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## About The Pull Request Replaces the Particle Acceleration Rifle, or the Beam Marksman Rifle, with the Event Horizon Anti-Existential Beam Rifle. In short, it shoots black holes. It takes five cores to make. It pretty much kills everything you point it at and their immediate bystanders as well. You can do this from the relative safety of a whole four screens away thanks to it having a scope. There can only ever be one vortex anomaly made in the round. The recipe, however, always requires the maximum number of cores that can be made in a round. If the number goes up for some reason (maybe someone wants to add more vortex items), so does the total number of cores needed to make an AEBR. ## Why It's Good For The Game Firstly; the beam rifle? Awful. Jank code. Bad performance. Ancient balancing considerations. Just too strong to bring out regularly against specifically blobs, but completely fucking useless against anyone else. So I'm hitting all these problems at once. I reduced a 600 line file to less than 60. I've removed all that bad code. I've also made it specifically unable to combat blobs at all because singularities send blobs off to safety. Secondly; this is maybe the first example of 'more cores = bigger power'. The rifle was already utterly trash to have around, and I just didn't think the way it worked currently could really excite anyone enough to go on a big ol' quest to get it. Solution? You will cause a shuttle call if you get this weapon. ## Changelog 🆑 add: Replaces the Particle Acceleration Rifle with the Event Horizon anti-existential beam rifle. It shoots black holes. You can make this in-game. That's right, YOU! balance: Only one vortex anomaly can be made in a round. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
529 lines
17 KiB
Plaintext
529 lines
17 KiB
Plaintext
#define CELL_DRAIN_TIME 35
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#define CELL_POWER_GAIN (0.06 * STANDARD_CELL_CHARGE)
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#define CELL_POWER_DRAIN (0.75 * STANDARD_CELL_CHARGE)
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/**
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* # Power cell
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*
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* Batteries.
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*/
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/obj/item/stock_parts/cell
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name = "power cell"
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desc = "A rechargeable electrochemical power cell."
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icon = 'icons/obj/machines/cell_charger.dmi'
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icon_state = "cell"
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inhand_icon_state = "cell"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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force = 5
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throwforce = 5
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
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grind_results = list(/datum/reagent/lithium = 15, /datum/reagent/iron = 5, /datum/reagent/silicon = 5)
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///Current charge in cell units
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var/charge = 0
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///Maximum charge in cell units
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var/maxcharge = STANDARD_CELL_CHARGE
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///If the cell has been booby-trapped by injecting it with plasma. Chance on use() to explode.
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var/rigged = FALSE
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///If the power cell was damaged by an explosion, chance for it to become corrupted and function the same as rigged.
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var/corrupted = FALSE
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///How much power is given per second in a recharger.
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var/chargerate = STANDARD_CELL_RATE * 0.05
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///If true, the cell will state it's maximum charge in it's description
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var/ratingdesc = TRUE
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///If it's a grown that acts as a battery, add a wire overlay to it.
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var/grown_battery = FALSE
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///What charge lige sprite to use, null if no light
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var/charge_light_type = "standard"
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///What connector sprite to use when in a cell charger, null if no connectors
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var/connector_type = "standard"
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///Does the cell start without any charge?
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var/empty = FALSE
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/obj/item/stock_parts/cell/get_cell()
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return src
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/obj/item/stock_parts/cell/Initialize(mapload, override_maxcharge)
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. = ..()
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create_reagents(5, INJECTABLE | DRAINABLE)
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if (override_maxcharge)
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maxcharge = override_maxcharge
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rating = max(round(maxcharge / (STANDARD_CELL_CHARGE * 10), 1), 1)
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if(!charge)
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charge = maxcharge
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if(empty)
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charge = 0
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if(ratingdesc)
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desc += " This one has a rating of [display_energy(maxcharge)][prob(10) ? ", and you should not swallow it" : ""]." //joke works better if it's not on every cell
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update_appearance()
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RegisterSignal(src, COMSIG_ITEM_MAGICALLY_CHARGED, PROC_REF(on_magic_charge))
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var/static/list/loc_connections = list(
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COMSIG_ITEM_MAGICALLY_CHARGED = PROC_REF(on_magic_charge),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/**
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* Signal proc for [COMSIG_ITEM_MAGICALLY_CHARGED]
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*
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* If we, or the item we're located in, is subject to the charge spell, gain some charge back
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*/
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/obj/item/stock_parts/cell/proc/on_magic_charge(datum/source, datum/action/cooldown/spell/charge/spell, mob/living/caster)
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SIGNAL_HANDLER
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// This shouldn't be running if we're not being held by a mob,
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// or if we're not within an object being held by a mob, but just in case...
