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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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@@ -90,8 +90,8 @@
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update()
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return
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/obj/structure/morgue/attackby(P as obj, mob/user as mob)
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if (istype(P, /obj/item/weapon/pen))
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/obj/structure/morgue/attackby(obj/P, mob/user as mob)
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if (P.ispen())
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var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
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if (user.get_active_hand() != P)
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return
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@@ -274,8 +274,8 @@
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src.add_fingerprint(user)
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update()
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/obj/structure/crematorium/attackby(P as obj, mob/user as mob)
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if (istype(P, /obj/item/weapon/pen))
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/obj/structure/crematorium/attackby(obj/P, mob/user as mob)
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if (P.ispen())
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var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
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if (user.get_active_hand() != P)
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return
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