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Kinesis Module (#64151)
fixes #64029 (Springlock MOD module kills you even when you have Memento Mori necklace) fixes #64136 (modsuits cant run out of charge) fixes #64158 (trying to install a battery into a modsuit with free storage space places the battery into storage) fixes #64186 (ModSuits : taking out cell doesn't give it back) fixes #64161 (Modsuit cores disappear in construction) makes mod jetpacks show particles indoors gives the prototype suit back their upgraded cell (they literally lose 1% of power per 3 seconds with their current one) Fully reworks the kinesis module to not be TK but lamer, it is now a gravitational anomaly locked module. Unique stuff that can be used in fun scenarios
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@@ -93,7 +93,7 @@
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var/obj/item/stock_parts/cell/charge_source = charge_source()
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if(!charge_source)
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return FALSE
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return charge_source.use(amount)
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return charge_source.use(amount, TRUE)
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/obj/item/mod/core/standard/update_charge_alert()
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var/obj/item/stock_parts/cell/charge_source = charge_source()
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@@ -158,9 +158,9 @@
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return
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mod.balloon_alert(user, "cell removed")
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playsound(mod, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
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uninstall_cell()
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cell.forceMove(drop_location())
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user.put_in_hands(cell)
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var/obj/item/cell_to_move = cell
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cell_to_move.forceMove(drop_location())
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user.put_in_hands(cell_to_move)
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mod.update_charge_alert()
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/obj/item/mod/core/standard/proc/on_attackby(datum/source, obj/item/attacking_item, mob/user)
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