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Adds thrown object sharp and edge flags
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@@ -1274,16 +1274,16 @@ proc/is_hot(obj/item/W as obj)
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return 0
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//Whether or not the given item counts as sharp in terms of dealing damage
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/proc/is_sharp(obj/item/W as obj)
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if (!W) return 0
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if (W.sharp) return 1
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if (W.edge) return 1
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/proc/is_sharp(obj/O as obj)
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if (!O) return 0
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if (O.sharp) return 1
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if (O.edge) return 1
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return 0
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//Whether or not the given item counts as cutting with an edge in terms of removing limbs
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/proc/has_edge(obj/item/W as obj)
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if (!W) return 0
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if (W.edge) return 1
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/proc/has_edge(obj/O as obj)
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if (!O) return 0
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if (O.edge) return 1
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return 0
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//Returns 1 if the given item is capable of popping things like balloons, inflatable barriers, or cutting police tape.
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@@ -72,7 +72,7 @@
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src.visible_message("\red [src] has been hit by [O].")
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened hit to your [zone].")
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if(armor < 2)
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apply_damage(O.throwforce*(speed/5), dtype, zone, armor, O)
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apply_damage(O.throwforce*(speed/5), dtype, zone, armor, O, sharp=is_sharp(O), edge=has_edge(O))
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if(!O.fingerprintslast)
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return
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