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Health and Stack Fixes
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@@ -7,33 +7,19 @@
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sharp = 1
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edge = 1
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desc = "Could probably be used as ... a throwing weapon?"
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w_class = 2.0
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w_class = 1.0
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force = 5.0
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throwforce = 8.0
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throwforce = 10.0
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item_state = "shard-glass"
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// matter = list("glass" = 3750)
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g_amt = MINERAL_MATERIAL_AMOUNT
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/shard/suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his throat with \the [src]! It looks like \he's trying to commit suicide.</b>")
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return (BRUTELOSS)
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/obj/item/weapon/shard/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return ..()
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/obj/item/weapon/shard/Bump()
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spawn( 0 )
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if (prob(20))
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src.force = 15
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else
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src.force = 4
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..()
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return
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return
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/obj/item/weapon/shard/New()
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src.icon_state = pick("large", "medium", "small")
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@@ -50,23 +36,20 @@
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else
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return
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/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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..()
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if ( istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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/obj/item/weapon/shard/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = I
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if(WT.remove_fuel(0, user))
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var/obj/item/stack/sheet/glass/NG = new (user.loc)
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for (var/obj/item/stack/sheet/glass/G in user.loc)
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if(G==NG)
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for(var/obj/item/stack/sheet/glass/G in user.loc)
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if(G == NG)
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continue
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if(G.amount>=G.max_amount)
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if(G.amount >= G.max_amount)
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continue
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G.attackby(NG, user, params)
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usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
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//SN src = null
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del(src)
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return
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return ..()
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G.attackby(NG, user)
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user << "<span class='notice'>You add the newly-formed glass to the stack. It now contains [NG.amount] sheet\s.</span>"
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qdel(src)
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..()
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/obj/item/weapon/shard/Crossed(AM as mob|obj)
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if(ismob(AM))
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