Made some object lists less terrible to read
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@@ -299,13 +299,13 @@
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return
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var/obj/item/weapon/firstaid_arm_assembly/A = new /obj/item/weapon/firstaid_arm_assembly
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if(istype(src,/obj/item/weapon/storage/firstaid/fire))
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if(istype(src, /obj/item/weapon/storage/firstaid/fire))
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A.skin = "ointment"
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else if(istype(src,/obj/item/weapon/storage/firstaid/toxin))
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else if(istype(src, /obj/item/weapon/storage/firstaid/toxin))
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A.skin = "tox"
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else if(istype(src,/obj/item/weapon/storage/firstaid/o2))
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else if(istype(src, /obj/item/weapon/storage/firstaid/o2))
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A.skin = "o2"
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else if(istype(src,/obj/item/weapon/storage/firstaid/brute))
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else if(istype(src, /obj/item/weapon/storage/firstaid/brute))
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A.skin = "brute"
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qdel(S)
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@@ -201,7 +201,7 @@ Auto Patrol[]"},
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set_weapon()
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/mob/living/simple_animal/bot/ed209/bullet_act(obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/beam/laser)||istype(Proj,/obj/item/projectile/bullet))
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if(istype(Proj , /obj/item/projectile/beam/laser)||istype(Proj, /obj/item/projectile/bullet))
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if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
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if(!Proj.nodamage && Proj.damage < src.health)
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retaliate(Proj.firer)
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@@ -83,7 +83,7 @@
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..()
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if(open)
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on = FALSE
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else if(istype(I,/obj/item/weapon/stock_parts/cell) && open && !cell)
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else if(istype(I, /obj/item/weapon/stock_parts/cell) && open && !cell)
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if(!user.drop_item())
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return
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var/obj/item/weapon/stock_parts/cell/C = I
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@@ -343,7 +343,7 @@
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return
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var/obj/structure/closet/crate/CRATE
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if(istype(AM,/obj/structure/closet/crate))
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if(istype(AM, /obj/structure/closet/crate))
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CRATE = AM
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else
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if(!wires.is_cut(WIRE_LOADCHECK))
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@@ -191,7 +191,7 @@ Auto Patrol: []"},
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icon_state = "secbot[on]"
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/mob/living/simple_animal/bot/secbot/bullet_act(obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
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if(istype(Proj , /obj/item/projectile/beam)||istype(Proj, /obj/item/projectile/bullet))
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if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
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if(!Proj.nodamage && Proj.damage < src.health)
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retaliate(Proj.firer)
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