Ok, done.
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@@ -39,8 +39,7 @@
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QDEL_NULL(BB)
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return ..()
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/obj/item/ammo_casing/update_icon()
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..()
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/obj/item/ammo_casing/update_icon_state()
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icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
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desc = "[initial(desc)][BB ? "" : " This one is spent."]"
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@@ -11,6 +11,5 @@
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else
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return FALSE
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/obj/item/ammo_casing/caseless/update_icon()
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..()
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/obj/item/ammo_casing/caseless/update_icon_state()
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icon_state = "[initial(icon_state)]"
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@@ -9,8 +9,7 @@
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harmful = FALSE
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var/modified = FALSE
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/obj/item/ammo_casing/caseless/foam_dart/update_icon()
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..()
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/obj/item/ammo_casing/caseless/foam_dart/update_icon_state()
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if (modified)
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icon_state = "foamdart_empty"
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desc = "It's nerf or nothing! ... Although, this one doesn't look too safe."
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@@ -19,8 +19,7 @@
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chamber_round()
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update_icon()
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/obj/item/gun/ballistic/update_icon()
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..()
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/obj/item/gun/ballistic/update_icon_state()
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if(current_skin)
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icon_state = "[unique_reskin[current_skin]][suppressed ? "-suppressed" : ""][sawn_off ? "-sawn" : ""]"
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else
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@@ -44,7 +44,7 @@
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to_chat(user, "<span class='notice'>You notch the arrow.</span>")
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update_icon()
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/obj/item/gun/ballistic/bow/update_icon()
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/obj/item/gun/ballistic/bow/update_icon_state()
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icon_state = "[initial(icon_state)]_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
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/obj/item/gun/ballistic/bow/can_shoot()
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@@ -73,7 +73,7 @@
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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/obj/item/minigunpack/update_icon()
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/obj/item/minigunpack/update_icon_state()
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if(armed)
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icon_state = "notholstered"
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else
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@@ -73,9 +73,6 @@
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recharge_newshot()
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return 1
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/obj/item/gun/magic/update_icon()
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return
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/obj/item/gun/magic/shoot_with_empty_chamber(mob/living/user as mob|obj)
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to_chat(user, "<span class='warning'>The [name] whizzles quietly.</span>")
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@@ -21,7 +21,7 @@
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. = ..()
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. += "Has [charges] charge\s remaining."
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/obj/item/gun/magic/wand/update_icon()
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/obj/item/gun/magic/wand/update_icon_state()
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icon_state = "[initial(icon_state)][charges ? "" : "-drained"]"
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/obj/item/gun/magic/wand/attack(atom/target, mob/living/user)
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