anchor.diff:  		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
   
   
  
positive.code: 		user << "<span class='notice'>You refill the pipe with tobacco.</span>"
  		smoketime = initial(smoketime)
  	return
  
  /obj/item/clothing/mask/cigarette/pipe/attackby(obj/item/weapon/W as obj, mob/user as mob)
  	if(istype(W, /obj/item/weapon/match))
  		..()
  	else if(istype(W, /obj/item/weapon/lighter))
  		..()
  	else if(istype(W, /obj/item/weapon/lighter/zippo))
  		..()
  	else if(istype(W, /obj/item/weapon/melee/energy/sword))
  		..()
  	else if(istype(W, /obj/item/weapon/weldingtool))
  		..()
  	else if(istype(W, /obj/item/device/assembly/igniter))
  		..()
  	else if(istype(W, /obj/item/candle))
  		..()
  	else
  		user << "<span class='notice'>\The [src] straight out REFUSES to be lit by such means.</span>"
  
  /obj/item/clothing/mask/cigarette/pipe/cobpipe
  	name = "corn cob pipe"
  
negative.code: 		var/turf/T = get_turf(src)
  		T.visible_message(flavor_text)
  		processing_objects.Add(src)
  		
  		//can't think of any other way to update the overlays :<
  		if(ismob(loc))
  			var/mob/M = loc
  			M.update_inv_wear_mask(0)
  			M.update_inv_l_hand(0)
  			M.update_inv_r_hand(0)
  
  
  /obj/item/clothing/mask/cigarette/process()
  