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glow/emissive for held items, even if the actor has no glow/emissive sprites
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@@ -14,6 +14,8 @@ class ItemFurnaceAndAnvil(originalID: ItemID) : FixtureItemBase(originalID, "net
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override val materialId = ""
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override val itemImage: TextureRegion
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get() = getItemImageFromSingleImage("basegame", "sprites/fixtures/metalworking_furnace_and_anvil.tga")
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override val itemImageEmissive: TextureRegion
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get() = getItemImageFromSingleImage("basegame", "sprites/fixtures/metalworking_furnace_and_anvil_emsv.tga")
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override var baseToolSize: Double? = baseMass
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override var originalName = "ITEM_FURNACE_AND_ANVIL"
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