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if(!ismovable(loc))
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return
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. = COMPONENT_ITEM_CHARGED
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if(prob(80))
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maxcharge -= STANDARD_CELL_CHARGE * 0.2
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if(maxcharge <= 1) // Div by 0 protection
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maxcharge = 1
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. |= COMPONENT_ITEM_BURNT_OUT
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charge = maxcharge
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update_appearance()
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// Guns need to process their chamber when we've been charged
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if(isgun(loc))
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var/obj/item/gun/gun_loc = loc
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gun_loc.process_chamber()
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// The thing we're in might have overlays or icon states for whether the cell is charged
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if(!ismob(loc))
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loc.update_appearance()
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return .
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/obj/item/stock_parts/cell/create_reagents(max_vol, flags)
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. = ..()
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RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change))
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RegisterSignal(reagents, COMSIG_QDELETING, PROC_REF(on_reagents_del))
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/// Handles properly detaching signal hooks.
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/obj/item/stock_parts/cell/proc/on_reagents_del(datum/reagents/reagents)
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SIGNAL_HANDLER
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UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_QDELETING))
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return NONE
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/obj/item/stock_parts/cell/update_overlays()
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. = ..()
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if(grown_battery)
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. += mutable_appearance('icons/obj/machines/cell_charger.dmi', "grown_wires")
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if((charge < 0.01) || !charge_light_type)
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return
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. += mutable_appearance('icons/obj/machines/cell_charger.dmi', "cell-[charge_light_type]-o[(percent() >= 99.5) ? 2 : 1]")
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/obj/item/stock_parts/cell/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, charge))
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charge = clamp(vval, 0, maxcharge)
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return TRUE
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if(vname == NAMEOF(src, maxcharge))
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if(charge > vval)
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charge = vval
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if(vname == NAMEOF(src, corrupted) && vval && !corrupted)
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corrupt(TRUE)
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return TRUE
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return ..()
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/**
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* Returns the percentage of the cell's charge.
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*/
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/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
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return 100 * charge / maxcharge
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/**
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* Returns the maximum charge of the cell.
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*/
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/obj/item/stock_parts/cell/proc/max_charge()
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return maxcharge
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/**
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* Returns the current charge of the cell.
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*/
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/obj/item/stock_parts/cell/proc/charge()
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return charge
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/**
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* Returns the amount of charge used on the cell.
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*/
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/obj/item/stock_parts/cell/proc/used_charge()
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return maxcharge - charge
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/// Use power from the cell.
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/// Args:
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/// - used: Amount of power in joules to use.
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/// - force: If true, uses the remaining power from the cell if there isn't enough power to supply the demand.
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/// Returns: The power used from the cell in joules.
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/obj/item/stock_parts/cell/use(used, force = FALSE)
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var/power_used = min(used, charge)
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if(rigged && power_used > 0)
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explode()
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return 0 // The cell decided to explode so we won't be able to use it.
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if(!force && charge < used)
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return 0
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charge -= power_used
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if(!istype(loc, /obj/machinery/power/apc))
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SSblackbox.record_feedback("tally", "cell_used", 1, type)
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return power_used
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/// Recharge the cell.
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/// Args:
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/// - amount: The amount of energy to give to the cell in joules.
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/// Returns: The power given to the cell in joules.
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/obj/item/stock_parts/cell/proc/give(amount)
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var/power_used = min(maxcharge-charge,amount)
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charge += power_used
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if(rigged && amount > 0)
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explode()
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return power_used
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/**
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* Changes the charge of the cell.
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* Args:
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* - amount: The energy to give to the cell (can be negative).
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* Returns: The energy that was given to the cell (can be negative).
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*/
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/obj/item/stock_parts/cell/proc/change(amount)
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var/energy_used = clamp(amount, -charge, maxcharge - charge)
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charge += energy_used
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if(rigged && energy_used)
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explode()
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return energy_used
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/obj/item/stock_parts/cell/examine(mob/user)
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. = ..()
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if(rigged)
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. += span_danger("This power cell seems to be faulty!")
