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Update energy.dm
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@@ -1,212 +1,3 @@
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/obj/item/weapon/gun/energy
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name = "energy gun"
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desc = "A basic energy-based gun."
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icon_state = "energy"
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fire_sound_text = "laser blast"
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 240 //How much energy is needed to fire.
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var/accept_cell_type = /obj/item/weapon/cell/device
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var/cell_type = /obj/item/weapon/cell/device/weapon
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projectile_type = /obj/item/projectile/beam/practice
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var/modifystate
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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//self-recharging
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var/self_recharge = 0 //if set, the weapon will recharge itself
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var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
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var/recharge_time = 4
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var/charge_tick = 0
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var/charge_delay = 75 //delay between firing and charging
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var/battery_lock = 0 //If set, weapon cannot switch batteries
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/obj/item/weapon/gun/energy/New()
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..()
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if(self_recharge)
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power_supply = new /obj/item/weapon/cell/device/weapon(src)
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START_PROCESSING(SSobj, src)
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else
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if(cell_type)
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power_supply = new cell_type(src)
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else
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power_supply = null
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update_icon()
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/obj/item/weapon/gun/energy/Destroy()
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if(self_recharge)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/weapon/gun/energy/get_cell()
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return power_supply
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/obj/item/weapon/gun/energy/process()
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if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the battery
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if(world.time > last_shot + charge_delay) //Doesn't work if you've fired recently
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if(!power_supply || power_supply.charge >= power_supply.maxcharge)
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return 0 // check if we actually need to recharge
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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var/rechargeamt = power_supply.maxcharge*0.2
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if(use_external_power)
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var/obj/item/weapon/cell/external = get_external_power_supply()
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if(!external || !external.use(rechargeamt)) //Take power from the borg...
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return 0
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power_supply.give(rechargeamt) //... to recharge 1/5th the battery
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update_icon()
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else
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charge_tick = 0
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return 1
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/obj/item/weapon/gun/energy/attackby(var/obj/item/A as obj, mob/user as mob)
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..()
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/obj/item/weapon/gun/energy/switch_firemodes(mob/user)
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if(..())
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update_icon()
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/obj/item/weapon/gun/energy/emp_act(severity)
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..()
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update_icon()
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/obj/item/weapon/gun/energy/consume_next_projectile()
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if(!power_supply) return null
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if(!ispath(projectile_type)) return null
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if(!power_supply.checked_use(charge_cost)) return null
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return new projectile_type(src)
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/obj/item/weapon/gun/energy/proc/load_ammo(var/obj/item/C, mob/user)
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if(istype(C, /obj/item/weapon/cell))
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if(self_recharge || battery_lock)
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user << "<span class='notice'>[src] does not have a battery port.</span>"
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return
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if(istype(C, accept_cell_type))
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var/obj/item/weapon/cell/P = C
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if(power_supply)
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user << "<span class='notice'>[src] already has a power cell.</span>"
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else
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user.visible_message("[user] is reloading [src].", "<span class='notice'>You start to insert [P] into [src].</span>")
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if(do_after(user, 5 * P.w_class))
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user.remove_from_mob(P)
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power_supply = P
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P.loc = src
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user.visible_message("[user] inserts [P] into [src].", "<span class='notice'>You insert [P] into [src].</span>")
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playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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update_icon()
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update_held_icon()
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else
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user << "<span class='notice'>This cell is not fitted for [src].</span>"
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return
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/obj/item/weapon/gun/energy/proc/unload_ammo(mob/user)
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if(self_recharge || battery_lock)
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user << "<span class='notice'>[src] does not have a battery port.</span>"
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return
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if(power_supply)
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user.put_in_hands(power_supply)
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power_supply.update_icon()
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user.visible_message("[user] removes [power_supply] from [src].", "<span class='notice'>You remove [power_supply] from [src].</span>")
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power_supply = null
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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update_icon()
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update_held_icon()
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else
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user << "<span class='notice'>[src] does not have a power cell.</span>"
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/obj/item/weapon/gun/energy/attackby(var/obj/item/A as obj, mob/user as mob)
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..()
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load_ammo(A, user)
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/obj/item/weapon/gun/energy/attack_hand(mob/user as mob)
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if(user.get_inactive_hand() == src)
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unload_ammo(user)
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else
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return ..()
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/obj/item/weapon/gun/energy/proc/get_external_power_supply()
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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return R.cell
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if(istype(src.loc, /obj/item/rig_module))
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var/obj/item/rig_module/module = src.loc
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if(module.holder && module.holder.wearer)
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var/mob/living/carbon/human/H = module.holder.wearer
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if(istype(H) && H.back)
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var/obj/item/weapon/rig/suit = H.back
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if(istype(suit))
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return suit.cell
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return null
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/obj/item/weapon/gun/energy/examine(mob/user)
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. = ..()
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if(power_supply)
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if(charge_cost)
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var/shots_remaining = round(power_supply.charge / max(1, charge_cost)) // Paranoia
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to_chat(user, "Has [shots_remaining] shot\s remaining.")
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else
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to_chat(user, "Has infinite shots remaining.")
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else
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to_chat(user, "Does not have a power cell.")
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return
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/obj/item/weapon/gun/energy/update_icon(var/ignore_inhands)
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if(power_supply == null)
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if(modifystate)
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icon_state = "[modifystate]_open"
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else
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icon_state = "[initial(icon_state)]_open"
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return
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else if(charge_meter)
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var/ratio = power_supply.charge / power_supply.maxcharge
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//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
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if(power_supply.charge < charge_cost)
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ratio = 0
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else
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ratio = max(round(ratio, 0.25) * 100, 25)
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if(modifystate)
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icon_state = "[modifystate][ratio]"
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else
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icon_state = "[initial(icon_state)][ratio]"
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else if(power_supply)
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if(modifystate)
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icon_state = "[modifystate]"
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else
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icon_state = "[initial(icon_state)]"
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if(!ignore_inhands) update_held_icon()
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/obj/item/weapon/gun/energy/proc/start_recharge()
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if(power_supply == null)
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power_supply = new /obj/item/weapon/cell/device/weapon(src)
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self_recharge = 1
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START_PROCESSING(SSobj, src)
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update_icon()
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/obj/item/weapon/gun/energy/get_description_interaction()
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var/list/results = list()
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if(!battery_lock && !self_recharge)
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if(power_supply)
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results += "[desc_panel_image("offhand")]to remove the weapon cell."
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else
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results += "[desc_panel_image("weapon cell")]to add a new weapon cell."
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results += ..()
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=======
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/obj/item/weapon/gun/energy
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/obj/item/weapon/gun/energy
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name = "energy gun"
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name = "energy gun"
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desc = "A basic energy-based gun."
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desc = "A basic energy-based gun."
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@@ -436,5 +227,4 @@
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results += ..()
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results += ..()
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>>>>>>> e2e870f... Medical Expansion (#6465)
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return results
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return results
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