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@@ -337,6 +337,7 @@
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on_item_dropped(I)
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if(I.dropped(src) == ITEM_RELOCATED_BY_DROPPED)
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return FALSE
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SEND_SIGNAL(src, COMSIG_MOB_UNEQUIPPED_ITEM, I, force, newloc, no_move, invdrop, silent)
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return TRUE
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//This is a SAFE proc. Use this instead of equip_to_slot()!
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@@ -305,6 +305,12 @@
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update_inv_hands()
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return
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var/datum/component/storage/storage = equipped_back.GetComponent(/datum/component/storage)
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if(istype(equipped_back, /obj/item/mod/control))
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var/obj/item/mod/control/C = equipped_back
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for(var/obj/item/mod/module/storage/S in C.modules)
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if(S.stored)
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equipped_back = S.stored
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storage = S.stored.GetComponent(/datum/component/storage)
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if(!storage)
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if(!thing)
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equipped_back.attack_hand(src)
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@@ -1303,8 +1303,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(ITEM_SLOT_FEET)
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if(H.shoes)
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return FALSE
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if((DIGITIGRADE in species_traits) && !(I.item_flags & IGNORE_DIGITIGRADE))
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return FALSE
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if(num_legs < 2)
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return FALSE
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if(DIGITIGRADE in species_traits)
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@@ -99,6 +99,13 @@
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var/display_icon_override
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var/emote_display = "Neutral" //text string of the current emote we set for the status displays, to prevent logins resetting it.
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var/datum/robot_control/robot_control
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/// Station alert datum for showing alerts UI
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var/datum/station_alert/alert_control
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///remember AI's last location
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var/atom/lastloc
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interaction_range = INFINITY
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/mob/living/silicon/ai/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
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. = ..()
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if(!target_ai) //If there is no player/brain inside.
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@@ -177,9 +184,10 @@
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QDEL_NULL(spark_system)
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QDEL_NULL(malf_picker)
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QDEL_NULL(doomsday_device)
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QDEL_NULL(robot_control)
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// TODO: Why these no work?
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// QDEL_NULL(robot_control)
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QDEL_NULL(aiMulti)
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QDEL_NULL(alert_control)
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// QDEL_NULL(alert_control)
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malfhack = null
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current = null
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Bot = null
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