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@@ -1,4 +1,3 @@
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/obj/item/bee_briefcase
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name = "briefcase"
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desc = "This briefcase has easy-release clasps and smells vaguely of honey and blood..."
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@@ -9,7 +8,6 @@
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flags = CONDUCT
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hitsound = "swing_hit"
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force = 10
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throw_speed = 2
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throw_range = 4
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w_class = WEIGHT_CLASS_BULKY
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
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@@ -55,7 +53,7 @@
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to_chat(user, "You spray [I] into [src].")
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playsound(loc, 'sound/effects/spray3.ogg', 50, 1, -6)
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/obj/item/bee_briefcase/attack_self(mob/user as mob)
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/obj/item/bee_briefcase/attack_self(mob/user)
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var/bees_released
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if(!bees_left)
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to_chat(user, "<span class='danger'>The lack of all and any bees at this event has been somewhat of a let-down...</span>")
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@@ -67,7 +65,7 @@
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//Release up to 5 bees per use. Without using strange reagent, that means two uses. WITH strange reagent, you can get more if you don't release the last bee
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for(var/bee = min(5, bees_left), bee > 0, bee--)
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var/mob/living/simple_animal/hostile/poison/bees/syndi/B = new /mob/living/simple_animal/hostile/poison/bees/syndi(null)
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var/mob/living/simple_animal/hostile/poison/bees/syndi/B = new /mob/living/simple_animal/hostile/poison/bees/syndi(src)
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B.master_and_friends = blood_list.Copy() //Doesn't automatically add the person who opens the case, so the bees will attack the user unless they gave their blood
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B.forceMove(get_turf(user)) //RELEASE THE BEES!
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bees_released++
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