mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-04 03:33:38 +01:00
f6dc33a465
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
220 lines
6.2 KiB
Plaintext
220 lines
6.2 KiB
Plaintext
/obj/screen/movable/spell_master
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name = "Spells"
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icon = 'icons/mob/screen_spells.dmi'
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icon_state = "wiz_spell_ready"
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var/list/obj/screen/spell/spell_objects = list()
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var/showing = 0
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var/open_state = "master_open"
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var/closed_state = "master_closed"
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screen_loc = ui_spell_master
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var/mob/spell_holder
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/obj/screen/movable/spell_master/Destroy()
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. = ..()
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for(var/obj/screen/spell/spells in spell_objects)
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spells.spellmaster = null
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spell_objects.Cut()
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if(spell_holder)
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spell_holder.spell_masters -= src
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if(spell_holder.client && spell_holder.client.screen)
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spell_holder.client.screen -= src
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spell_holder = null
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/obj/screen/movable/spell_master/resetVariables(var/list/exclude = list())
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exclude += "spell_objects"
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..(exclude)
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/obj/screen/movable/spell_master/MouseDrop()
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if(showing)
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return
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return ..()
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/obj/screen/movable/spell_master/Click()
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if(!spell_objects.len)
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qdel(src)
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return
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toggle_open()
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/obj/screen/movable/spell_master/proc/toggle_open(var/forced_state = 0)
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if(showing && (forced_state != 2))
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for(var/obj/screen/spell/O in spell_objects)
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if(spell_holder && spell_holder.client)
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spell_holder.client.screen -= O
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O.handle_icon_updates = 0
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showing = 0
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overlays.len = 0
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overlays.Add(closed_state)
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else if(forced_state != 1)
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open_spellmaster()
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update_spells(1)
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showing = 1
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overlays.len = 0
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overlays.Add(open_state)
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/obj/screen/movable/spell_master/proc/open_spellmaster()
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var/list/screen_loc_xy = text2list(screen_loc,",")
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//Create list of X offsets
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var/list/screen_loc_X = text2list(screen_loc_xy[1],":")
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var/x_position = decode_screen_X(screen_loc_X[1])
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var/x_pix = screen_loc_X[2]
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//Create list of Y offsets
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var/list/screen_loc_Y = text2list(screen_loc_xy[2],":")
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var/y_position = decode_screen_Y(screen_loc_Y[1])
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var/y_pix = screen_loc_Y[2]
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for(var/i = 1; i <= spell_objects.len; i++)
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var/obj/screen/spell/S = spell_objects[i]
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var/xpos = x_position + (x_position < 8 ? 1 : -1)*(i%7)
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var/ypos = y_position + (y_position < 8 ? round(i/7) : -round(i/7))
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S.screen_loc = "[encode_screen_X(xpos)]:[x_pix],[encode_screen_Y(ypos)]:[y_pix]"
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if(spell_holder && spell_holder.client)
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spell_holder.client.screen += S
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S.handle_icon_updates = 1
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/obj/screen/movable/spell_master/proc/add_spell(var/spell/spell)
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if(!spell) return
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if(spell.connected_button) //we have one already, for some reason
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if(spell.connected_button in spell_objects)
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return
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else
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spell_objects.Add(spell.connected_button)
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if(spell_holder.client)
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toggle_open(2)
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return
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if(spell.spell_flags & NO_BUTTON) //no button to add if we don't get one
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return
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var/obj/screen/spell/newscreen = new /obj/screen/spell
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newscreen.spellmaster = src
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newscreen.spell = spell
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spell.connected_button = newscreen
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if(!spell.override_base) //if it's not set, we do basic checks
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if(spell.spell_flags & CONSTRUCT_CHECK)
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newscreen.spell_base = "const" //construct spells
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else
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newscreen.spell_base = "wiz" //wizard spells
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else
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newscreen.spell_base = spell.override_base
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newscreen.name = spell.name
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newscreen.update_charge(1)
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spell_objects.Add(newscreen)
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if(spell_holder.client)
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toggle_open(2) //forces the icons to refresh on screen
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/obj/screen/movable/spell_master/proc/remove_spell(var/spell/spell)
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qdel(spell.connected_button)
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spell.connected_button = null
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if(spell_objects.len)
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toggle_open(showing + 1)
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else
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qdel(src)
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/obj/screen/movable/spell_master/proc/silence_spells(var/amount)
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for(var/obj/screen/spell/spell in spell_objects)
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spell.spell.silenced = amount
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spell.spell.process()
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spell.update_charge(1)
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/obj/screen/movable/spell_master/proc/update_spells(forced = 0, mob/user)
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if(user && user.client)
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if(!(src in user.client.screen))
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user.client.screen += src
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for(var/obj/screen/spell/spell in spell_objects)
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spell.update_charge(forced)
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/obj/screen/movable/spell_master/genetic
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name = "Mutant Powers"
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icon_state = "genetic_spell_ready"
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open_state = "genetics_open"
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closed_state = "genetics_closed"
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screen_loc = ui_genetic_master
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//////////////ACTUAL SPELLS//////////////
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//This is what you click to cast things//
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/////////////////////////////////////////
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/obj/screen/spell
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icon = 'icons/mob/screen_spells.dmi'
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icon_state = "wiz_spell_base"
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var/spell_base = "wiz"
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var/last_charge = 0 //not a time, but the last remembered charge value
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var/spell/spell = null
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var/handle_icon_updates = 0
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var/obj/screen/movable/spell_master/spellmaster
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var/icon/last_charged_icon
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/obj/screen/spell/Destroy()
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. = ..()
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spell = null
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last_charged_icon = null
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if(spellmaster)
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spellmaster.spell_objects -= src
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if(spellmaster.spell_holder && spellmaster.spell_holder.client)
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spellmaster.spell_holder.client.screen -= src
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if(spellmaster && !spellmaster.spell_objects.len)
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qdel(spellmaster)
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spellmaster = null
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/obj/screen/spell/proc/update_charge(var/forced_update = 0)
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if(!spell)
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qdel(src)
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return
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if((last_charge == spell.charge_counter || !handle_icon_updates) && !forced_update)
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return //nothing to see here
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overlays -= spell.hud_state
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if(spell.charge_type == Sp_RECHARGE || spell.charge_type == Sp_CHARGES)
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if(spell.charge_counter < spell.charge_max)
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icon_state = "[spell_base]_spell_base"
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if(spell.charge_counter > 0)
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var/icon/partial_charge = icon(src.icon, "[spell_base]_spell_ready")
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partial_charge.Crop(1, 1, partial_charge.Width(), round(partial_charge.Height() * spell.charge_counter / spell.charge_max))
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overlays += partial_charge
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if(last_charged_icon)
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overlays -= last_charged_icon
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last_charged_icon = partial_charge
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else if(last_charged_icon)
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overlays -= last_charged_icon
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last_charged_icon = null
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else
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icon_state = "[spell_base]_spell_ready"
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if(last_charged_icon)
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overlays -= last_charged_icon
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else
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icon_state = "[spell_base]_spell_ready"
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overlays += spell.hud_state
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last_charge = spell.charge_counter
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overlays -= "silence"
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if(spell.silenced)
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overlays += "silence"
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/obj/screen/spell/Click()
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if(!usr || !spell)
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qdel(src)
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return
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spell.perform(usr)
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update_charge(1)
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