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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
406 lines
13 KiB
Plaintext
406 lines
13 KiB
Plaintext
/// How many seconds between each fuel depletion tick ("use" proc)
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#define WELDER_FUEL_BURN_INTERVAL 5
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/obj/item/weldingtool
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name = "welding tool"
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desc = "A standard edition welder provided by Nanotrasen."
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icon = 'icons/obj/tools.dmi'
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icon_state = "welder"
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inhand_icon_state = "welder"
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worn_icon_state = "welder"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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force = 3
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throwforce = 5
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hitsound = SFX_SWING_HIT
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usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
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drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
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pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
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light_system = OVERLAY_LIGHT
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light_range = 2
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light_power = 1.5
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light_color = LIGHT_COLOR_FIRE
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light_on = FALSE
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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armor_type = /datum/armor/item_weldingtool
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resistance_flags = FIRE_PROOF
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heat = 3800
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tool_behaviour = TOOL_WELDER
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toolspeed = 1
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wound_bonus = 10
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bare_wound_bonus = 15
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.3)
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/// Whether the welding tool is on or off.
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var/welding = FALSE
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/// Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/status = TRUE
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/// The max amount of fuel the welder can hold
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var/max_fuel = 20
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/// Does the welder start with fuel.
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var/starting_fuel = TRUE
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/// Whether or not we're changing the icon based on fuel left.
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var/change_icons = TRUE
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/// Used in process(), dictates whether or not we're calling STOP_PROCESSING whilst we're not welding.
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var/can_off_process = FALSE
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/// When fuel was last removed.
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var/burned_fuel_for = 0
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var/activation_sound = 'sound/items/welderactivate.ogg'
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var/deactivation_sound = 'sound/items/welderdeactivate.ogg'
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/datum/armor/item_weldingtool
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fire = 100
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acid = 30
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/obj/item/weldingtool/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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AddElement(/datum/element/tool_flash, light_range)
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AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
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create_reagents(max_fuel)
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if(starting_fuel)
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reagents.add_reagent(/datum/reagent/fuel, max_fuel)
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update_appearance()
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/obj/item/weldingtool/update_icon_state()
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if(welding)
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inhand_icon_state = "[initial(inhand_icon_state)]1"
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else
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inhand_icon_state = "[initial(inhand_icon_state)]"
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return ..()
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/obj/item/weldingtool/update_overlays()
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. = ..()
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if(change_icons)
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var/ratio = get_fuel() / max_fuel
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ratio = CEILING(ratio*4, 1) * 25
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. += "[initial(icon_state)][ratio]"
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if(welding)
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. += "[initial(icon_state)]-on"
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/obj/item/weldingtool/process(seconds_per_tick)
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if(welding)
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force = 15
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damtype = BURN
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burned_fuel_for += seconds_per_tick
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if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
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use(TRUE)
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update_appearance()
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//Welders left on now use up fuel, but lets not have them run out quite that fast
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else
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force = 3
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damtype = BRUTE
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update_appearance()
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if(!can_off_process)
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STOP_PROCESSING(SSobj, src)
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return
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//This is to start fires. process() is only called if the welder is on.
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open_flame()
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/obj/item/weldingtool/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!"))
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return FIRELOSS
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/obj/item/weldingtool/screwdriver_act(mob/living/user, obj/item/tool)
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flamethrower_screwdriver(tool, user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/weldingtool/attackby(obj/item/tool, mob/user, params)
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if(istype(tool, /obj/item/stack/rods))
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flamethrower_rods(tool, user)
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else
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. = ..()
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update_appearance()
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/obj/item/weldingtool/proc/explode()
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var/plasmaAmount = reagents.get_reagent_amount(/datum/reagent/toxin/plasma)
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dyn_explosion(src, plasmaAmount/5, explosion_cause = src) // 20 plasma in a standard welder has a 4 power explosion. no breaches, but enough to kill/dismember holder
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qdel(src)
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/obj/item/weldingtool/use_tool(atom/target, mob/living/user, delay, amount, volume, datum/callback/extra_checks)
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var/mutable_appearance/sparks = mutable_appearance('icons/effects/welding_effect.dmi', "welding_sparks", GASFIRE_LAYER, src, ABOVE_LIGHTING_PLANE)
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target.add_overlay(sparks)
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LAZYADD(update_overlays_on_z, sparks)
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. = ..()
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LAZYREMOVE(update_overlays_on_z, sparks)
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target.cut_overlay(sparks)
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/obj/item/weldingtool/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!status && interacting_with.is_refillable())
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reagents.trans_to(interacting_with, reagents.total_volume, transferred_by = user)
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to_chat(user, span_notice("You empty [src]'s fuel tank into [interacting_with]."))
