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Cane Sword Tweaks
* Now called the thin sword, so that you wouldn't really know that the sword used came from a cane as you autopsy * Adds properly blue notification and missing fingerprint procs
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@@ -173,7 +173,7 @@
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attack_verb = list("jabbed","stabbed","ripped")
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/obj/item/weapon/canesword
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name = "cane sword"
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name = "thin sword"
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sharp = 1
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edge = 1
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desc = "A thin, sharp blade with an elegant handle."
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@@ -190,7 +190,7 @@
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//Using a modified cane, with a storage var, instead of a box. Because the box idea is meh, in terms of the interface.
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/obj/item/weapon/cane/syndie
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var/sword //For holding the blade
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var/obj/item/weapon/canesword/sword //For holding the blade
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var/locked //A small lock, so that you can't accidentally unsheathe it
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New()
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@@ -201,7 +201,9 @@
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proc/unsheathe(mob/user as mob)
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if(sword)
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user.put_in_hands(sword)
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user.visible_message("[user] takes the handle and draws a sword from inside the [src].", "You take the [src] by the handle and draw out a sharp blade from it.")
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user.visible_message("\blue [user] takes the handle and draws a sword from inside the [src].", "\blue You take the [src] by the handle and draw out a sharp blade from it.")
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sword.add_fingerprint(user)
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add_fingerprint(user)
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sword = null
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icon_state = "cane_empty"
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update_icon()
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@@ -211,10 +213,10 @@
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switch(locked)
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if(1)
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locked = 0
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user << "You twist and unlock the sword handle from the [src]."
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user << "\blue You twist and unlock the sword handle from the [src]."
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if(0)
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locked = 1
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user << "You twist and lock the sword handle to the [src]."
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user << "\blue You twist and lock the sword handle to the [src]."
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attack_self(mob/user as mob)
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if(iscarbon(user))
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@@ -235,7 +237,7 @@
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W.add_fingerprint(user)
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add_fingerprint(user)
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icon_state = "cane"
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user << "You sheathe the sword, and lock its handle to the [src]."
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user << "\blue You sheathe the sword, and lock its handle to the [src]."
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locked = 1
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update_icon()
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