diff --git a/code/game/machinery/recharger.dm b/code/game/machinery/recharger.dm
index 0a3f9b55cc8..54565319872 100644
--- a/code/game/machinery/recharger.dm
+++ b/code/game/machinery/recharger.dm
@@ -1,6 +1,4 @@
-//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
-
-obj/machinery/recharger
+/obj/machinery/recharger
name = "recharger"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "recharger0"
@@ -10,20 +8,18 @@ obj/machinery/recharger
active_power_usage = 250
var/obj/item/weapon/charging = null
-obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
+
+/obj/machinery/recharger/attackby(obj/item/weapon/G, mob/user)
if(istype(user,/mob/living/silicon))
return
if(istype(G, /obj/item/weapon/gun/energy) || istype(G, /obj/item/weapon/melee/baton))
if(charging)
return
- // Checks to make sure he's not in space doing it, and that the area got proper power.
+ //Checks to make sure he's not in space doing it, and that the area got proper power.
var/area/a = get_area(src)
- if(!isarea(a))
- user << "\red The [name] blinks red as you try to insert the item!"
- return
- if(a.power_equip == 0)
- user << "\red The [name] blinks red as you try to insert the item!"
+ if(!isarea(a) || a.power_equip == 0)
+ user << "[src] blinks red as you try to insert [G]."
return
if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
@@ -38,26 +34,30 @@ obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
update_icon()
else if(istype(G, /obj/item/weapon/wrench))
if(charging)
- user << "\red Remove the weapon first!"
+ user << "Remove the charging item first!"
return
anchored = !anchored
- user << "You [anchored ? "attached" : "detached"] the recharger."
+ user << "You [anchored ? "attached" : "detached"] [src]."
playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
-obj/machinery/recharger/attack_hand(mob/user as mob)
+
+/obj/machinery/recharger/attack_hand(mob/user)
add_fingerprint(user)
if(charging)
charging.update_icon()
charging.loc = loc
+ user.put_in_hands(charging)
charging = null
use_power = 1
update_icon()
-obj/machinery/recharger/attack_paw(mob/user as mob)
+
+/obj/machinery/recharger/attack_paw(mob/user)
return attack_hand(user)
-obj/machinery/recharger/process()
+
+/obj/machinery/recharger/process()
if(stat & (NOPOWER|BROKEN) || !anchored)
return
@@ -80,7 +80,8 @@ obj/machinery/recharger/process()
else
icon_state = "recharger2"
-obj/machinery/recharger/emp_act(severity)
+
+/obj/machinery/recharger/emp_act(severity)
if(stat & (NOPOWER|BROKEN) || !anchored)
..(severity)
return
@@ -95,7 +96,8 @@ obj/machinery/recharger/emp_act(severity)
B.charges = 0
..(severity)
-obj/machinery/recharger/update_icon() //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
+
+/obj/machinery/recharger/update_icon() //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
if(charging)
icon_state = "recharger1"
else
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 61a234c4d1c..728ad546191 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -37,8 +37,8 @@
afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)//TODO: go over this
- if(flag) return //we're placing gun on a table or in backpack
- if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
+ if(flag) //we're placing gun on a table or in backpack
+ return
//Exclude lasertag guns from the CLUMSY check.
if(clumsy_check)