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else
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. += "The charge meter reads [CEILING(percent(), 0.1)]%." //so it doesn't say 0% charge when the overlay indicates it still has charge
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/obj/item/stock_parts/cell/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return FIRELOSS
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/obj/item/stock_parts/cell/proc/on_reagent_change(datum/reagents/holder, ...)
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SIGNAL_HANDLER
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rigged = (corrupted || holder.has_reagent(/datum/reagent/toxin/plasma, 5)) ? TRUE : FALSE //has_reagent returns the reagent datum
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return NONE
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/obj/item/stock_parts/cell/proc/explode()
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if(!charge)
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return
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var/range_devastation = -1
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var/range_heavy = round(sqrt(charge / (3.6 * STANDARD_CELL_CHARGE)))
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var/range_light = round(sqrt(charge / (0.9 * STANDARD_CELL_CHARGE)))
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var/range_flash = range_light
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if(!range_light)
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rigged = FALSE
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corrupt()
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return
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message_admins("[ADMIN_LOOKUPFLW(usr)] has triggered a rigged/corrupted power cell explosion at [AREACOORD(loc)].")
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usr?.log_message("triggered a rigged/corrupted power cell explosion", LOG_GAME)
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usr?.log_message("triggered a rigged/corrupted power cell explosion", LOG_VICTIM, log_globally = FALSE)
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explosion(src, devastation_range = range_devastation, heavy_impact_range = range_heavy, light_impact_range = range_light, flash_range = range_flash)
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qdel(src)
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/obj/item/stock_parts/cell/proc/corrupt(force)
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charge /= 2
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maxcharge = max(maxcharge/2, chargerate)
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if (force || prob(10))
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rigged = TRUE //broken batterys are dangerous
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corrupted = TRUE
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/obj/item/stock_parts/cell/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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use(STANDARD_CELL_CHARGE / severity, force = TRUE)
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/obj/item/stock_parts/cell/ex_act(severity, target)
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. = ..()
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if(QDELETED(src))
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return FALSE
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switch(severity)
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if(EXPLODE_HEAVY)
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if(prob(50))
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corrupt()
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if(EXPLODE_LIGHT)
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if(prob(25))
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corrupt()
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return TRUE
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/obj/item/stock_parts/cell/attack_self(mob/user)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/internal/stomach/maybe_stomach = H.get_organ_slot(ORGAN_SLOT_STOMACH)
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if(istype(maybe_stomach, /obj/item/organ/internal/stomach/ethereal))
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var/charge_limit = ETHEREAL_CHARGE_DANGEROUS - CELL_POWER_GAIN
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var/obj/item/organ/internal/stomach/ethereal/stomach = maybe_stomach
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var/obj/item/stock_parts/cell/stomach_cell = stomach.cell
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if((stomach.drain_time > world.time) || !stomach)
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return
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if(charge < CELL_POWER_DRAIN)
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to_chat(H, span_warning("[src] doesn't have enough power!"))
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return
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if(stomach_cell.charge() > charge_limit)
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to_chat(H, span_warning("Your charge is full!"))
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return
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to_chat(H, span_notice("You begin clumsily channeling power from [src] into your body."))
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stomach.drain_time = world.time + CELL_DRAIN_TIME
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while(do_after(user, CELL_DRAIN_TIME, target = src))
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if((charge < CELL_POWER_DRAIN) || (stomach_cell.charge() > charge_limit))
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return
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if(istype(stomach))
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to_chat(H, span_notice("You receive some charge from [src], wasting some in the process."))
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stomach.adjust_charge(CELL_POWER_GAIN)
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charge -= CELL_POWER_DRAIN //you waste way more than you receive, so that ethereals cant just steal one cell and forget about hunger
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else
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to_chat(H, span_warning("You can't receive charge from [src]!"))
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return
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/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
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SSexplosions.high_mov_atom += src
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/obj/item/stock_parts/cell/proc/get_electrocute_damage()
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return ELECTROCUTE_DAMAGE(charge / max(0.001 * STANDARD_CELL_CHARGE, 1)) // Wouldn't want it to consider more energy than whatever is actually in the cell if for some strange reason someone set the STANDARD_CELL_CHARGE to below 1kJ.
