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Imports the following weapons from Baystation's set of makeshift weapons: * Cattelprod (a DIY stunbaton) * Spear (a DIY spear) Updates the baseball bats to be twohanded weapons, instead of one handed. Also removes the plassteel bat.
223 lines
5.8 KiB
Plaintext
223 lines
5.8 KiB
Plaintext
/* Two-handed Weapons
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* Contains:
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* Twohanded
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* Fireaxe
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* Double-Bladed Energy Swords
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* Spear
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* Baseball bats (2x)
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*/
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/*##################################################################
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##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
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####################################################################*/
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//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
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//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
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//It also tidies stuff up elsewhere.
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/*
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* Twohanded
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*/
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/obj/item/weapon/twohanded
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var/wielded = 0
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var/force_wielded = 0
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var/wieldsound = null
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var/unwieldsound = null
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var/base_icon
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/obj/item/weapon/twohanded/proc/unwield()
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wielded = 0
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force = initial(force)
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name = "[initial(name)]"
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update_icon()
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/obj/item/weapon/twohanded/proc/wield()
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wielded = 1
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force = force_wielded
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name = "[initial(name)] (Wielded)"
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update_icon()
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/obj/item/weapon/twohanded/mob_can_equip(M as mob, slot)
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//Cannot equip wielded items.
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if(wielded)
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M << "<span class='warning'>Unwield the [initial(name)] first!</span>"
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return 0
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return ..()
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/obj/item/weapon/twohanded/dropped(mob/user as mob)
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//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
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if(user)
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var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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return unwield()
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/obj/item/weapon/twohanded/update_icon()
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icon_state = "[base_icon][wielded]"
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return
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/obj/item/weapon/twohanded/pickup(mob/user)
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unwield()
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/obj/item/weapon/twohanded/attack_self(mob/user as mob)
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if( istype(user,/mob/living/carbon/monkey) )
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user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
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return
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..()
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if(wielded) //Trying to unwield it
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unwield()
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user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
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if (src.unwieldsound)
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playsound(src.loc, unwieldsound, 50, 1)
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var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
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if(O && istype(O))
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O.unwield()
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return
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else //Trying to wield it
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if(user.get_inactive_hand())
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user << "<span class='warning'>You need your other hand to be empty</span>"
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return
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wield()
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user << "<span class='notice'>You grab the [initial(name)] with both hands.</span>"
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if (src.wieldsound)
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playsound(src.loc, wieldsound, 50, 1)
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var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
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O.name = "[initial(name)] - offhand"
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O.desc = "Your second grip on the [initial(name)]"
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user.put_in_inactive_hand(O)
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return
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///////////OFFHAND///////////////
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/obj/item/weapon/twohanded/offhand
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w_class = 5.0
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icon_state = "offhand"
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name = "offhand"
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unwield()
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del(src)
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wield()
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del(src)
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/*
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* Fireaxe
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*/
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/obj/item/weapon/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
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icon_state = "fireaxe0"
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base_icon = "fireaxe"
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name = "fire axe"
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desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
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force = 5
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sharp = 1
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edge = 1
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w_class = 4.0
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slot_flags = SLOT_BACK
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force_wielded = 40
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
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if(!proximity) return
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..()
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if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
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if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
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var/obj/structure/window/W = A
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new /obj/item/weapon/shard( W.loc )
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if(W.reinf) new /obj/item/stack/rods( W.loc)
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if (W.dir == SOUTHWEST)
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new /obj/item/weapon/shard( W.loc )
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if(W.reinf) new /obj/item/stack/rods( W.loc)
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del(A)
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/*
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* Double-Bladed Energy Swords - Cheridan
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*/
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/obj/item/weapon/twohanded/dualsaber
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icon_state = "dualsaber0"
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base_icon = "dualsaber"
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name = "double-bladed energy sword"
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desc = "Handle with care."
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force = 3
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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force_wielded = 30
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wieldsound = 'sound/weapons/saberon.ogg'
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unwieldsound = 'sound/weapons/saberoff.ogg'
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flags = FPRINT | TABLEPASS | NOSHIELD
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origin_tech = "magnets=3;syndicate=4"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharp = 1
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edge = 1
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/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
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..()
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if((CLUMSY in user.mutations) && (wielded) &&prob(40))
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user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
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user.take_organ_damage(20,25)
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return
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if((wielded) && prob(50))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
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user.dir = i
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sleep(1)
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/obj/item/weapon/twohanded/dualsaber/IsShield()
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if(wielded)
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return 1
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else
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return 0
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/*
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* Glass/makeshift spear
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*/
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/obj/item/weapon/twohanded/spear
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icon_state = "spearglass0"
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base_icon = "spearglass"
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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force = 11
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w_class = 4.0
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slot_flags = SLOT_BACK
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force_wielded = 22 // Was 13, Buffed - RR
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throwforce = 20
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throw_speed = 3
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edge = 0
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sharp = 1
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flags = NOSHIELD
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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/*
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* Baseball bats
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*/
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/obj/item/weapon/twohanded/baseballbat
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desc = "The quality is a swing and a miss."
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name = "wooden bat"
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icon_state = "woodbat0"
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base_icon = "woodbat"
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force = 5
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force_wielded = 10
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throwforce = 5
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throw_speed = 5
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throw_range = 10
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w_class = 4.0
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flags = FPRINT | TABLEPASS
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attack_verb = list("struck out", "beat", "bludgeoned", "homerunned")
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hitsound = 'sound/weapons/genhit3.ogg'
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/obj/item/weapon/twohanded/baseballbat/metal
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name = "metal bat"
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icon_state = "metalbat0"
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base_icon = "metalbat"
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force = 7
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force_wielded = 15
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