Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
This commit is contained in:
@@ -4,6 +4,7 @@
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var/throwforce_on = 20
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var/icon_state_on = "axe1"
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var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/list/possible_colors
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w_class = WEIGHT_CLASS_SMALL
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sharpness = IS_SHARP
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var/w_class_on = WEIGHT_CLASS_BULKY
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@@ -12,6 +13,23 @@
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max_integrity = 200
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
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resistance_flags = FIRE_PROOF
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var/brightness_on = 3
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/obj/item/weapon/melee/energy/Initialize()
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..()
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if(LAZYLEN(possible_colors))
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item_color = pick(possible_colors)
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switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
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if("red")
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light_color = LIGHT_COLOR_RED
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if("green")
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light_color = LIGHT_COLOR_GREEN
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if("blue")
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light_color = LIGHT_COLOR_LIGHT_CYAN
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if("purple")
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light_color = LIGHT_COLOR_LAVENDER
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if(active)
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set_light(brightness_on)
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/obj/item/weapon/melee/energy/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
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@@ -25,7 +43,7 @@
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/obj/item/weapon/melee/energy/axe
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name = "energy axe"
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desc = "An energised battle axe."
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desc = "An energized battle axe."
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icon_state = "axe0"
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force = 40
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force_on = 150
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@@ -41,6 +59,7 @@
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origin_tech = "combat=4;magnets=3"
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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attack_verb_on = list()
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light_color = "#40ceff"
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/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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@@ -61,18 +80,17 @@
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armour_penetration = 35
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origin_tech = "combat=3;magnets=4;syndicate=4"
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block_chance = 50
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possible_colors = list("red", "blue", "green", "purple")
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var/hacked = 0
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/obj/item/weapon/melee/energy/sword/New()
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if(item_color == null)
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item_color = pick("red", "blue", "green", "purple")
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/obj/item/weapon/melee/energy/sword/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/weapon/melee/energy/sword/process()
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if(active)
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if(hacked)
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light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
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open_flame()
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else
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STOP_PROCESSING(SSobj, src)
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@@ -84,7 +102,7 @@
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/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
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if(user.disabilities & CLUMSY && prob(50))
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user << "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>"
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to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
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user.take_bodypart_damage(5,5)
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active = !active
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if (active)
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@@ -100,8 +118,9 @@
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icon_state = "sword[item_color]"
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w_class = w_class_on
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playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
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user << "<span class='notice'>[src] is now active.</span>"
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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START_PROCESSING(SSobj, src)
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set_light(brightness_on)
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else
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force = initial(force)
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throwforce = initial(throwforce)
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@@ -112,8 +131,9 @@
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icon_state = initial(icon_state)
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w_class = initial(w_class)
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playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
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user << "<span class='notice'>[src] can now be concealed.</span>"
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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STOP_PROCESSING(SSobj, src)
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set_light(0)
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add_fingerprint(user)
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/obj/item/weapon/melee/energy/is_hot()
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@@ -141,7 +161,7 @@
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var/obj/item/weapon/stock_parts/cell/C = R.cell
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if(active && !(C.use(hitcost)))
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attack_self(R)
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R << "<span class='notice'>It's out of charge!</span>"
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to_chat(R, "<span class='notice'>It's out of charge!</span>")
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return
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..()
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return
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@@ -160,6 +180,8 @@
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item_color = null
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w_class = WEIGHT_CLASS_NORMAL
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sharpness = IS_SHARP
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light_color = "#40ceff"
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possible_colors = null
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/obj/item/weapon/melee/energy/sword/cyborg/saw/New()
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..()
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@@ -172,22 +194,21 @@
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/obj/item/weapon/melee/energy/sword/saber
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/obj/item/weapon/melee/energy/sword/saber/blue
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item_color = "blue"
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possible_colors = list("blue")
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/obj/item/weapon/melee/energy/sword/saber/purple
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item_color = "purple"
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possible_colors = list("purple")
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/obj/item/weapon/melee/energy/sword/saber/green
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item_color = "green"
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possible_colors = list("green")
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/obj/item/weapon/melee/energy/sword/saber/red
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item_color = "red"
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possible_colors = list("red")
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/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
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if(istype(W, /obj/item/weapon/melee/energy/sword/saber))
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user << "<span class='notice'>You attach the ends of the two \
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energy swords, making a single double-bladed weapon! \
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You're cool.</span>"
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to_chat(user, "<span class='notice'>You attach the ends of the two energy swords, making a single double-bladed weapon! You're cool.</span>")
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var/obj/item/weapon/melee/energy/sword/saber/other_esword = W
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var/obj/item/weapon/twohanded/dualsaber/newSaber = new(user.loc)
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if(hacked || other_esword.hacked)
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@@ -200,13 +221,13 @@
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if(hacked == 0)
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hacked = 1
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item_color = "rainbow"
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user << "<span class='warning'>RNBW_ENGAGE</span>"
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to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
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if(active)
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icon_state = "swordrainbow"
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user.update_inv_hands()
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else
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user << "<span class='warning'>It's already fabulous!</span>"
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to_chat(user, "<span class='warning'>It's already fabulous!</span>")
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else
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return ..()
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@@ -215,6 +236,7 @@
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desc = "Arrrr matey."
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icon_state = "cutlass0"
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icon_state_on = "cutlass1"
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light_color = "#ff0000"
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/obj/item/weapon/melee/energy/sword/pirate/New()
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return
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@@ -34,7 +34,7 @@
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icon = 'icons/obj/weapons.dmi'
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icon_state = "arm_blade"
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item_state = "arm_blade"
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origin_tech = "combat=5,biotech=5"
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origin_tech = "combat=5;biotech=5"
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w_class = WEIGHT_CLASS_HUGE
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force = 20
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throwforce = 10
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@@ -83,7 +83,7 @@
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add_fingerprint(user)
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if((CLUMSY in user.disabilities) && prob(50))
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user << "<span class ='danger'>You club yourself over the head.</span>"
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to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
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user.Weaken(3 * force)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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@@ -154,14 +154,14 @@
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/obj/item/weapon/melee/classic_baton/telescopic/attack_self(mob/user)
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on = !on
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if(on)
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user << "<span class ='warning'>You extend the baton.</span>"
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to_chat(user, "<span class ='warning'>You extend the baton.</span>")
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
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force = 10 //stunbaton damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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user << "<span class ='notice'>You collapse the baton.</span>"
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to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
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icon_state = "telebaton_0"
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item_state = null //no sprite for concealment even when in hand
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slot_flags = SLOT_BELT
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