diff --git a/code/modules/mob/living/silicon/robot/inventory.dm b/code/modules/mob/living/silicon/robot/inventory.dm
index dcec2ee8d7..c566aaf082 100644
--- a/code/modules/mob/living/silicon/robot/inventory.dm
+++ b/code/modules/mob/living/silicon/robot/inventory.dm
@@ -1,220 +1,3 @@
-<<<<<<< HEAD
-//These procs handle putting stuff in your hand. It's probably best to use these rather than setting stuff manually
-//as they handle all relevant stuff like adding it to the player's screen and such
-
-//Returns the thing in our active hand (whatever is in our active module-slot, in this case)
-/mob/living/silicon/robot/get_active_held_item()
- return module_active
-
-
-
-/*-------TODOOOOOOOOOO--------*/ //fuck yooooooooooooou
-/mob/living/silicon/robot/proc/uneq_module(obj/item/O)
- if(!O)
- return 0
- O.mouse_opacity = MOUSE_OPACITY_OPAQUE
- if(istype(O, /obj/item/borg/sight))
- var/obj/item/borg/sight/S = O
- sight_mode &= ~S.sight_mode
- update_sight()
- else if(istype(O, /obj/item/storage/bag/tray/))
- var/obj/item/storage/bag/tray/T = O
- T.do_quick_empty()
- if(client)
- client.screen -= O
- observer_screen_update(O,FALSE)
- O.forceMove(module) //Return item to module so it appears in its contents, so it can be taken out again.
-
- if(O.flags_1 & DROPDEL_1)
- O.flags_1 &= ~DROPDEL_1 //we shouldn't HAVE things with DROPDEL_1 in our modules, but better safe than runtiming horribly
-
- O.dropped(src)
-
- if(module_active == O)
- module_active = null
- if(held_items[1] == O)
- inv1.icon_state = "inv1"
- held_items[1] = null
- else if(held_items[2] == O)
- inv2.icon_state = "inv2"
- held_items[2] = null
- else if(held_items[3] == O)
- inv3.icon_state = "inv3"
- held_items[3] = null
- hud_used.update_robot_modules_display()
- return 1
-
-/mob/living/silicon/robot/proc/activate_module(obj/item/O)
- . = FALSE
- if(!(O in module.modules))
- return
- if(activated(O))
- to_chat(src, "That module is already activated.")
- return
- if(!held_items[1])
- held_items[1] = O
- O.screen_loc = inv1.screen_loc
- . = TRUE
- else if(!held_items[2])
- held_items[2] = O
- O.screen_loc = inv2.screen_loc
- . = TRUE
- else if(!held_items[3])
- held_items[3] = O
- O.screen_loc = inv3.screen_loc
- . = TRUE
- else
- to_chat(src, "You need to disable a module first!")
- if(.)
- O.equipped(src, slot_hands)
- O.mouse_opacity = initial(O.mouse_opacity)
- O.layer = ABOVE_HUD_LAYER
- O.plane = ABOVE_HUD_PLANE
- observer_screen_update(O,TRUE)
- O.forceMove(src)
- if(istype(O, /obj/item/borg/sight))
- var/obj/item/borg/sight/S = O
- sight_mode |= S.sight_mode
- update_sight()
-
-
-/mob/living/silicon/robot/proc/observer_screen_update(obj/item/I,add = TRUE)
- if(observers && observers.len)
- for(var/M in observers)
- var/mob/dead/observe = M
- if(observe.client && observe.client.eye == src)
- if(add)
- observe.client.screen += I
- else
- observe.client.screen -= I
- else
- observers -= observe
- if(!observers.len)
- observers = null
- break
-
-/mob/living/silicon/robot/proc/uneq_active()
- uneq_module(module_active)
-
-/mob/living/silicon/robot/proc/uneq_all()
- for(var/obj/item/I in held_items)
- uneq_module(I)
-
-/mob/living/silicon/robot/proc/activated(obj/item/O)
- if(O in held_items)
- return TRUE
- return FALSE
-
-//Helper procs for cyborg modules on the UI.