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/obj/item/stock_parts/cell/get_part_rating()
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return maxcharge * 10 + charge
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/* Cell variants*/
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/obj/item/stock_parts/cell/empty
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empty = TRUE
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/obj/item/stock_parts/cell/crap
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name = "\improper Nanotrasen brand rechargeable AA battery"
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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icon_state = "aa_cell"
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maxcharge = STANDARD_CELL_CHARGE * 0.5
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4)
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/obj/item/stock_parts/cell/crap/Initialize(mapload)
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AddElement(/datum/element/update_icon_blocker)
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return ..()
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/obj/item/stock_parts/cell/crap/empty
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empty = TRUE
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/obj/item/stock_parts/cell/upgraded
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name = "upgraded power cell"
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desc = "A power cell with a slightly higher capacity than normal!"
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icon_state = "9v_cell"
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maxcharge = STANDARD_CELL_CHARGE * 2.5
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
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chargerate = STANDARD_CELL_RATE * 0.5
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/obj/item/stock_parts/cell/upgraded/Initialize(mapload)
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AddElement(/datum/element/update_icon_blocker)
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return ..()
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/obj/item/stock_parts/cell/upgraded/plus
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name = "upgraded power cell+"
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desc = "A power cell with an even higher capacity than the base model!"
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maxcharge = STANDARD_CELL_CHARGE * 5
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/obj/item/stock_parts/cell/secborg
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name = "security borg rechargeable D battery"
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maxcharge = STANDARD_CELL_CHARGE * 0.6
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4)
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/obj/item/stock_parts/cell/secborg/empty
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empty = TRUE
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/obj/item/stock_parts/cell/mini_egun
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name = "miniature energy gun power cell"
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maxcharge = STANDARD_CELL_CHARGE * 0.6
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/obj/item/stock_parts/cell/hos_gun
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name = "X-01 multiphase energy gun power cell"
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maxcharge = STANDARD_CELL_CHARGE * 1.2
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/obj/item/stock_parts/cell/pulse //200 pulse shots
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name = "pulse rifle power cell"
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maxcharge = STANDARD_CELL_CHARGE * 40
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chargerate = STANDARD_CELL_RATE * 0.75
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/obj/item/stock_parts/cell/pulse/carbine //25 pulse shots
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name = "pulse carbine power cell"
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maxcharge = STANDARD_CELL_CHARGE * 5
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/obj/item/stock_parts/cell/pulse/pistol //10 pulse shots
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name = "pulse pistol power cell"
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maxcharge = STANDARD_CELL_CHARGE * 2
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/obj/item/stock_parts/cell/ninja
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name = "black power cell"
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icon_state = "bscell"
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maxcharge = STANDARD_CELL_CHARGE * 10
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
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chargerate = STANDARD_CELL_RATE
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/obj/item/stock_parts/cell/high
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name = "high-capacity power cell"
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icon_state = "hcell"
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maxcharge = STANDARD_CELL_CHARGE * 10
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
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chargerate = STANDARD_CELL_RATE * 0.75
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/obj/item/stock_parts/cell/high/empty
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empty = TRUE
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/obj/item/stock_parts/cell/super
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name = "super-capacity power cell"
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icon_state = "scell"
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maxcharge = STANDARD_CELL_CHARGE * 20
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 3)
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chargerate = STANDARD_CELL_RATE
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/obj/item/stock_parts/cell/super/empty
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empty = TRUE
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/obj/item/stock_parts/cell/hyper
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name = "hyper-capacity power cell"
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icon_state = "hpcell"
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maxcharge = STANDARD_CELL_CHARGE * 30
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4)
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chargerate = STANDARD_CELL_RATE * 1.5
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/obj/item/stock_parts/cell/hyper/empty
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empty = TRUE
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/obj/item/stock_parts/cell/bluespace
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name = "bluespace power cell"
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desc = "A rechargeable transdimensional power cell."
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icon_state = "bscell"
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maxcharge = STANDARD_CELL_CHARGE * 40
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*6)
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chargerate = STANDARD_CELL_RATE * 2
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/obj/item/stock_parts/cell/bluespace/empty
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empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/infinite
|
|
name = "infinite-capacity power cell"
|
|
icon_state = "icell"
|
|
maxcharge = INFINITY //little disappointing if you examine it and it's not huge
|
|
custom_materials = list(/datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT)
|
|
chargerate = INFINITY
|
|
ratingdesc = FALSE
|
|
|
|
/obj/item/stock_parts/cell/infinite/use(used, force = FALSE)
|
|
return TRUE
|
|
|
|
/obj/item/stock_parts/cell/infinite/abductor
|
|
name = "void core"
|
|
desc = "An alien power cell that produces energy seemingly out of nowhere."
