It's all codersprites?
Always has been.
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@@ -124,18 +124,6 @@
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mat = mat.name
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finalitem.name = "[qualname] [mat] [finalitem.name]"
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finalitem.forceMove(get_turf(src))
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qdel(src)
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/obj/item/smithing/axehead
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name = "smithed axe head"
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finalitem = /obj/item/melee/smith/axe
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/obj/item/smithing/axehead/startfinish()
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finalitem = new /obj/item/melee/smith/axe(src)
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finalitem.force += quality
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..()
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/obj/item/smithing/hammerhead
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name = "smithed hammer head"
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@@ -176,6 +164,7 @@
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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/smith/cogheadclub
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icon_state = "coghead"
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/obj/item/smithing/cogheadclubhead/startfinish()
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finalitem = new /obj/item/melee/smith/cogheadclub(src)
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@@ -196,6 +185,19 @@
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finalitem = finalforreal
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..()
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/obj/item/smithing/pikehead
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name = "smithed pike head"
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finalitem = /obj/item/melee/smith/twohand/pike
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icon_state = "pike"
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/obj/item/smithing/pikehead/startfinish()
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var/obj/item/melee/smith/twohand/pike/finalforreal = new /obj/item/melee/smith/twohand/pike(src)
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
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finalforreal.throwforce = finalforreal.force/10 //its a pike not a javelin
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finalitem = finalforreal
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..()
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/obj/item/smithing/pickaxehead
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name = "smithed pickaxe head"
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@@ -233,7 +235,7 @@
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/obj/item/smithing/shortswordblade
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name = "smithed shortsword blade"
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name = "smithed gladius blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/shortsword
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icon_state = "gladius"
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@@ -243,6 +245,18 @@
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finalitem.force += quality
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..()
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/obj/item/smithing/scimitarblade
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name = "smithed scimitar blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/shortsword/scimitar
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icon_state = "scimitar"
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/obj/item/smithing/shortswordblade/startfinish()
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finalitem = new /obj/item/melee/smith/shortsword/scimitar(src)
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finalitem.force += quality
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..()
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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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@@ -268,6 +282,20 @@
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finalitem = finalforreal
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..()
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/obj/item/smithing/zweiblade
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name = "smithed zweihander blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/twohand/zweihander
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icon_state = "zweihander"
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/obj/item/smithing/zweiblade/startfinish()
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var/obj/item/melee/smith/twohand/zweihander/finalforreal = new /obj/item/melee/smith/twohand/zweihander(src)
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
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finalitem = finalforreal
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..()
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/obj/item/smithing/halberdhead
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name = "smithed halberd head"
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finalitem = /obj/item/melee/smith/twohand/halberd
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