Made some object lists less terrible to read
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@@ -67,7 +67,7 @@
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/turf/open/floor/light/attackby(obj/item/C, mob/user, params)
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if(..())
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return
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if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles
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if(istype(C, /obj/item/weapon/light/bulb)) //only for light tiles
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if(state && user.drop_item())
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qdel(C)
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state = 0 //fixing it by bashing it with a light bulb, fun eh?
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@@ -53,7 +53,7 @@
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if(!W.use(1))
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return
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var/turf/open/floor/T = ChangeTurf(W.turf_type)
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if(istype(W,/obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
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if(istype(W, /obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
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var/obj/item/stack/tile/light/L = W
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var/turf/open/floor/light/F = T
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F.state = L.state
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@@ -71,7 +71,7 @@
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gets_dug()
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SSblackbox.add_details("pick_used_mining","[W.type]")
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if(istype(W,/obj/item/weapon/storage/bag/ore))
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if(istype(W, /obj/item/weapon/storage/bag/ore))
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var/obj/item/weapon/storage/bag/ore/S = W
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if(S.collection_mode == 1)
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for(var/obj/item/weapon/ore/O in src.contents)
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@@ -83,7 +83,7 @@
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if(!Z.use(1))
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return
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var/turf/open/floor/T = ChangeTurf(Z.turf_type)
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if(istype(Z,/obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
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if(istype(Z, /obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
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var/obj/item/stack/tile/light/L = Z
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var/turf/open/floor/light/F = T
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F.state = L.state
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