anchor.diff:  	icon_on = "pipeon"  //Note - these are in masks.dmi
   	icon_off = "pipeoff"
   	smoketime = 100
  -
  -/obj/item/clothing/mask/cigarette/pipe/light(var/flavor_text = "[usr] lights the [name].")
  -	if(!src.lit)
  -		src.lit = 1
  -		damtype = "fire"
  -		icon_state = icon_on
  -		item_state = icon_on
  -		var/turf/T = get_turf(src)
  -		T.visible_message(flavor_text)
  -		processing_objects.Add(src)
   
   /obj/item/clothing/mask/cigarette/pipe/process()
   	var/turf/location = get_turf(src)
  
positive.code: 		var/obj/item/candle/C = W
  		if(C.lit)
  			light("<span class='notice'>[user] lights their [name] with the [W].</span>")
  
  	//can't think of any other way to update the overlays :<
  	user.update_inv_wear_mask(0)
  	user.update_inv_l_hand(0)
  	user.update_inv_r_hand(0)
  	return
  
  
  
negative.code: 		del(src)
  	return ..()
  
  /obj/item/clothing/mask/cigarette/attack(mob/living/carbon/M, mob/living/carbon/user)
  	if(!istype(M))
  		return ..()
  
  	if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel && user.zone_sel.selecting == "mouth" && lit)
  		var/obj/item/clothing/mask/cigarette/cig = M.wear_mask
  		if(M == user)
  			cig.attackby(src, user)
  		else
  			cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights the [cig.name].</span>")
  	else
  		return ..()
  
  ////////////
  // CIGARS //
  