changes
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@@ -62,11 +62,11 @@
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/obj/item/grenade/stingbang/breaker
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name = "breakbang"
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shrapnel_type = /obj/projectile/bullet/pellet/stingball/breaker
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shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/breaker
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/obj/item/grenade/stingbang/shred
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name = "shredbang"
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shrapnel_type = /obj/projectile/bullet/pellet/stingball/shred
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shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/shred
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/obj/item/grenade/stingbang/prime(mob/living/lanced_by)
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if(iscarbon(loc))
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@@ -67,13 +67,13 @@
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ricochets_max = 6
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ricochet_chance = 110
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/obj/projectile/bullet/pellet/stingball/breaker
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/obj/item/projectile/bullet/pellet/stingball/breaker
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name = "breakbang pellet"
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damage = 10
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wound_bonus = 40
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sharpness = FALSE
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/obj/projectile/bullet/pellet/stingball/shred
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/obj/item/projectile/bullet/pellet/stingball/shred
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name = "shredbang pellet"
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damage = 10
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wound_bonus = 30
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@@ -120,7 +120,7 @@
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gender = PLURAL
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singular_name = "medical gauze"
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icon_state = "gauze"
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var/heal_brute = 5
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heal_brute = 5
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self_delay = 50
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other_delay = 20
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amount = 6
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@@ -241,7 +241,7 @@
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heal_burn = 5
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flesh_regeneration = 2.5
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sanitization = 0.3
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grind_results = list(/datum/reagent/medicine/C2/lenturi = 10)
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grind_results = list(/datum/reagent/medicine/kelotane = 10)
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/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
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if(M.stat == DEAD)
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@@ -336,7 +336,7 @@
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amount = 4
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self_delay = 20
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grind_results = list(/datum/reagent/medicine/C2/libital = 10)
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grind_results = list(/datum/reagent/medicine/bicaridine = 10)
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novariants = TRUE
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/obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user)
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@@ -57,8 +57,7 @@
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/obj/item/stack/medical/gauze = 1,
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/obj/item/stack/medical/suture/emergency = 1,
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/obj/item/stack/medical/ointment = 1,
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/obj/item/reagent_containers/hypospray/medipen/ekit = 2,
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/obj/item/storage/pill_bottle/iron = 1)
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/obj/item/reagent_containers/hypospray/medipen/ekit = 2)
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generate_items_inside(items_inside,src)
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/obj/item/storage/firstaid/ancient
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@@ -143,7 +143,6 @@
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if(prob(50))
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step(W, pick(GLOB.alldirs))
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ADD_TRAIT(H, TRAIT_DISFIGURED, TRAIT_GENERIC)
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H.bleed_rate = 5
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H.gib_animation()
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sleep(3)
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H.adjustBruteLoss(1000) //to make the body super-bloody
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@@ -541,7 +541,7 @@
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change_construction_value(-2)
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return ..()
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/obj/structure/table/reinforced/brass/tablepush(mob/living/user, mob/living/pushed_mob)
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/obj/structure/table/reinforced/brass/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
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.= ..()
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playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
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@@ -565,7 +565,7 @@
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buildstack = /obj/item/stack/tile/bronze
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canSmoothWith = list(/obj/structure/table/reinforced/brass, /obj/structure/table/bronze)
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/obj/structure/table/bronze/tablepush(mob/living/user, mob/living/pushed_mob)
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/obj/structure/table/bronze/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
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..()
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playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
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@@ -594,7 +594,7 @@
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computer.table = src
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break
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/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob)
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/obj/structure/table/optable/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
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pushed_mob.forceMove(loc)
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pushed_mob.set_resting(TRUE, TRUE)
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visible_message("<span class='notice'>[user] has laid [pushed_mob] on [src].</span>")
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