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)