diff --git a/code/game/objects/items/melee/energy.dm b/code/game/objects/items/melee/energy.dm
index 2ba1f89b03..4bc134e4da 100644
--- a/code/game/objects/items/melee/energy.dm
+++ b/code/game/objects/items/melee/energy.dm
@@ -1,229 +1,230 @@
-/obj/item/melee/transforming/energy
- hitsound_on = 'sound/weapons/blade1.ogg'
- heat = 3500
- max_integrity = 200
- armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
- resistance_flags = FIRE_PROOF
- var/brightness_on = 3
-
-/obj/item/melee/transforming/energy/Initialize()
- . = ..()
- if(active)
- set_light(brightness_on)
- START_PROCESSING(SSobj, src)
-
-/obj/item/melee/transforming/energy/Destroy()
- STOP_PROCESSING(SSobj, src)
- return ..()
-
-/obj/item/melee/transforming/energy/suicide_act(mob/user)
- user.visible_message("[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!")
- return (BRUTELOSS|FIRELOSS)
-
-/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
- return 0
-
-/obj/item/melee/transforming/energy/is_sharp()
- return active * sharpness
-
-/obj/item/melee/transforming/energy/process()
- open_flame()
-
-/obj/item/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text)
- . = ..()
- if(.)
- if(active)
- if(item_color)
- icon_state = "sword[item_color]"
- START_PROCESSING(SSobj, src)
- set_light(brightness_on)
- else
- STOP_PROCESSING(SSobj, src)
- set_light(0)
-
-/obj/item/melee/transforming/energy/is_hot()
- return active * heat
-
-/obj/item/melee/transforming/energy/ignition_effect(atom/A, mob/user)
- if(!active)
- return ""
-
- var/in_mouth = ""
- if(iscarbon(user))
- var/mob/living/carbon/C = user
- if(C.wear_mask == src)
- in_mouth = ", barely missing their nose"
- . = "[user] swings their [src][in_mouth]. They light [A] in the process."
- playsound(loc, hitsound, get_clamped_volume(), 1, -1)
- add_fingerprint(user)
-
-/obj/item/melee/transforming/energy/axe
- name = "energy axe"
- desc = "An energized battle axe."
- icon_state = "axe0"
- lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
- righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
- force = 40
- force_on = 150
- throwforce = 25
- throwforce_on = 30
- hitsound = 'sound/weapons/bladeslice.ogg'
- throw_speed = 3
- throw_range = 5
- w_class = WEIGHT_CLASS_NORMAL
- w_class_on = WEIGHT_CLASS_HUGE
- flags_1 = CONDUCT_1
- armour_penetration = 100
- origin_tech = "combat=4;magnets=3"
- attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
- attack_verb_on = list()
- light_color = "#40ceff"
-
-/obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
- user.visible_message("[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!")
- return (BRUTELOSS|FIRELOSS)
-
-/obj/item/melee/transforming/energy/sword
- name = "energy sword"
- desc = "May the force be within you."
- icon_state = "sword0"
- lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
- righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
- force = 3
- throwforce = 5
- hitsound = "swing_hit" //it starts deactivated
- attack_verb_off = list("tapped", "poked")
- throw_speed = 3
- throw_range = 5
- sharpness = IS_SHARP
- embed_chance = 75
- embedded_impact_pain_multiplier = 10
- armour_penetration = 35
- origin_tech = "combat=3;magnets=4;syndicate=4"
- block_chance = 50
-
-/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
- . = ..()
- if(. && active && item_color)
- icon_state = "sword[item_color]"
-
-/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
- if(active)
- return ..()
- return 0
-
-/obj/item/melee/transforming/energy/sword/cyborg
- var/hitcost = 50
-
-/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
- if(R.cell)
- var/obj/item/stock_parts/cell/C = R.cell
- if(active && !(C.use(hitcost)))
- attack_self(R)
- to_chat(R, "It's out of charge!")
