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Adds sharp and edge flags to appropriate items
Went through as many /obj/item/weapons as I could find and added sharp and edge flags where appropriate.
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@@ -190,6 +190,7 @@ proc/move_mining_shuttle()
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attack_verb = list("hit", "pierced", "sliced", "attacked")
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var/drill_sound = 'sound/weapons/Genhit.ogg'
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var/drill_verb = "picking"
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sharp = 1
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var/excavation_amount = 100
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@@ -750,5 +750,6 @@
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src.visible_message("\red [name] shatters.","\red You hear a small glass object shatter.")
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status = LIGHT_BROKEN
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force = 5
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sharp = 1
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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update()
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@@ -49,6 +49,7 @@
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/obj/item/projectile/bullet/burstbullet//I think this one needs something for the on hit
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name = "exploding bullet"
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damage = 20
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embed = 0
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edge = 1
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@@ -17,7 +17,8 @@
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icon_state= "bolter"
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damage = 50
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flag = "bullet"
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sharp = 1
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edge = 1
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on_hit(var/atom/target, var/blocked = 0)
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explosion(target, -1, 0, 2)
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@@ -5,6 +5,9 @@
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force = 8.0
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throwforce = 15.0
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icon_state = "phoronlarge"
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sharp = 1
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edge = 1
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/obj/item/weapon/shard/phoron/New()
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src.icon_state = pick("phoronlarge", "phoronmedium", "phoronsmall")
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@@ -20,6 +20,7 @@
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icon = 'icons/obj/xenoarchaeology.dmi'
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icon_state = "sliver1" //0-4
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w_class = 1
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sharp = 1
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//item_state = "electronic"
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var/source_rock = "/turf/simulated/mineral/"
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var/datum/geosample/geological_data
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