compilies/??
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/obj/item/melee/smith
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name = "base class obj/item/melee/smith" //tin. handles overlay and quality and shit.
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icon = 'icons/obj/smith.dmi'
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icon_state = "mace_greyscale"
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item_state = "mace_greyscale"
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material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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var/quality
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var/overlay_state = "stick"
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var/mutable_appearance/overlay
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/obj/item/melee/smith/Initialize()
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desc = "A handmade [name]."
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. = ..()
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overlay = mutable_appearance(icon, overlay_state)
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overlay.appearance_flags = RESET_COLOR
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add_overlay(overlay)
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///////////////////////////
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// Mining //
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///////////////////////////
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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" //todo:sprite
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/obj/item/pickaxe/smithed
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name = "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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/obj/item/shovel/smithed
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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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///////////////////////////
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// Spears //
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///////////////////////////
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/obj/item/melee/smith/halberd
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/obj/item/melee/smith/javelin
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//////////////////////////
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// Other Melee //
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///////////////////////////
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/obj/item/melee/smith/axe
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/obj/item/melee/smith/hammer//blacksmithing, not warhammer.
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var/qualitymod = 0
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/obj/item/scythe/smithed //we need to inherit scythecode
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/obj/item/melee/smith/cogheadclub
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/obj/item/melee/smith/shortsword
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/obj/item/melee/smith/shortsword
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