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Separates the sharp flag into edge and sharp
Now weapons can properly cause cuts without necessarily having a greater chance to remove limbs. Also separates is_sharp, has_edge, and can_puncture. Conflicts: code/__HELPERS/unsorted.dm code/modules/mob/living/living_defense.dm code/modules/mob/living/silicon/robot/component.dm code/modules/mob/living/simple_animal/bees.dm code/modules/projectiles/gun.dm code/modules/reagents/reagent_containers/syringes.dm code/modules/surgery/eye.dm
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@@ -77,7 +77,7 @@
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armor_duration /= 10
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//Apply the damage!
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target.apply_damage(force, BRUTE, affecting, armor_block)
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target.apply_damage(force, BRUTE, affecting, armor_block, sharp=0)
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// You are going to knock someone out for longer if they are not wearing a helmet.
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if(affecting == "head" && istype(target, /mob/living/carbon/))
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@@ -131,6 +131,8 @@
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item_state = "beer"
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("stabbed", "slashed", "attacked")
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sharp = 1
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edge = 0
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var/icon/broken_outline = icon('icons/obj/drinks.dmi', "broken")
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/obj/item/weapon/reagent_containers/food/drinks/bottle/gin
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@@ -14,6 +14,8 @@
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amount_per_transfer_from_this = 5
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possible_transfer_amounts = null //list(5,10,15)
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volume = 15
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w_class = 1
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sharp = 1
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var/mode = SYRINGE_DRAW
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on_reagent_change()
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