mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
455 lines
16 KiB
Plaintext
455 lines
16 KiB
Plaintext
//This file is for glass working types of things!
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/obj/item/glasswork
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name = "This is a bug report it!"
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desc = "Failer to code. Contact your local bug remover..."
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icon = 'icons/obj/glassworks.dmi'
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w_class = WEIGHT_CLASS_SMALL
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force = 1
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throw_speed = 1
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throw_range = 3
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tool_behaviour = null
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/obj/item/glasswork/glasskit
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name = "Glass working tools"
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desc = "A lovely belt of most the tools you will need to shape, mold, and refine glass into more advanced shapes."
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icon_state = "glass_tools"
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tool_behaviour = TOOL_GLASS_CUT //Cutting takes 20 ticks
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/obj/item/glasswork/blowing_rod
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name = "Glass working blow rod"
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desc = "A hollow metal stick made for glass blowing."
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icon_state = "blowing_rods_unused"
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tool_behaviour = TOOL_BLOW //Rods take 5 ticks
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/obj/item/glasswork/glass_base //Welding takes 30 ticks
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name = "Glass fodder sheet"
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desc = "A sheet of glass set aside for glass working"
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icon_state = "glass_base"
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var/next_step = null
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var/rod = /obj/item/glasswork/blowing_rod
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/obj/item/tea_plate
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name = "Tea Plate"
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desc = "A polished plate for a tea cup. How fancy!"
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icon = 'icons/obj/glass_ware.dmi'
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icon_state = "tea_plate"
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/obj/item/tea_cup
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name = "Tea Cup"
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desc = "A glass cup made for fake tea!"
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icon = 'icons/obj/glass_ware.dmi'
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icon_state = "tea_plate"
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//////////////////////Chem Disk/////////////////////
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//Two Steps //
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//Sells for 300 cr, takes 10 glass shets //
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//Usefull for chem spliting //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/dish
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass dish. Needs to be cut with some tools."
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next_step = /obj/item/glasswork/glass_base/dish_part1
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/obj/item/glasswork/glass_base/dish/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/dish_part1
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name = "Half chem dish sheet"
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desc = "A sheet of glass cut in half, looks like it still needs some more cutting down"
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icon_state = "glass_base_half"
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next_step = /obj/item/reagent_containers/glass/beaker/glass_dish
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/obj/item/glasswork/glass_base/dish_part1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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//////////////////////Lens//////////////////////////
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//Six Steps //
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//Sells for 1600 cr, takes 15 glass shets //
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//Usefull for selling and later crafting //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/glass_lens
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass lens. Needs to be cut with some tools."
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next_step = /obj/item/glasswork/glass_base/glass_lens_part1
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/obj/item/glasswork/glass_base/glass_lens/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part1
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name = "Glass fodder sheet"
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desc = "Cut glass ready to be heated. Needs to be heated with some tools."
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icon_state = "glass_base_half"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part2
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/obj/item/glasswork/glass_base/glass_lens_part1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part2
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated. Needs to be heated more with some tools."
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icon_state = "glass_base_heat"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part3
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/obj/item/glasswork/glass_base/glass_lens_part2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part3
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part4
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/obj/item/glasswork/glass_base/glass_lens_part3/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/glass_lens_part4
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part5
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/obj/item/glasswork/glass_base/glass_lens_part4/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part5
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name = "Unpolished glass lens"
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desc = "A small unpolished glass lens. Could be polished with some cloth."
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icon = 'icons/obj/glass_ware.dmi'
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icon_state = "glass_optics"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part6
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/obj/item/glasswork/glass_base/glass_lens_part5/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/stack/sheet/cloth))
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if(do_after(user,10, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part6
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name = "Unrefined glass lens"
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desc = "A small polished glass lens. Just needs to be refined with some sandstone."
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icon = 'icons/obj/glass_ware.dmi'
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icon_state = "glass_optics"
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next_step = /obj/item/glasswork/glass_base/lens
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/obj/item/glasswork/glass_base/glass_lens_part6/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/stack/sheet/mineral/sandstone))
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new next_step(user.loc, 1)
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qdel(src)
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//////////////////////Spouty Flask//////////////////
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//Four Steps //
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//Sells for 1200 cr, takes 20 glass shets //
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//Usefull for selling and chemical things //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/spouty
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a spout beaker. Needs to be cut with some tools."
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next_step = /obj/item/glasswork/glass_base/spouty_part2
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/obj/item/glasswork/glass_base/spouty/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/spouty_part2
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated. Needs to be heated with some tools."
