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refactors most spans
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@@ -18,7 +18,7 @@
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/obj/item/stack/animalhide/attackby(obj/item/W as obj, mob/user as mob)
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if(has_edge(W) || is_sharp(W))
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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("<b>\The [user]</b> starts cutting hair off \the [src]", "<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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user.visible_message("<b>\The [user]</b> starts cutting hair off \the [src]", span_notice("You start cutting the hair off \the [src]"), "You hear the sound of a knife rubbing against flesh")
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var/scraped = 0
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while(amount > 0 && do_after(user, 2.5 SECONDS, user))
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//Try locating an exisitng stack on the tile and add to there if possible
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@@ -51,7 +51,7 @@
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var/time = (3 SECONDS / max(W.force / 10, 1)) * W.toolspeed
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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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to_chat(user, span_notice("You cut up a log into planks."))
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playsound(src, 'sound/effects/woodcutting.ogg', 50, 1)
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var/obj/item/stack/material/wood/existing_wood = null
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for(var/obj/item/stack/material/wood/M in user.loc)
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@@ -61,7 +61,7 @@
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var/obj/item/stack/material/wood/new_wood = new plank_type(user.loc, 2)
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if(existing_wood && new_wood.transfer_to(existing_wood))
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to_chat(user, "<span class='notice'>You add the newly-formed wood to the stack. It now contains [existing_wood.get_amount()] planks.</span>")
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to_chat(user, span_notice("You add the newly-formed wood to the stack. It now contains [existing_wood.get_amount()] planks."))
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else
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return ..()
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@@ -79,4 +79,4 @@
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/obj/item/stack/material/stick/fivestack
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amount = 5
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color = "#824B28"
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color = "#824B28"
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