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Killing off inconsistencies with impact wrenches / combi-tools (#7269)
Part 1 in the "why my impact wrench no wrench bolt" saga tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that) essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
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@@ -132,7 +132,7 @@
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else
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to_chat(user, "<span class='warning'>You need one metal sheet to finish the light tile!</span>")
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else if(istype(O, /obj/item/weapon/wirecutters))
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else if(O.iswirecutter())
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user.drop_from_inventory(O,get_turf(src))
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to_chat(user, "<span class='notice'>You detach the wire from the [name].</span>")
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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@@ -18,7 +18,7 @@
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state = 0 //fine
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/obj/item/stack/tile/light/attackby(var/obj/item/O, var/mob/user)
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if(istype(O, /obj/item/weapon/crowbar))
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if(O.iscrowbar())
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amount--
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to_chat(user, "<span class='notice'>You pry off the steel sheet from the [name].</span>")
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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