|
|
icon = 'icons/obj/antags/abductor.dmi'
|
|
icon_state = "cell"
|
|
maxcharge = STANDARD_CELL_CHARGE * 50
|
|
ratingdesc = FALSE
|
|
|
|
/obj/item/stock_parts/cell/infinite/abductor/Initialize(mapload)
|
|
AddElement(/datum/element/update_icon_blocker)
|
|
return ..()
|
|
|
|
/obj/item/stock_parts/cell/potato
|
|
name = "potato battery"
|
|
desc = "A rechargeable starch based power cell."
|
|
icon = 'icons/obj/service/hydroponics/harvest.dmi'
|
|
icon_state = "potato"
|
|
maxcharge = STANDARD_CELL_CHARGE * 0.3
|
|
charge_light_type = null
|
|
connector_type = null
|
|
custom_materials = null
|
|
grown_battery = TRUE //it has the overlays for wires
|
|
custom_premium_price = PAYCHECK_CREW
|
|
|
|
/obj/item/stock_parts/cell/potato/Initialize(mapload, override_maxcharge)
|
|
charge = maxcharge * 0.3
|
|
. = ..()
|
|
|
|
/obj/item/stock_parts/cell/emproof
|
|
name = "\improper EMP-proof cell"
|
|
desc = "An EMP-proof cell."
|
|
maxcharge = STANDARD_CELL_CHARGE * 0.5
|
|
|
|
/obj/item/stock_parts/cell/emproof/Initialize(mapload)
|
|
AddElement(/datum/element/empprotection, EMP_PROTECT_SELF)
|
|
return ..()
|
|
|
|
/obj/item/stock_parts/cell/emproof/empty
|
|
empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/emproof/corrupt()
|
|
return
|
|
|
|
/obj/item/stock_parts/cell/emproof/slime
|
|
name = "EMP-proof slime core"
|
|
desc = "A yellow slime core infused with plasma. Its organic nature makes it immune to EMPs."
|
|
icon = 'icons/mob/simple/slimes.dmi'
|
|
icon_state = "yellow-core"
|
|
custom_materials = null
|
|
maxcharge = STANDARD_CELL_CHARGE * 5
|
|
charge_light_type = null
|
|
connector_type = "slimecore"
|
|
|
|
/obj/item/stock_parts/cell/emergency_light
|
|
name = "miniature power cell"
|
|
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
|
|
maxcharge = STANDARD_CELL_CHARGE * 0.12 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
|
|
custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT*0.2)
|
|
w_class = WEIGHT_CLASS_TINY
|
|
|
|
/obj/item/stock_parts/cell/emergency_light/Initialize(mapload)
|
|
. = ..()
|
|
var/area/area = get_area(src)
|
|
if(area)
|
|
if(!area.lightswitch || !area.light_power)
|
|
charge = 0 //For naturally depowered areas, we start with no power
|
|
|
|
/obj/item/stock_parts/cell/crystal_cell
|
|
name = "crystal power cell"
|
|
desc = "A very high power cell made from crystallized plasma"
|
|
icon_state = "crystal_cell"
|
|
maxcharge = STANDARD_CELL_CHARGE * 50
|
|
chargerate = 0
|
|
charge_light_type = null
|
|
connector_type = "crystal"
|
|
custom_materials = null
|
|
grind_results = null
|
|
|
|
/obj/item/stock_parts/cell/inducer_supply
|
|
maxcharge = STANDARD_CELL_CHARGE * 5
|
|
|
|
/obj/item/stock_parts/cell/ethereal
|
|
name = "ahelp it"
|
|
desc = "you sohuldn't see this"
|
|
maxcharge = ETHEREAL_CHARGE_DANGEROUS
|
|
charge = ETHEREAL_CHARGE_FULL
|
|
icon_state = null
|
|
charge_light_type = null
|
|
connector_type = null
|
|
custom_materials = null
|
|
grind_results = null
|
|
|
|
/obj/item/stock_parts/cell/ethereal/examine(mob/user)
|
|
. = ..()
|
|
CRASH("[src.type] got examined by [user]")
|
|
|
|
#undef CELL_DRAIN_TIME
|
|
#undef CELL_POWER_GAIN
|
|
#undef CELL_POWER_DRAIN
|