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Fix set_sharpness not adding surgery component (#31215)
* Update objs.dm * Update surgery_initiator.dm
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@@ -29,7 +29,7 @@
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/// If provided, a custom overlay representing being the object being on fire.
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var/custom_fire_overlay
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/// How much acid is on this object?
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var/acid_level = 0
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var/acid_level = 0
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/// Can this object be attacked in melee?
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var/can_be_hit = TRUE
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/// Is this object currently being zapped by lightning?
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@@ -37,7 +37,7 @@
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/// Should this object speed process? Greatly increases the frequency of process events (5 times more frequent).
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var/speed_process = FALSE
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/// Are we visible on the station blueprints at roundstart?
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var/on_blueprints = FALSE
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var/on_blueprints = FALSE
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/// Forces the object to be on the blueprints, regardless of when it was created.
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var/force_blueprints = FALSE
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/// Does this object require you to hold it to commit suicide with it?
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@@ -265,7 +265,7 @@
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return
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sharp = new_sharp_val
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SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_SHARPNESS)
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if(!sharp && new_sharp_val)
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if(sharp)
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AddComponent(/datum/component/surgery_initiator)
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/// This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed.
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