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icon_state = "glass_base_half"
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next_step = /obj/item/glasswork/glass_base/spouty_part3
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/obj/item/glasswork/glass_base/spouty_part2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/spouty_part3
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/spouty_part4
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/obj/item/glasswork/glass_base/spouty_part3/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/spouty_part4
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/reagent_containers/glass/beaker/flask/spouty
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/obj/item/glasswork/glass_base/spouty_part4/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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//////////////////////Small Bulb Flask//////////////
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//Two Steps //
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//Sells for 600 cr, takes 5 glass shets //
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//Usefull for selling and chemical things //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/flask_small
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a small flask. Needs to be heated with some tools."
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next_step = /obj/item/glasswork/glass_base/flask_small_part1
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/obj/item/glasswork/glass_base/flask_small/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/flask_small_part1
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name = "Metled glass"
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desc = "A blob of metled glass, this one is ideal for a small flask. Needs to be blown with some tools."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/flask_small_part2
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/obj/item/glasswork/glass_base/flask_small_part1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/flask_small_part2
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name = "Metled glass"
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desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/reagent_containers/glass/beaker/flask
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/obj/item/glasswork/glass_base/flask_small_part2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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//////////////////////Large Bulb Flask//////////////
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//Two Steps //
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//Sells for 1000 cr, takes 15 glass shets //
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//Usefull for selling and chemical things //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/flask_large
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a large flask. Needs to be heated with some tools."
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next_step = /obj/item/glasswork/glass_base/flask_large_part1
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/obj/item/glasswork/glass_base/flask_large/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/flask_large_part1
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name = "Metled glass"
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desc = "A blob of metled glass, this one is ideal for a large flask. Needs to be blown with some tools."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/flask_large_part2
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/obj/item/glasswork/glass_base/flask_large_part1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/flask_large_part2
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name = "Metled glass"
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desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/reagent_containers/glass/beaker/flask/large
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/obj/item/glasswork/glass_base/flask_large_part2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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//////////////////////Tea Plates////////////////////
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//Three Steps //
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//Sells for 1000 cr, takes 5 glass shets //
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//Usefull for selling and chemical things //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/tea_plate
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea plate, how fancy! Needs to be heated with some tools."
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next_step = /obj/item/glasswork/glass_base/tea_plate1
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/obj/item/glasswork/glass_base/tea_plate/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/tea_plate1
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name = "Metled glass"
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desc = "A blob of metled glass, this one is ideal for a tea plate. Needs to be blown with some tools."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/tea_plate2
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/obj/item/glasswork/glass_base/tea_plate1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/tea_plate2
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name = "Metled glass"
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desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/glasswork/glass_base/tea_plate3
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/obj/item/glasswork/glass_base/tea_plate2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/tea_plate3
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name = "Disk of glass"
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desc = "A disk of glass that can be cant be used for much. Needs to be polished with some cloth."
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icon_state = "glass_base_half"
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next_step = /obj/item/tea_plate
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/obj/item/glasswork/glass_base/tea_plate3/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/stack/sheet/cloth))
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if(do_after(user,10, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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//////////////////////Tea Cup///////////////////////
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//Four Steps //
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//Sells for 1600 cr, takes 6 glass shets //
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//Usefull for selling and chemical things //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/tea_cup
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea cup, how fancy! Needs to be heated with some tools."
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next_step = /obj/item/glasswork/glass_base/tea_cup1
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/obj/item/glasswork/glass_base/tea_cup/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/tea_cup1
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name = "Metled glass"
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desc = "A blob of metled glass, this one is ideal for a tea cup. Needs to be blown with some tools."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/tea_cup2
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/obj/item/glasswork/glass_base/tea_cup1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
|
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/tea_cupe2
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name = "Metled glass"
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desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/glasswork/glass_base/tea_cup3
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/obj/item/glasswork/glass_base/tea_cup2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/tea_cup3
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name = "Disk of glass"
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desc = "A bowl of glass that can be cant be used for much. Needs to be polished with some cloth."
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icon_state = "glass_base_half"
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next_step = /obj/item/glasswork/glass_base/tea_cup4
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/obj/item/glasswork/glass_base/cup3/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/stack/sheet/cloth))
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if(do_after(user,10, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/tea_cup4
|
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name = "Disk of glass"
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desc = "A bowl of polished glass that can be cant be used for much. Needs some more glass to make a handle."
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icon_state = "glass_base_half"
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next_step = /obj/item/tea_cup
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|
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/obj/item/glasswork/glass_base/cup4/attackby(obj/item/I, mob/user, params)
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..()
|
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if(istype(I, /obj/item/stack/sheet/glass))
|
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if(do_after(user,10, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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