here we go again (#2456)
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@@ -91,7 +91,7 @@
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else
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to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights!</span>")
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if(istype(W, /obj/item/weapon/shard))
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if(istype(W, /obj/item/shard))
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if(uses >= max_uses)
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to_chat(user, "<span class='warning'>[src.name] is full.</span>")
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return
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@@ -102,8 +102,8 @@
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qdel(W)
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return
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if(istype(W, /obj/item/weapon/light))
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var/obj/item/weapon/light/L = W
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if(istype(W, /obj/item/light))
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var/obj/item/light/L = W
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if(L.status == 0) // LIGHT OKAY
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if(uses < max_uses)
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if(!user.temporarilyRemoveItemFromInventory(W))
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@@ -118,14 +118,14 @@
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qdel(L)
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return
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if(istype(W, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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if(istype(W, /obj/item/storage))
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var/obj/item/storage/S = W
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var/found_lightbulbs = FALSE
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var/replaced_something = TRUE
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for(var/obj/item/I in S.contents)
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if(istype(I, /obj/item/weapon/light))
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var/obj/item/weapon/light/L = I
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if(istype(I, /obj/item/light))
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var/obj/item/light/L = I
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found_lightbulbs = TRUE
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if(src.uses >= max_uses)
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break
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@@ -201,7 +201,7 @@
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target.status = LIGHT_EMPTY
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target.update()
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var/obj/item/weapon/light/L2 = new target.light_type()
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var/obj/item/light/L2 = new target.light_type()
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target.status = L2.status
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target.switchcount = L2.switchcount
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