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*/
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return 1
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/obj/item/verb/verb_pickup()
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@@ -608,10 +610,10 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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usr.visible_message("[zoomdevicename ? "[usr] looks up from the [src.name]" : "[usr] lowers the [src.name]"].")
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return
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/obj/item/proc/pwr_drain()
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return 0 // Process Kill
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/obj/item/proc/resolve_attackby(atom/A, mob/source)
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return A.attackby(src,source)
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