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What was supposed to be another straightforward major system overhaul that once again spiraled out of control (#8220)
* get_tool_quality has numerical meaning * Basic tools set tool quality * Toolspeed is replaced by tool quality checks * Addresses assorted results from live test * Extra cleanup
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@@ -16,7 +16,7 @@
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//Step one - dehairing.
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/obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(has_edge(W) || is_sharp(W))
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if(W.edge || W.sharp)
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//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
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user.visible_message("<span class='notice'>\The [user] starts cutting hair off \the [src]</span>", "<span class='notice'>You start cutting the hair off \the [src]</span>", "You hear the sound of a knife rubbing against flesh")
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var/scraped = 0
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@@ -35,8 +35,8 @@
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/obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user)
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if(!istype(W) || W.force <= 0)
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return ..()
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if(W.sharp && W.edge)
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var/time = (3 SECONDS / max(W.force / 10, 1)) * W.toolspeed
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if(W.get_tool_quality(TOOL_WOODCUT)) // Not all that is sharp should chop wood
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var/time = (3 SECONDS / max(W.force / 10, 1)) * W.get_tool_speed(TOOL_WOODCUT)
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user.setClickCooldown(time)
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if(do_after(user, time, src) && use(1))
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to_chat(user, "<span class='notice'>You cut up a log into planks.</span>")
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