-//These are hackish but they help clean up code elsewhere.
-
-//module_selected(module) - Checks whether the module slot specified by "module" is currently selected.
-/mob/living/silicon/robot/proc/module_selected(module) //Module is 1-3
- return module == get_selected_module()
-
-//module_active(module) - Checks whether there is a module active in the slot specified by "module".
-/mob/living/silicon/robot/proc/module_active(module) //Module is 1-3
- if(module < 1 || module > 3)
- return FALSE
-
- if(LAZYLEN(held_items) >= module)
- if(held_items[module])
- return TRUE
- return FALSE
-
-//get_selected_module() - Returns the slot number of the currently selected module. Returns 0 if no modules are selected.
-/mob/living/silicon/robot/proc/get_selected_module()
- if(module_active)
- return held_items.Find(module_active)
-
- return 0
-
-//select_module(module) - Selects the module slot specified by "module"
-/mob/living/silicon/robot/proc/select_module(module) //Module is 1-3
- if(module < 1 || module > 3)
- return
-
- if(!module_active(module))
- return
-
- switch(module)
- if(1)
- if(module_active != held_items[module])
- inv1.icon_state = "inv1 +a"
- inv2.icon_state = "inv2"
- inv3.icon_state = "inv3"
- if(2)
- if(module_active != held_items[module])
- inv1.icon_state = "inv1"
- inv2.icon_state = "inv2 +a"
- inv3.icon_state = "inv3"
- if(3)
- if(module_active != held_items[module])
- inv1.icon_state = "inv1"
- inv2.icon_state = "inv2"
- inv3.icon_state = "inv3 +a"
- module_active = held_items[module]
-
-//deselect_module(module) - Deselects the module slot specified by "module"
-/mob/living/silicon/robot/proc/deselect_module(module) //Module is 1-3
- if(module < 1 || module > 3)
- return
-
- if(!module_active(module))
- return
-
- switch(module)
- if(1)
- if(module_active == held_items[module])
- inv1.icon_state = "inv1"
- if(2)
- if(module_active == held_items[module])
- inv2.icon_state = "inv2"
- if(3)
- if(module_active == held_items[module])
- inv3.icon_state = "inv3"
- module_active = null
-
-//toggle_module(module) - Toggles the selection of the module slot specified by "module".
-/mob/living/silicon/robot/proc/toggle_module(module) //Module is 1-3
- if(module < 1 || module > 3)
- return
-
- if(module_selected(module))
- deselect_module(module)
- else
- if(module_active(module))
- select_module(module)
- else
- deselect_module(get_selected_module()) //If we can't do select anything, at least deselect the current module.
- return
-
-//cycle_modules() - Cycles through the list of selected modules.
-/mob/living/silicon/robot/proc/cycle_modules()
- var/slot_start = get_selected_module()
- if(slot_start)
- deselect_module(slot_start) //Only deselect if we have a selected slot.
-
- var/slot_num
- if(slot_start == 0)
- slot_num = 1
- slot_start = 4
- else
- slot_num = slot_start + 1
-
- while(slot_num != slot_start) //If we wrap around without finding any free slots, just give up.
- if(module_active(slot_num))
- select_module(slot_num)
- return
- slot_num++
- if(slot_num > 4) // not >3 otherwise cycling with just one item on module 3 wouldn't work
- slot_num = 1 //Wrap around.
-
-
-
-/mob/living/silicon/robot/swap_hand()
- cycle_modules()
-=======
//These procs handle putting stuff in your hand. It's probably best to use these rather than setting stuff manually
//as they handle all relevant stuff like adding it to the player's screen and such
@@ -429,4 +212,3 @@
/mob/living/silicon/robot/swap_hand()
cycle_modules()
->>>>>>> b7a9a2a... Merge pull request #32844 from ShizCalev/code-cleanup