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@@ -31,7 +31,7 @@
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C.visible_message("<span class='warning'>[U] sprays glittery rubber on the hands of [C]!</span>")
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else
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user.visible_message("<span class='warning'>The rubber fails to stick to [C]'s hands!</span>",
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"<span class='warning'>The rubber fails to stick to [C]'s [(SLOT_GLOVES in C.check_obscured_slots()) ? "unexposed" : ""] hands!</span>")
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"<span class='warning'>The rubber fails to stick to [C]'s [(ITEM_SLOT_GLOVES in C.check_obscured_slots()) ? "unexposed" : ""] hands!</span>")
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qdel(src)
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@@ -226,7 +226,7 @@
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/obj/item/clothing/gloves/color/latex/equipped(mob/user, slot)
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..()
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if(slot == SLOT_GLOVES)
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if(slot == ITEM_SLOT_GLOVES)
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ADD_TRAIT(user, carrytrait, GLOVE_TRAIT)
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/obj/item/clothing/gloves/color/latex/dropped(mob/user)
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@@ -36,7 +36,7 @@
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/obj/item/clothing/gloves/fingerless/pugilist/equipped(mob/user, slot)
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. = ..()
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if(slot == SLOT_GLOVES)
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if(slot == ITEM_SLOT_GLOVES)
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wornonce = TRUE
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if((HAS_TRAIT(user, TRAIT_NOPUGILIST)))
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to_chat(user, "<span class='danger'>What purpose is there to don the weapons of pugilism if you're already well-practiced in martial arts? Mixing arts is blasphemous!</span>")
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@@ -195,7 +195,7 @@
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/obj/item/clothing/gloves/fingerless/ablative/equipped(mob/user, slot)
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. = ..()
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if(current_equipped_slot == SLOT_GLOVES)
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if(current_equipped_slot == ITEM_SLOT_GLOVES)
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RegisterSignal(user, COMSIG_LIVING_ACTIVE_PARRY_START, .proc/get_component_parry_data)
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wornonce = TRUE
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@@ -262,7 +262,7 @@
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/obj/item/clothing/gloves/fingerless/pugilist/mauler/equipped(mob/user, slot)
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. = ..()
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if(slot == SLOT_GLOVES)
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if(slot == ITEM_SLOT_GLOVES)
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wornonce = TRUE
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if((HAS_TRAIT(user, TRAIT_NOPUGILIST)))
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return
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@@ -28,7 +28,7 @@
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if(!ishuman(user))
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return
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switch(slot) // I didn't like how it looked
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if(SLOT_GLOVES)
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if(ITEM_SLOT_GLOVES)
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var/mob/living/carbon/human/H = user
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tackler = H.AddComponent(/datum/component/tackler, stamina_cost=tackle_stam_cost, base_knockdown = base_knockdown, range = tackle_range, speed = tackle_speed, skill_mod = skill_mod, min_distance = min_distance)
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else
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@@ -103,7 +103,7 @@
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/obj/item/clothing/gloves/tackler/combat/insulated/infiltrator/equipped(mob/user, slot)
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. = ..()
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if(slot == SLOT_GLOVES)
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if(slot == ITEM_SLOT_GLOVES)
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ADD_TRAIT(user, carrytrait, GLOVE_TRAIT)
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/obj/item/clothing/gloves/tackler/combat/insulated/infiltrator/dropped(mob/user)
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