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d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
191 lines
6.7 KiB
Plaintext
191 lines
6.7 KiB
Plaintext
/obj/item/material/butterfly
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name = "butterfly knife"
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desc = "A basic metal blade concealed in a lightweight plasteel grip. Small enough when folded to fit in a pocket."
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description_fluff = "This could be used to engrave messages on suitable surfaces if you really put your mind to it! Alt-click a floor or wall to engrave with it." //This way it's not a completely hidden, arcane art to engrave.
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icon_state = "butterflyknife"
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item_state = null
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hitsound = null
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var/active = 0
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w_class = ITEMSIZE_SMALL
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attack_verb = list("patted", "tapped")
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force_divisor = 0.25 // 15 when wielded with hardness 60 (steel)
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thrown_force_divisor = 0.25 // 5 when thrown with weight 20 (steel)
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drop_sound = 'sound/items/drop/knife.ogg'
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pickup_sound = 'sound/items/pickup/knife.ogg'
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/obj/item/material/butterfly/update_force()
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if(active)
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edge = TRUE
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sharp = TRUE
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..() //Updates force.
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throwforce = max(3,force-3)
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hitsound = 'sound/weapons/bladeslice.ogg'
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icon_state += "_open"
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w_class = ITEMSIZE_NORMAL
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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else
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force = 3
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edge = FALSE
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sharp = FALSE
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hitsound = initial(hitsound)
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icon_state = initial(icon_state)
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w_class = initial(w_class)
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attack_verb = initial(attack_verb)
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/obj/item/material/butterfly/switchblade
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name = "switchblade"
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desc = "A classic switchblade with gold engraving. Just holding it makes you feel like a gangster."
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icon_state = "switchblade"
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/obj/item/material/butterfly/boxcutter
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name = "box cutter"
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desc = "A thin, inexpensive razor-blade knife designed to open cardboard boxes."
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icon_state = "boxcutter"
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force_divisor = 0.1 // 6 when wielded with hardness 60 (steel)
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thrown_force_divisor = 0.2 // 4 when thrown with weight 20 (steel)
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/obj/item/material/butterfly/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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active = !active
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update_force()
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if(user)
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if(active)
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to_chat(user, span_notice("You flip out \the [src]."))
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playsound(src, 'sound/weapons/flipblade.ogg', 15, 1)
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else
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to_chat(user, span_notice("\The [src] can now be concealed."))
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add_fingerprint(user)
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/*
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* Kitchen knives
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*/
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/obj/item/material/knife
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name = "kitchen knife"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "knife"
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desc = "A general purpose " + JOB_CHEF + "'s Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
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description_fluff = "This could be used to engrave messages on suitable surfaces if you really put your mind to it! Alt-click a floor or wall to engrave with it." //This way it's not a completely hidden, arcane art to engrave.
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sharp = TRUE
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edge = TRUE
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force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
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matter = list(MAT_STEEL = 12000)
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origin_tech = list(TECH_MATERIAL = 1)
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attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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drop_sound = 'sound/items/drop/knife.ogg'
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// These no longer inherit from hatchets.
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/obj/item/material/knife/tacknife
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name = "tactical knife"
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desc = "You'd be killing loads of people if this was Medal of Valor: Heroes of Space."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "tacknife"
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item_state = "knife"
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force_divisor = 0.25 //15 when hardness 60 (steel)
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attack_verb = list("stabbed", "chopped", "cut")
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applies_material_colour = 1
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/obj/item/material/knife/tacknife/combatknife
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name = "combat knife"
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desc = "If only you had a boot to put it in."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "tacknife2"
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item_state = "knife"
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force_divisor = 0.34 // 20 with hardness 60 (steel)
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thrown_force_divisor = 1.75 // 20 with weight 20 (steel)
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attack_verb = list("sliced", "stabbed", "chopped", "cut")
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applies_material_colour = 1
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// Identical to the tactical knife but nowhere near as stabby.
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// Kind of like the toy esword compared to the real thing.
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/obj/item/material/knife/tacknife/boot
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name = "boot knife"
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desc = "A small fixed-blade knife for putting inside a boot."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "tacknife3"
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item_state = "knife"
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force_divisor = 0.15
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applies_material_colour = 0
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/obj/item/material/knife/hook
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name = "meat hook"
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desc = "A sharp, metal hook what sticks into things."
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icon_state = "hook_knife"
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/obj/item/material/knife/ritual
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name = "ritual knife"
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desc = "The unearthly energies that once powered this blade are now dormant."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "render"
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applies_material_colour = 0
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/obj/item/material/knife/table
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name = "table knife"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "knife_table"
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sharp = FALSE // blunted tip
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force_divisor = 0.1
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/obj/item/material/knife/table/plastic
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default_material = MAT_PLASTIC
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/obj/item/material/knife/butch
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name = "butcher's cleaver"
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icon_state = "cleaver"
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desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
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force_divisor = 0.25 // 15 when wielded with hardness 60 (steel)
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attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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/obj/item/material/knife/machete
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name = "machete"
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desc = "A sharp machete often found in survival kits."
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icon_state = "machete"
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force_divisor = 0.3 // 18 when hardness 60 (steel)
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attack_verb = list("slashed", "chopped", "gouged", "ripped", "cut")
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can_cleave = TRUE //Now hatchets inherit from the machete, and thus knives. Tables turned.
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slot_flags = SLOT_BELT
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default_material = MAT_PLASTEEL //VOREStation Edit
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/obj/item/material/knife/machete/cyborg
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name = "integrated machete"
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desc = "A sharp machete often found attached to robots."
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unbreakable = TRUE
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/obj/item/material/knife/tacknife/survival
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name = "survival knife"
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desc = "A hunting grade survival knife."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "survivalknife"
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item_state = "knife"
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applies_material_colour = FALSE
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default_material = MAT_PLASTEEL //VOREStation Edit
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toolspeed = 2 // Use a real axe if you want to chop logs.
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/obj/item/material/knife/stone
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name = "stone blade"
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desc = "A crude blade made by chipping away at a piece of flint."
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icon = 'icons/obj/weapons_vr.dmi'
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icon_state = "stone_blade"
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applies_material_colour = FALSE
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fragile = TRUE
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dulled = TRUE
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edge = TRUE
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sharp = TRUE
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default_material = MAT_FLINT
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/obj/item/material/knife/stone/wood
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name = "stone knife"
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desc = "A crude blade of flint with a wooden handle, secured with plant fibers twined into sturdy ropes. Useful for cutting, stabbing, slicing, and even shearing."
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icon_state = "stone_wood_knife"
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dulled = FALSE
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fragile = FALSE
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/obj/item/material/knife/stone/bone
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name = "stone knife"
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desc = "A crude blade of flint with a bone handle, secured with plant fibers twined into sturdy ropes. Useful for cutting, stabbing, slicing, and even shearing."
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icon_state = "stone_bone_knife"
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dulled = FALSE
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fragile = FALSE
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