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Fixes #9487
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@@ -77,11 +77,11 @@
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"\blue You bandage [W.desc] on [M]'s [affecting.name]." )
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//H.add_side_effect("Itch")
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else if (istype(W,/datum/wound/bruise))
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user.visible_message( "\blue [user] places bruise patch over [W.desc] on [M]'s [affecting.name].", \
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"\blue You place bruise patch over [W.desc] on [M]'s [affecting.name]." )
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user.visible_message( "\blue [user] places a bruise patch over [W.desc] on [M]'s [affecting.name].", \
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"\blue You place a bruise patch over [W.desc] on [M]'s [affecting.name]." )
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else
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user.visible_message( "\blue [user] places bandaid over [W.desc] on [M]'s [affecting.name].", \
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"\blue You place bandaid over [W.desc] on [M]'s [affecting.name]." )
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user.visible_message( "\blue [user] places a bandaid over [W.desc] on [M]'s [affecting.name].", \
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"\blue You place a bandaid over [W.desc] on [M]'s [affecting.name]." )
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use(1)
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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@@ -143,22 +143,22 @@
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var/disinfected = affecting.disinfect()
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if(!(bandaged || disinfected))
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user << "\red The wounds on [M]'s [affecting.name] have already been treated."
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>"
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return 1
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else
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message( "\blue [user] cleans [W.desc] on [M]'s [affecting.name] and seals edges with bioglue.", \
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"\blue You clean and seal [W.desc] on [M]'s [affecting.name]." )
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user.visible_message("<span class='notice'>\The [user] cleans [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.</span>", \
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"<span class='notice'>You clean and seal [W.desc] on [M]'s [affecting.name].</span>" )
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//H.add_side_effect("Itch")
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else if (istype(W,/datum/wound/bruise))
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user.visible_message( "\blue [user] places medicine patch over [W.desc] on [M]'s [affecting.name].", \
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"\blue You place medicine patch over [W.desc] on [M]'s [affecting.name]." )
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user.visible_message("<span class='notice'>\The [user] places a medical patch over [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a medical patch over [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message( "\blue [user] smears some bioglue over [W.desc] on [M]'s [affecting.name].", \
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"\blue You smear some bioglue over [W.desc] on [M]'s [affecting.name]." )
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user.visible_message("<span class='notice'>\The [user] smears some bioglue over [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You smear some bioglue over [W.desc] on [M]'s [affecting.name].</span>" )
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if (bandaged)
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affecting.heal_damage(heal_brute,0)
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use(1)
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@@ -24,8 +24,8 @@
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force = 5.0
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throwforce = 7.0
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w_class = 2.0
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 150)
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 150)
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attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
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@@ -103,8 +103,8 @@
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throw_speed = 2
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throw_range = 9
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w_class = 2.0
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 80)
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 80)
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attack_verb = list("pinched", "nipped")
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sharp = 1
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edge = 1
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@@ -366,22 +366,22 @@
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/obj/item/weapon/weldingtool/largetank
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name = "industrial welding tool"
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max_fuel = 40
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origin_tech = list(TECH_ENGINERING = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
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origin_tech = list(TECH_ENGINERING = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
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/obj/item/weapon/weldingtool/hugetank
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name = "upgraded welding tool"
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max_fuel = 80
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w_class = 3.0
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origin_tech = list(TECH_ENGINERING = 3)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
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origin_tech = list(TECH_ENGINERING = 3)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
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/obj/item/weapon/weldingtool/experimental
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name = "experimental welding tool"
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max_fuel = 40
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w_class = 3.0
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origin_tech = list(TECH_ENGINERING = 4, TECH_PHORON = 3)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
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origin_tech = list(TECH_ENGINERING = 4, TECH_PHORON = 3)
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matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
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var/last_gen = 0
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@@ -407,8 +407,8 @@
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throwforce = 7.0
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item_state = "crowbar"
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w_class = 2.0
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origin_tech = list(TECH_ENGINERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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origin_tech = list(TECH_ENGINERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
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/obj/item/weapon/crowbar/red
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@@ -416,11 +416,11 @@
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icon_state = "red_crowbar"
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item_state = "crowbar_red"
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/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
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/obj/item/weapon/weldingtool/afterattack(mob/M as mob, mob/user as mob)
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if(hasorgans(M))
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var/obj/item/organ/external/S = M:organs_by_name[user.zone_sel.selecting]
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/S = H.organs_by_name[user.zone_sel.selecting]
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if (!S) return
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if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP)
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@@ -429,12 +429,12 @@
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if(S.brute_dam)
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if(S.brute_dam < ROBOLIMB_SELF_REPAIR_CAP)
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S.heal_damage(15,0,0,1)
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user.visible_message("\red \The [user] patches some dents on \the [M]'s [S.name] with \the [src].")
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else
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user << "\red The damage is far too severe to patch over externally."
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return
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else
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user << "Nothing to fix!"
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user.visible_message("<span class='notice'>\The [user] patches some dents on \the [M]'s [S.name] with \the [src].</span>")
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else if(!S.open)
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user << "<span class='danger'>The damage is far too severe to patch over externally.</span>"
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return 1
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else if(!S.open)
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user << "<span class='notice'>Nothing to fix!</span>"
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else
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return ..()
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