Hardsuit Helmets can now be used as internals masks. Rejoice, CE mains.
Also reworks internals code a little to be much more friendly. Any head or mask item with the flag should now function as an internals mask if it has the ALLOWSINTERNALS flag.
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@@ -280,7 +280,7 @@
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/obj/screen/internals/Click()
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if(!iscarbon(usr))
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return
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var/mob/living/carbon/C = usr
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var/mob/living/carbon/human/C = usr
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if(C.incapacitated())
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return
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@@ -290,16 +290,19 @@
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icon_state = "internal0"
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else
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if(!C.getorganslot(ORGAN_SLOT_BREATHING_TUBE))
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if(!istype(C.wear_mask, /obj/item/clothing/mask))
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var/obj/item/clothing/check
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var/internals = FALSE
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for(check in C.get_internal_slots())
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if(istype(check, /obj/item/clothing/mask))
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var/obj/item/clothing/mask/M = check
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if(M.mask_adjusted)
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M.adjustmask(C)
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if(CHECK_BITFIELD(check.clothing_flags, ALLOWINTERNALS))
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internals = TRUE
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if(!internals)
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to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
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return 1
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else
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var/obj/item/clothing/mask/M = C.wear_mask
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if(M.mask_adjusted) // if mask on face but pushed down
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M.adjustmask(C) // adjust it back
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if( !(M.clothing_flags & MASKINTERNALS) )
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to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
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return
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return
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var/obj/item/I = C.is_holding_item_of_type(/obj/item/tank)
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if(I)
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