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Typos and Cigarette Fixes (#20878)
this PR fixes some typos and increases the S'rendarr's Hand content in the adhomian cigarette from 5 to 10 to match the total amount found in other cigarettes. also removes "vanilla cigarettes" from the code because it isn't used anywhere.
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@@ -374,9 +374,6 @@ ABSTRACT_TYPE(/obj/item/clothing/mask/smokable)
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return ..()
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/obj/item/clothing/mask/smokable/cigarette/vanilla
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reagents_to_add = list(/singleton/reagent/toxin/tobacco = 15)
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/obj/item/clothing/mask/smokable/cigarette/acmeco
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reagents_to_add = list(
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/singleton/reagent/toxin/tobacco = 5,
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@@ -411,7 +408,7 @@ ABSTRACT_TYPE(/obj/item/clothing/mask/smokable)
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name = "adhomian cigarette"
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desc = "An adhomian cigarette made from processed S'rendarr's Hand."
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reagents_to_add = list(
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/singleton/reagent/toxin/tobacco/srendarrs_hand = 5,
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/singleton/reagent/toxin/tobacco/srendarrs_hand = 10,
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/singleton/reagent/mental/nicotine = 5
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)
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@@ -431,7 +428,7 @@ ABSTRACT_TYPE(/obj/item/clothing/mask/smokable)
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)
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/obj/item/clothing/mask/smokable/cigarette/dyn
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name = "dyn cigarette"
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name = "dyn cigarette"
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desc = "A mentholated cigarette from Nralakk made with processed dyn."
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reagents_to_add = list(
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/singleton/reagent/toxin/tobacco/sweet = 5,
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@@ -715,7 +715,7 @@
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icon_state = "crowbar_red"
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item_state = "crowbar_red"
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/obj/item/crowbar/rescue_axe //Imagine something like a crash axe found on airplanes or forcing tools used by emergency services. This is a tool first and foremost.
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/obj/item/crowbar/rescue_axe // Imagine something like a crash axe found on airplanes or forcing tools used by emergency services. This is a tool first and foremost.
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name = "rescue axe"
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desc = "A short lightweight emergency tool meant to chop, pry and pierce. Most of the handle is insulated excepting the wedge at the very bottom. The axe head atop the tool has a short pick opposite of the blade."
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icon_state = "rescue_axe"
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@@ -723,19 +723,19 @@
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w_class = WEIGHT_CLASS_NORMAL
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force = 18
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throwforce = 12
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obj_flags = null //Handle is insulated, so this means it won't conduct electricity and hurt you.
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obj_flags = null // Handle is insulated, so this means it won't conduct electricity and hurt you.
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sharp = TRUE
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edge = TRUE
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origin_tech = list(TECH_ENGINEERING = 2)
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/obj/item/crowbar/rescue_axe/resolve_attackby(atom/A)//In practice this means it just does full damage to reinforced windows, which halve the force of attacks done against it already. That's just fine.
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/obj/item/crowbar/rescue_axe/resolve_attackby(atom/A) // In practice this means it just does full damage to reinforced windows, which halve the force of attacks done against it already. That's just fine.
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if(istype(A, /obj/structure/window))
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force = initial(force) * 2
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else
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force = initial(force)
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. = ..()
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/obj/item/crowbar/rescue_axe/iscrowbar()//go ham
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/obj/item/crowbar/rescue_axe/iscrowbar()
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if(ismob(loc))
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var/mob/M = loc
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if(M.a_intent && M.a_intent == I_HURT)
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@@ -751,7 +751,7 @@
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item_state = "rescue_axe_red"
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/obj/item/crowbar/hydraulic_rescue_tool
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name = "Hydraulic rescue tool"
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name = "hydraulic rescue tool"
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desc = "A hydraulic rescue tool that functions like a crowbar by applying strong amounts of hydraulic pressure to force open different things. Also known as jaws of life."
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icon = 'icons/obj/item/hydraulic_rescue_tool.dmi'
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icon_state = "jawspry"
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@@ -764,8 +764,6 @@
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origin_tech = list(TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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attack_verb = list("attacked", "rammed", "battered", "bludgeoned")
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sharp = FALSE
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edge = FALSE
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// Pipe wrench
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/obj/item/pipewrench
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