- return
- return ..()
-
-/obj/item/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
- name = "energy saw"
- desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
- icon_state = "esaw"
- force_on = 30
- force = 18 //About as much as a spear
- hitsound = 'sound/weapons/circsawhit.ogg'
- icon = 'icons/obj/surgery.dmi'
- icon_state = "esaw_0"
- icon_state_on = "esaw_1"
- hitcost = 75 //Costs more than a standard cyborg esword
- w_class = WEIGHT_CLASS_NORMAL
- sharpness = IS_SHARP
- light_color = "#40ceff"
-
-/obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
- return 0
-
-/obj/item/melee/transforming/energy/sword/saber
- var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
- var/hacked = FALSE
-
-/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
- . = ..()
- if(LAZYLEN(possible_colors))
- var/set_color = pick(possible_colors)
- item_color = set_color
- light_color = possible_colors[set_color]
-
-/obj/item/melee/transforming/energy/sword/saber/process()
- . = ..()
- if(hacked)
- var/set_color = pick(possible_colors)
- light_color = possible_colors[set_color]
- update_light()
-
-/obj/item/melee/transforming/energy/sword/saber/red
- possible_colors = list("red" = LIGHT_COLOR_RED)
-
-/obj/item/melee/transforming/energy/sword/saber/blue
- possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
-
-/obj/item/melee/transforming/energy/sword/saber/green
- possible_colors = list("green" = LIGHT_COLOR_GREEN)
-
-/obj/item/melee/transforming/energy/sword/saber/purple
- possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
-
-/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
- if(istype(W, /obj/item/device/multitool))
- if(!hacked)
- hacked = TRUE
- item_color = "rainbow"
- to_chat(user, "RNBW_ENGAGE")
-
- if(active)
- icon_state = "swordrainbow"
- user.update_inv_hands()
- else
- to_chat(user, "It's already fabulous!")
- else
- return ..()
-
-/obj/item/melee/transforming/energy/sword/pirate
- name = "energy cutlass"
- desc = "Arrrr matey."
- icon_state = "cutlass0"
- lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
- righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
- icon_state_on = "cutlass1"
- light_color = "#ff0000"
-
-/obj/item/melee/transforming/energy/blade
- name = "energy blade"
- desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
- icon_state = "blade"
- lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
- righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
- force = 30 //Normal attacks deal esword damage
- hitsound = 'sound/weapons/blade1.ogg'
- active = 1
- throwforce = 1 //Throwing or dropping the item deletes it.
- throw_speed = 3
- throw_range = 1
- w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
- var/datum/effect_system/spark_spread/spark_system
- sharpness = IS_SHARP
-
-//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
-/obj/item/melee/transforming/energy/blade/Initialize()
- . = ..()
- spark_system = new /datum/effect_system/spark_spread()
- spark_system.set_up(5, 0, src)
- spark_system.attach(src)
-
-/obj/item/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
- return
-
-/obj/item/melee/transforming/energy/blade/hardlight
- name = "hardlight blade"
- desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
- icon_state = "lightblade"
- item_state = "lightblade"
+/obj/item/melee/transforming/energy
+ hitsound_on = 'sound/weapons/blade1.ogg'
+ heat = 3500
+ max_integrity = 200
+ armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
+ resistance_flags = FIRE_PROOF
+ var/brightness_on = 3
+
+/obj/item/melee/transforming/energy/Initialize()
+ . = ..()
+ if(active)
+ set_light(brightness_on)
+ START_PROCESSING(SSobj, src)
+
+/obj/item/melee/transforming/energy/Destroy()
+ STOP_PROCESSING(SSobj, src)
+ return ..()
+
+/obj/item/melee/transforming/energy/suicide_act(mob/user)
+ user.visible_message("[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!")
+ return (BRUTELOSS|FIRELOSS)
+
+/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
+ return 0
+
+/obj/item/melee/transforming/energy/is_sharp()
+ return active * sharpness
+
+/obj/item/melee/transforming/energy/process()
+ open_flame()
+
+/obj/item/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text)
+ . = ..()
+ if(.)
+ if(active)
+ if(item_color)
+ icon_state = "sword[item_color]"
+ START_PROCESSING(SSobj, src)
+ set_light(brightness_on)
+ else
+ STOP_PROCESSING(SSobj, src)
+ set_light(0)
+
+/obj/item/melee/transforming/energy/is_hot()
+ return active * heat
+
+/obj/item/melee/transforming/energy/ignition_effect(atom/A, mob/user)
+ if(!active)
+ return ""
+
+ var/in_mouth = ""
+ if(iscarbon(user))
+ var/mob/living/carbon/C = user
+ if(C.wear_mask == src)
+ in_mouth = ", barely missing their nose"
+ . = "[user] swings their [src][in_mouth]. They light [A] in the process."
+ playsound(loc, hitsound, get_clamped_volume(), 1, -1)
+ add_fingerprint(user)
+
+/obj/item/melee/transforming/energy/axe
+ name = "energy axe"
+ desc = "An energized battle axe."
+ icon_state = "axe0"
+ lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
+ righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
+ force = 40
+ force_on = 150
+ throwforce = 25
+ throwforce_on = 30
+ hitsound = 'sound/weapons/bladeslice.ogg'
+ throw_speed = 3
+ throw_range = 5
+ w_class = WEIGHT_CLASS_NORMAL
+ w_class_on = WEIGHT_CLASS_HUGE
+ flags_1 = CONDUCT_1
+ armour_penetration = 100
+ origin_tech = "combat=4;magnets=3"
+ attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
+ attack_verb_on = list()
+ light_color = "#40ceff"
+
+/obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
+ user.visible_message("[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!")
