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Unnecessary File Roundup (#2315)
Spotted these two in #2309 . Will most certainly conflict as well once it's merged, so I can wait a little on it.
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@@ -1,234 +0,0 @@
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/* 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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*/
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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/material/twohanded
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w_class = 4
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var/wielded = 0
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var/force_wielded = 0
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var/force_unwielded
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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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var/base_name
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var/unwielded_force_divisor = 0.25
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/obj/item/weapon/material/twohanded/proc/unwield()
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wielded = 0
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force = force_unwielded
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name = "[base_name]"
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update_icon()
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/obj/item/weapon/material/twohanded/proc/wield()
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wielded = 1
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force = force_wielded
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name = "[base_name] (Wielded)"
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update_icon()
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/obj/item/weapon/material/twohanded/update_force()
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base_name = name
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if(sharp || edge)
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force_wielded = material.get_edge_damage()
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else
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force_wielded = material.get_blunt_damage()
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force_wielded = round(force_wielded*force_divisor)
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force_unwielded = round(force_wielded*unwielded_force_divisor)
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force = force_unwielded
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throwforce = round(force*thrown_force_divisor)
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//world << "[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]"
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/obj/item/weapon/material/twohanded/New()
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..()
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update_icon()
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/obj/item/weapon/material/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 [base_name] first!</span>"
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return 0
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return ..()
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/obj/item/weapon/material/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/material/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/material/twohanded/update_icon()
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icon_state = "[base_icon][wielded]"
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item_state = icon_state
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/obj/item/weapon/material/twohanded/pickup(mob/user)
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unwield()
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/obj/item/weapon/material/twohanded/attack_self(mob/user as mob)
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..()
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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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if(H.species.is_small)
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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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else
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return
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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/material/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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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 [base_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/material/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
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O.name = "[base_name] - offhand"
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O.desc = "Your second grip on the [base_name]."
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user.put_in_inactive_hand(O)
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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.update_inv_l_hand()
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H.update_inv_r_hand()
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return
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///////////OFFHAND///////////////
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/obj/item/weapon/material/twohanded/offhand
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w_class = 5
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icon_state = "offhand"
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name = "offhand"
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default_material = "placeholder"
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/obj/item/weapon/material/twohanded/offhand/unwield()
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qdel(src)
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/obj/item/weapon/material/twohanded/offhand/wield()
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qdel(src)
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/obj/item/weapon/material/twohanded/offhand/update_icon()
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return
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/*
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* Fireaxe
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*/
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/obj/item/weapon/material/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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unwielded_force_divisor = 0.25
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force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
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sharp = 1
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edge = 1
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slot_flags = SLOT_BACK
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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applies_material_colour = 0
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/obj/item/weapon/material/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)
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if(istype(A,/obj/structure/window))
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var/obj/structure/window/W = A
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W.shatter()
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<<<<<<< HEAD:code/game/objects/items/weapons/material/twohanded.dm
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/*
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=======
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else if(istype(A,/obj/structure/grille))
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qdel(A)
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else if(istype(A,/obj/effect/plant))
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var/obj/effect/plant/P = A
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P.die_off()
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qdel(A)
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>>>>>>> 284d1cc1f5c67503fe0da89ce01985d73bb02038:code/game/objects/items/weapons/twohanded.dm
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/*
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* Double-Bladed Energy Swords - Cheridan
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*/
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// Not sure what to do with this one, it won't work nicely with the material system,
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// but I don't want to copypaste all the twohanded procs..
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/obj/item/weapon/material/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 = 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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applies_material_colour = 0
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/obj/item/weapon/material/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 << "<span class='warning'>You twirl around a bit before losing your balance and impaling yourself on the [src].</span>"
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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.set_dir(i)
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sleep(1)
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/obj/item/weapon/material/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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//spears, bay edition
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/obj/item/weapon/material/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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slot_flags = SLOT_BACK
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force_wielded = 0.75 // 22 when wielded with hardness 15 (glass)
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unwielded_force_divisor = 0.65 // 14 when unwielded based on above
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thrown_force_divisor = 1.5 // 20 when thrown with weight 15 (glass)
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throw_speed = 3
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edge = 1
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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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default_material = "glass"
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@@ -1,20 +0,0 @@
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/obj/machinery/disease2/biodestroyer
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name = "Biohazard destroyer"
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icon = 'icons/obj/pipes/disposal.dmi'
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icon_state = "disposalbio"
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var/list/accepts = list(/obj/item/clothing,/obj/item/weapon/virusdish/,/obj/item/weapon/cureimplanter,/obj/item/weapon/diseasedisk,/obj/item/weapon/reagent_containers)
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density = 1
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anchored = 1
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/obj/machinery/disease2/biodestroyer/attackby(var/obj/I as obj, var/mob/user as mob)
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for(var/path in accepts)
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if(I.type in typesof(path))
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user.drop_item()
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qdel(I)
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overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle")
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return
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user.drop_item()
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I.loc = src.loc
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for(var/mob/O in hearers(src, null))
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O.show_message("\icon[src] <span class='notice'>The [src.name] beeps</span>", 2)
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