here we go again (#2456)
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@@ -10,7 +10,7 @@
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/*
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* Pens
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*/
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/obj/item/weapon/pen
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/obj/item/pen
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desc = "It's a normal black ink pen."
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name = "pen"
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icon = 'icons/obj/bureaucracy.dmi'
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@@ -28,31 +28,31 @@
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var/degrees = 0
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var/font = PEN_FONT
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/obj/item/weapon/pen/suicide_act(mob/user)
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/obj/item/pen/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku...</span>")
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return(BRUTELOSS)
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/obj/item/weapon/pen/blue
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/obj/item/pen/blue
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desc = "It's a normal blue ink pen."
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icon_state = "pen_blue"
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colour = "blue"
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/obj/item/weapon/pen/red
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/obj/item/pen/red
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desc = "It's a normal red ink pen."
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icon_state = "pen_red"
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colour = "red"
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/obj/item/weapon/pen/invisible
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/obj/item/pen/invisible
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desc = "It's an invisble pen marker."
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icon_state = "pen"
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colour = "white"
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/obj/item/weapon/pen/fourcolor
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/obj/item/pen/fourcolor
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desc = "It's a fancy four-color ink pen, set to black."
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name = "four-color pen"
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colour = "black"
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/obj/item/weapon/pen/fourcolor/attack_self(mob/living/carbon/user)
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/obj/item/pen/fourcolor/attack_self(mob/living/carbon/user)
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switch(colour)
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if("black")
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colour = "red"
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@@ -65,13 +65,13 @@
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to_chat(user, "<span class='notice'>\The [src] will now write in [colour].</span>")
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desc = "It's a fancy four-color ink pen, set to [colour]."
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/obj/item/weapon/pen/fountain
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/obj/item/pen/fountain
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name = "fountain pen"
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desc = "It's a common fountain pen, with a faux wood body."
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icon_state = "pen-fountain"
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font = FOUNTAIN_PEN_FONT
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/obj/item/weapon/pen/fountain/captain
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/obj/item/pen/fountain/captain
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name = "captain's fountain pen"
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desc = "It's an expensive Oak fountain pen. The nib is quite sharp."
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icon_state = "pen-fountain-o"
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@@ -89,12 +89,12 @@
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"Command Blue" = "pen-fountain-cb"
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)
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/obj/item/weapon/pen/fountain/captain/reskin_obj(mob/M)
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/obj/item/pen/fountain/captain/reskin_obj(mob/M)
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..()
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if(current_skin)
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desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
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/obj/item/weapon/pen/attack_self(mob/living/carbon/user)
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/obj/item/pen/attack_self(mob/living/carbon/user)
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var/deg = input(user, "What angle would you like to rotate the pen head to? (1-360)", "Rotate Pen Head") as null|num
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if(deg && (deg > 0 && deg <= 360))
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degrees = deg
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@@ -105,14 +105,14 @@
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hidden_uplink.interact(user)
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/obj/item/weapon/pen/attackby(obj/item/I, mob/user, params)
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/obj/item/pen/attackby(obj/item/I, mob/user, params)
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if(hidden_uplink)
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return hidden_uplink.attackby(I, user, params)
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else
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return ..()
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/obj/item/weapon/pen/attack(mob/living/M, mob/user,stealth)
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/obj/item/pen/attack(mob/living/M, mob/user,stealth)
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if(!istype(M))
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return
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@@ -128,7 +128,7 @@
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else
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. = ..()
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/obj/item/weapon/pen/afterattack(obj/O, mob/living/user, proximity)
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/obj/item/pen/afterattack(obj/O, mob/living/user, proximity)
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//Changing Name/Description of items. Only works if they have the 'unique_rename' var set
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if(isobj(O) && proximity)
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if(O.unique_rename)
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@@ -166,12 +166,12 @@
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/*
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* Sleepypens
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*/
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/obj/item/weapon/pen/sleepy
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/obj/item/pen/sleepy
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origin_tech = "engineering=4;syndicate=2"
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container_type = OPENCONTAINER_1
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/obj/item/weapon/pen/sleepy/attack(mob/living/M, mob/user)
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/obj/item/pen/sleepy/attack(mob/living/M, mob/user)
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if(!istype(M))
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return
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@@ -181,7 +181,7 @@
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reagents.trans_to(M, reagents.total_volume)
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/obj/item/weapon/pen/sleepy/New()
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/obj/item/pen/sleepy/New()
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create_reagents(45)
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reagents.add_reagent("chloralhydrate2", 20)
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reagents.add_reagent("mutetoxin", 15)
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@@ -191,12 +191,12 @@
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/*
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* (Alan) Edaggers
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*/
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/obj/item/weapon/pen/edagger
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/obj/item/pen/edagger
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origin_tech = "combat=3;syndicate=1"
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attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") //these wont show up if the pen is off
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var/on = FALSE
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/obj/item/weapon/pen/edagger/attack_self(mob/living/user)
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/obj/item/pen/edagger/attack_self(mob/living/user)
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if(on)
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on = FALSE
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force = initial(force)
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@@ -219,7 +219,7 @@
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to_chat(user, "<span class='warning'>[src] is now active.</span>")
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update_icon()
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/obj/item/weapon/pen/edagger/update_icon()
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/obj/item/pen/edagger/update_icon()
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if(on)
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icon_state = "edagger"
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item_state = "edagger"
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