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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if(!ishuman(interacting_with))
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return NONE
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if(user.combat_mode)
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return NONE
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var/mob/living/carbon/human/attacked_humanoid = interacting_with
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var/obj/item/bodypart/affecting = attacked_humanoid.get_bodypart(check_zone(user.zone_selected))
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if(isnull(affecting) || !IS_ROBOTIC_LIMB(affecting))
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return NONE
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var/use_delay = 0
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if(user == attacked_humanoid)
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user.visible_message(span_notice("[user] starts to fix some of the dents on [attacked_humanoid]'s [affecting.name]."),
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span_notice("You start fixing some of the dents on [attacked_humanoid == user ? "your" : "[attacked_humanoid]'s"] [affecting.name]."))
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use_delay = 5 SECONDS
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if(!use_tool(attacked_humanoid, user, use_delay, volume=50, amount=1))
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return ITEM_INTERACT_BLOCKING
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item_heal_robotic(attacked_humanoid, user, 15, 0)
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return ITEM_INTERACT_SUCCESS
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/obj/item/weldingtool/afterattack(atom/target, mob/user, click_parameters)
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if(!isOn())
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return
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use(1)
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var/turf/location = get_turf(user)
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location.hotspot_expose(700, 50, 1)
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if(QDELETED(target) || !isliving(target)) // can't ignite something that doesn't exist
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return
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var/mob/living/attacked_mob = target
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if(attacked_mob.ignite_mob())
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message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(attacked_mob)] on fire with [src] at [AREACOORD(user)]")
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user.log_message("set [key_name(attacked_mob)] on fire with [src].", LOG_ATTACK)
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/obj/item/weldingtool/attack_self(mob/user)
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if(src.reagents.has_reagent(/datum/reagent/toxin/plasma))
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message_admins("[ADMIN_LOOKUPFLW(user)] activated a rigged welder at [AREACOORD(user)].")
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user.log_message("activated a rigged welder", LOG_VICTIM)
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explode()
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switched_on(user)
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update_appearance()
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/// Returns the amount of fuel in the welder
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/obj/item/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount(/datum/reagent/fuel)
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/// Uses fuel from the welding tool.
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/obj/item/weldingtool/use(used = 0)
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if(!isOn() || !check_fuel())
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return FALSE
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if(used > 0)
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burned_fuel_for = 0
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if(get_fuel() >= used)
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reagents.remove_reagent(/datum/reagent/fuel, used)
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check_fuel()
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return TRUE
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else
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return FALSE
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/// Toggles the welding value.
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/obj/item/weldingtool/proc/set_welding(new_value)
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if(welding == new_value)
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return
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. = welding
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welding = new_value
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set_light_on(welding)
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/// Turns off the welder if there is no more fuel (does this really need to be its own proc?)
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/obj/item/weldingtool/proc/check_fuel(mob/user)
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if(get_fuel() <= 0 && welding)
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set_light_on(FALSE)
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switched_on(user)
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update_appearance()
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return FALSE
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return TRUE
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// /Switches the welder on
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/obj/item/weldingtool/proc/switched_on(mob/user)
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if(!status)
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to_chat(user, span_warning("[src] can't be turned on while unsecured!"))
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return
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set_welding(!welding)
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if(welding)
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if(get_fuel() >= 1)
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playsound(loc, activation_sound, 50, TRUE)
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force = 15
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damtype = BURN
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hitsound = 'sound/items/welder.ogg'
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update_appearance()
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START_PROCESSING(SSobj, src)
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else
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balloon_alert(user, "no fuel!")
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switched_off(user)
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else
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playsound(loc, deactivation_sound, 50, TRUE)
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switched_off(user)
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/// Switches the welder off
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/obj/item/weldingtool/proc/switched_off(mob/user)
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set_welding(FALSE)
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force = 3
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damtype = BRUTE
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hitsound = SFX_SWING_HIT
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update_appearance()
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/obj/item/weldingtool/examine(mob/user)
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. = ..()
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. += "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
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/obj/item/weldingtool/get_temperature()
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return welding * heat
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/// Returns whether or not the welding tool is currently on.
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/obj/item/weldingtool/proc/isOn()
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return welding
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/// If welding tool ran out of fuel during a construction task, construction fails.
