<commit_before>//These procs handle putting s tuff 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_hand()
	return module_active



/*-------TODOOOOOOOOOO--------*/
/mob/living/silicon/robot/proc/uneq_module(obj/item/O)
	if(!O)
		return 0

	if(istype(O,/obj/item/borg/sight))
		var/obj/item/borg/sight/S = O
		sight_mode &= ~S.sight_mode
	else if(O.is_open_container()) // Like a drinking glass
		var/obj/item/weapon/reagent_containers/C = O
		C.reagents.clear_reagents() // It's now empty
	else if(istype(O, /obj/item/device/flashlight))
		var/obj/item/device/flashlight/F = O
		if(F.on)
			F.on = 0
			F.update_brightness(src)
	else if(istype(O, /obj/item/weapon/storage/bag/tray/))
		var/obj/item/weapon/storage/bag/tray/T = O
		T.do_quick_empty()
	if(client)
		client.screen -= O
	contents -= O
	if(module)
		O.loc = module	//Return item to module so it appears in its contents, so it can be taken out again.

	if(module_active == O)
		module_active = null
	if(module_state_1 == O)
		inv1.icon_state = "inv1"
		module_state_1 = null
	else if(module_state_2 == O)
		inv2.icon_state = "inv2"
		module_state_2 = null
	else if(module_state_3 == O)
		module_state_3 = null
		inv3.icon_state = "inv3"
	hud_used.update_robot_modules_display()
	return 1

/mob/living/silicon/robot/proc/activate_module(var/obj/item/O)<commit_msg>Fix borg reagent containers getting emptied when stored<commit_after>//These procs handle putting s tuff 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_hand()
	return module_active



/*-------TODOOOOOOOOOO--------*/
/mob/living/silicon/robot/proc/uneq_module(obj/item/O)
	if(!O)
		return 0

	if(istype(O,/obj/item/borg/sight))
		var/obj/item/borg/sight/S = O
		sight_mode &= ~S.sight_mode
	if(client)
		client.screen -= O
	contents -= O
	if(module)
		O.loc = module	//Return item to module so it appears in its contents, so it can be taken out again.

	if(module_active == O)
		module_active = null
	if(module_state_1 == O)
		inv1.icon_state = "inv1"
		module_state_1 = null
	else if(module_state_2 == O)
		inv2.icon_state = "inv2"
		module_state_2 = null
	else if(module_state_3 == O)
		module_state_3 = null
		inv3.icon_state = "inv3"
	hud_used.update_robot_modules_display()
	return 1

/mob/living/silicon/robot/proc/activate_module(var/obj/item/O)
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