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Fixes some human deletion runtimes. (#29396)
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@@ -152,8 +152,10 @@
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if(s_store && invdrop)
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dropItemToGround(s_store, TRUE) //It makes no sense for your suit storage to stay on you if you drop your suit.
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if(wear_suit.breakouttime) //when unequipping a straightjacket
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drop_all_held_items() //suit is restraining
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update_action_buttons_icon() //certain action buttons may be usable again.
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wear_suit = null
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if(!QDELETED(src)) //no need to update we're getting deleted anyway
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if(I.flags_inv & HIDEJUMPSUIT)
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update_inv_w_uniform()
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update_inv_wear_suit()
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@@ -169,9 +171,11 @@
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dropItemToGround(belt)
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w_uniform = null
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update_suit_sensors()
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update_inv_w_uniform(invdrop)
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if(!QDELETED(src))
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update_inv_w_uniform()
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else if(I == gloves)
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gloves = null
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if(!QDELETED(src))
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update_inv_gloves()
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else if(I == glasses)
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glasses = null
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@@ -185,28 +189,36 @@
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overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1)
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if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
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update_sight()
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if(!QDELETED(src))
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update_inv_glasses()
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else if(I == ears)
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ears = null
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if(!QDELETED(src))
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update_inv_ears()
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else if(I == shoes)
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shoes = null
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if(!QDELETED(src))
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update_inv_shoes()
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else if(I == belt)
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belt = null
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if(!QDELETED(src))
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update_inv_belt()
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else if(I == wear_id)
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wear_id = null
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sec_hud_set_ID()
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if(!QDELETED(src))
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update_inv_wear_id()
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else if(I == r_store)
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r_store = null
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if(!QDELETED(src))
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update_inv_pockets()
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else if(I == l_store)
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l_store = null
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if(!QDELETED(src))
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update_inv_pockets()
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else if(I == s_store)
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s_store = null
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if(!QDELETED(src))
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update_inv_s_store()
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/mob/living/carbon/human/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
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@@ -97,7 +97,7 @@ There are several things that need to be remembered:
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/* --------------------------------------- */
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//vvvvvv UPDATE_INV PROCS vvvvvv
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/mob/living/carbon/human/update_inv_w_uniform(invdrop = TRUE)
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/mob/living/carbon/human/update_inv_w_uniform()
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remove_overlay(UNIFORM_LAYER)
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if(client && hud_used)
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@@ -136,11 +136,6 @@ There are several things that need to be remembered:
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overlays_standing[UNIFORM_LAYER] = uniform_overlay
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else if(!(dna && dna.species.nojumpsuit) && invdrop)
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// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
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for(var/obj/item/thing in list(r_store, l_store, wear_id, belt)) //
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dropItemToGround(thing)
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apply_overlay(UNIFORM_LAYER)
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update_mutant_bodyparts()
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@@ -325,9 +320,6 @@ There are several things that need to be remembered:
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overlays_standing[SUIT_LAYER] = wear_suit.build_worn_icon(state = wear_suit.icon_state, default_layer = SUIT_LAYER, default_icon_file = 'icons/mob/suit.dmi')
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if(wear_suit.breakouttime) //suit is restraining
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drop_all_held_items()
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update_hair()
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update_mutant_bodyparts()
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