ABDCE
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@@ -12,13 +12,14 @@
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slot_flags = ITEM_SLOT_BELT
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var/cooldown = 35
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var/current_cooldown = 0
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var/range = 7
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/obj/item/mining_scanner/attack_self(mob/user)
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if(!user.client)
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return
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if(current_cooldown <= world.time)
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current_cooldown = world.time + cooldown
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mineral_scan_pulse(get_turf(user))
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mineral_scan_pulse(get_turf(user), range)
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//Debug item to identify all ore spread quickly
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/obj/item/mining_scanner/admin
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@@ -41,7 +42,7 @@
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slot_flags = ITEM_SLOT_BELT
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var/cooldown = 35
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var/current_cooldown = 0
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var/range = 7
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/obj/item/t_scanner/adv_mining_scanner/lesser
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name = "automatic mining scanner"
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@@ -80,3 +81,9 @@
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/obj/effect/temp_visual/mining_overlay/Initialize()
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. = ..()
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animate(src, alpha = 0, time = duration, easing = EASE_IN)
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/obj/item/mining_scanner/prospector
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name = "prospector's pickaxe"
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desc = "A pickaxe that can sound rocks to find mineral deposits and stop gibtonite detonations."
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icon = 'icons/obj/mining.dmi'
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icon_state = "pickaxe"
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@@ -25,6 +25,7 @@
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density = TRUE
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anchored = TRUE
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var/workpiece_state = FALSE
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var/datum/material = workpiece_material
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var/qualitymod = 0
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var/currentquality = qualitymod
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var/currentsteps = 0
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@@ -44,20 +45,22 @@
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RECIPE_HALBERD = obj/item/smithing/halberdhead)
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/obj/structure/anvil/attackby(obj/item/I, mob/user)
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if(istype(I, obj/item/ingot))
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var/obj/item/ingot/notsword = I
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if(istype(I, obj/item/smithing/ingot))
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var/obj/item/smithing/ingot/notsword = I
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if(workpiece_state)
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to_chat(user, "There's already a workpiece! Finish it or take it off.")
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return FALSE
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if(notsword.workability == "shapeable")
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workpiece_state = WORKPIECE_PRESENT
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workpiece_material = notsword.custom_materials
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to_chat(user, "You place the [notsword] on the [src].")
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qdel(notsword)
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else
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to_chat(user, "The ingot isn't workable yet!")
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return FALSE
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return
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else if(istype(I, obj/item/hammer))
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var/obj/item/hammer/hammertime = I
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var/obj/item/melee/hammer/hammertime = I
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if(workpiece_state = WORKPIECE_PRESENT || WORKPIECE_INPROGRESS)
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do_shaping(user, hammer.qualitymod)
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else
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@@ -0,0 +1,57 @@
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/obj/item/smithing
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name = "base class /obj/item/smithing"
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desc = "A [src]."
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var/quality = 0 //quality. Changed by the smithing process.
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var/obj/item/finishingitem = /obj/item/stick //What this item needs to be hit by to create finalitem
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var/obj/item/finalitem = /obj/item
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/obj/item/smithing/axehead
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name = "smithed axe head"
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finalitem = /obj/item/hatchet/smithed
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/obj/item/smithing/hammerhead
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name = "smithed hammer head"
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finalitem = /obj/item/melee/hammer
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/obj/item/smithing/scytheblade
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name = "smithed scythe head"
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finalitem = /obj/item/scythe/smithed
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/obj/item/smithing/shovelhead
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name = "smithed shovel head"
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finalitem = /obj/item/shovel/smithed
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/obj/item/smithing/cogheadclubhead
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name = "smithed coghead club head"
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finalitem = /obj/item/melee/cleric_mace/cogheadclub
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/obj/item/smithing/javelinhead
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name = "smithed javelin head"
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finalitem = /obj/item/spear/javelin
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/obj/item/smithing/pickaxehead
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name = "smithed pickaxe head"
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finalitem = /obj/item/pickaxe/smithed
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/obj/item/smithing/prospectingpickhead
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name = "smithed prospector's pickaxe head"
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finalitem = /obj/item/mining_scanner/prospector
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/obj/item/smithing/shortswordblade
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name = "smithed shortsword blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/shortsword
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/obj/item/smithing/knifeblade
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name = "smithed knife blade"
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finishingitem = /obj/item/swordhandle
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finalitem =
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/obj/item/smithing/broadblade
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name = "smithed broadsword blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/broadsword
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/obj/item/smithing/halberdhead
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name = "smithed halberd head"
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finalitem = /obj/item/spear/halberd
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