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/obj/item/weldingtool/tool_use_check(mob/living/user, amount)
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if(!isOn() || !check_fuel())
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to_chat(user, span_warning("[src] has to be on to complete this task!"))
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return FALSE
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if(get_fuel() >= amount)
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return TRUE
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else
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to_chat(user, span_warning("You need more welding fuel to complete this task!"))
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return FALSE
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/// Ran when the welder is attacked by a screwdriver.
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/obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/tool, mob/user)
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if(welding)
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to_chat(user, span_warning("Turn it off first!"))
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return
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status = !status
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if(status)
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to_chat(user, span_notice("You resecure [src] and close the fuel tank."))
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reagents.flags &= ~(OPENCONTAINER)
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else
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to_chat(user, span_notice("[src] can now be attached, modified, and refuelled."))
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reagents.flags |= OPENCONTAINER
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add_fingerprint(user)
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/// First step of building a flamethrower (when a welder is attacked by rods)
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/obj/item/weldingtool/proc/flamethrower_rods(obj/item/tool, mob/user)
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if(!status)
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var/obj/item/stack/rods/used_rods = tool
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if (used_rods.use(1))
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var/obj/item/flamethrower/flamethrower_frame = new /obj/item/flamethrower(user.loc)
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if(!remove_item_from_storage(flamethrower_frame, user))
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user.transferItemToLoc(src, flamethrower_frame, TRUE)
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flamethrower_frame.weldtool = src
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add_fingerprint(user)
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to_chat(user, span_notice("You add a rod to a welder, starting to build a flamethrower."))
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user.put_in_hands(flamethrower_frame)
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else
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to_chat(user, span_warning("You need one rod to start building a flamethrower!"))
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/obj/item/weldingtool/ignition_effect(atom/ignitable_atom, mob/user)
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if(use_tool(ignitable_atom, user, 0))
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return span_notice("[user] casually lights [ignitable_atom] with [src], what a badass.")
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else
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return ""
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/obj/item/weldingtool/empty
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starting_fuel = FALSE
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/obj/item/weldingtool/largetank
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name = "industrial welding tool"
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desc = "A slightly larger welder with a larger tank."
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icon_state = "indwelder"
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max_fuel = 40
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
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/obj/item/weldingtool/largetank/flamethrower_screwdriver()
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return
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/obj/item/weldingtool/largetank/empty
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starting_fuel = FALSE
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/obj/item/weldingtool/largetank/cyborg
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name = "integrated welding tool"
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desc = "An advanced welder designed to be used in robotic systems. Custom framework doubles the speed of welding."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "indwelder_cyborg"
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toolspeed = 0.5
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/obj/item/weldingtool/largetank/cyborg/cyborg_unequip(mob/user)
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if(!isOn())
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return
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switched_on(user)
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/obj/item/weldingtool/mini
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name = "emergency welding tool"
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desc = "A miniature welder used during emergencies."
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icon_state = "miniwelder"
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max_fuel = 10
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1)
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change_icons = FALSE
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/obj/item/weldingtool/mini/flamethrower_screwdriver()
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return
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/obj/item/weldingtool/mini/empty
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starting_fuel = FALSE
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/obj/item/weldingtool/abductor
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name = "alien welding tool"
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desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
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icon = 'icons/obj/antags/abductor.dmi'
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icon_state = "welder"
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toolspeed = 0.1
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custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT)
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light_system = NO_LIGHT_SUPPORT
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light_range = 0
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change_icons = FALSE
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/obj/item/weldingtool/abductor/process()
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if(get_fuel() <= max_fuel)
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reagents.add_reagent(/datum/reagent/fuel, 1)
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..()
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/obj/item/weldingtool/hugetank
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name = "upgraded industrial welding tool"
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desc = "An upgraded welder based of the industrial welder."
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icon_state = "upindwelder"
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inhand_icon_state = "upindwelder"
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max_fuel = 80
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*1.2)
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/obj/item/weldingtool/experimental
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name = "experimental welding tool"
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desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
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icon_state = "exwelder"
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inhand_icon_state = "exwelder"
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max_fuel = 40
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custom_materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT*1.5, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2)
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change_icons = FALSE
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can_off_process = TRUE
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light_range = 1
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.5
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var/last_gen = 0
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var/nextrefueltick = 0
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/obj/item/weldingtool/experimental/process()
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..()
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if(get_fuel() < max_fuel && nextrefueltick < world.time)
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nextrefueltick = world.time + 10
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reagents.add_reagent(/datum/reagent/fuel, 1)
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#undef WELDER_FUEL_BURN_INTERVAL
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