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@@ -351,7 +351,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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return
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if(anchored)
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return
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if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
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if(loc == user && current_equipped_slot && current_equipped_slot != ITEM_SLOT_HANDS)
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if(current_equipped_slot in user.check_obscured_slots())
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to_chat(user, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
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return FALSE
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@@ -416,7 +416,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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return
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if(anchored)
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return
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if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
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if(loc == user && current_equipped_slot && current_equipped_slot != ITEM_SLOT_HANDS)
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if(current_equipped_slot in user.check_obscured_slots())
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to_chat(user, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
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return FALSE
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@@ -568,7 +568,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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//sometimes we only want to grant the item's action if it's equipped in a specific slot.
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/obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == SLOT_IN_BACKPACK || slot == SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
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if(slot == ITEM_SLOT_BACKPACK || slot == ITEM_SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
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return FALSE
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return TRUE
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@@ -817,7 +817,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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if(ismob(location))
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var/mob/M = location
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var/success = FALSE
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if(src == M.get_item_by_slot(SLOT_WEAR_MASK))
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if(src == M.get_item_by_slot(ITEM_SLOT_MASK))
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success = TRUE
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if(success)
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location = get_turf(M)
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