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Remove sharp/edge in procs and consolidate them into damage flags. (#8672)
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@@ -523,7 +523,7 @@
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user.apply_effect(110,PAIN,0)
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else
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log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
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user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
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user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", damage_flags = DAM_SHARP)
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user.death()
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qdel(in_chamber)
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mouthshoot = FALSE
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@@ -317,7 +317,7 @@ obj/item/gun/energy/staff/focus/attack_self(mob/living/user as mob)
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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.visible_message("<span class='danger'>\The [src] escapes from [H]'s hand, hitting their face and shattering into pieces!</span>")
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H.apply_damage(35, BRUTE, BP_HEAD, 0, sharp=0, edge=0)
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H.apply_damage(35, BRUTE, BP_HEAD, 0)
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H.adjustBrainLoss(50, 55)
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H.sdisabilities += CLUMSY
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H.drop_item()
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