+ return (BRUTELOSS|FIRELOSS)
+
+/obj/item/melee/transforming/energy/sword
+ name = "energy sword"
+ desc = "May the force be within you."
+ icon_state = "sword0"
+ lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
+ righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
+ force = 3
+ throwforce = 5
+ hitsound = "swing_hit" //it starts deactivated
+ attack_verb_off = list("tapped", "poked")
+ throw_speed = 3
+ throw_range = 5
+ sharpness = IS_SHARP
+ embed_chance = 75
+ embedded_impact_pain_multiplier = 10
+ armour_penetration = 35
+ origin_tech = "combat=3;magnets=4;syndicate=4"
+ block_chance = 50
+
+/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
+ . = ..()
+ if(. && active && item_color)
+ icon_state = "sword[item_color]"
+
+/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
+ if(active)
+ return ..()
+ return 0
+
+/obj/item/melee/transforming/energy/sword/cyborg
+ item_color = "red"
+ var/hitcost = 50
+
+/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
+ if(R.cell)
+ var/obj/item/stock_parts/cell/C = R.cell
+ if(active && !(C.use(hitcost)))
+ attack_self(R)
+ to_chat(R, "It's out of charge!")
+ return
+ return ..()
+
+/obj/item/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
+ name = "energy saw"
+ desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
+ force_on = 30
+ force = 18 //About as much as a spear
+ hitsound = 'sound/weapons/circsawhit.ogg'
+ icon = 'icons/obj/surgery.dmi'
+ icon_state = "esaw_0"
+ icon_state_on = "esaw_1"
+ item_color = null //stops icon from breaking when turned on.
+ hitcost = 75 //Costs more than a standard cyborg esword
+ w_class = WEIGHT_CLASS_NORMAL
+ sharpness = IS_SHARP
+ light_color = "#40ceff"
+
+/obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
+ return 0
+
+/obj/item/melee/transforming/energy/sword/saber
+ var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
+ var/hacked = FALSE
+
+/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
+ . = ..()
+ if(LAZYLEN(possible_colors))
+ var/set_color = pick(possible_colors)
+ item_color = set_color
+ light_color = possible_colors[set_color]
+
+/obj/item/melee/transforming/energy/sword/saber/process()
+ . = ..()
+ if(hacked)
+ var/set_color = pick(possible_colors)
+ light_color = possible_colors[set_color]
+ update_light()
+
+/obj/item/melee/transforming/energy/sword/saber/red
+ possible_colors = list("red" = LIGHT_COLOR_RED)
+
+/obj/item/melee/transforming/energy/sword/saber/blue
+ possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
+
+/obj/item/melee/transforming/energy/sword/saber/green
+ possible_colors = list("green" = LIGHT_COLOR_GREEN)
+
+/obj/item/melee/transforming/energy/sword/saber/purple
+ possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
+
+/obj/item/melee/transforming/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
+ if(istype(W, /obj/item/device/multitool))
+ if(!hacked)
+ hacked = TRUE
+ item_color = "rainbow"
+ to_chat(user, "RNBW_ENGAGE")
+
+ if(active)
+ icon_state = "swordrainbow"
+ user.update_inv_hands()
+ else
+ to_chat(user, "It's already fabulous!")
+ else
+ return ..()
+
+/obj/item/melee/transforming/energy/sword/pirate
+ name = "energy cutlass"
+ desc = "Arrrr matey."
+ icon_state = "cutlass0"
+ lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
+ righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
+ icon_state_on = "cutlass1"
+ light_color = "#ff0000"
+
+/obj/item/melee/transforming/energy/blade
+ name = "energy blade"
+ desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
+ icon_state = "blade"
+ lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
+ righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
+ force = 30 //Normal attacks deal esword damage
+ hitsound = 'sound/weapons/blade1.ogg'
+ active = 1
+ throwforce = 1 //Throwing or dropping the item deletes it.
+ throw_speed = 3
+ throw_range = 1
+ w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
+ var/datum/effect_system/spark_spread/spark_system
+ sharpness = IS_SHARP
+
+//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
+/obj/item/melee/transforming/energy/blade/Initialize()
+ . = ..()
+ spark_system = new /datum/effect_system/spark_spread()
+ spark_system.set_up(5, 0, src)
+ spark_system.attach(src)
+
+/obj/item/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
+ return
+
+/obj/item/melee/transforming/energy/blade/hardlight
+ name = "hardlight blade"
+ desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
+ icon_state = "lightblade"
+ item_state = "lightblade"