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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Fixes laptop power draw, improves cell chargers
Cell chargers no longer call use_power() in their process()
This commit is contained in:
@@ -157,15 +157,15 @@
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return
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if(use_power && istype(battery) && battery.charge > 0)
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if(use_power == 1)
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battery.use(idle_power_usage)
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battery.use(idle_power_usage*CELLRATE) //idle and active_power_usage are in WATTS. battery.use() expects CHARGE.
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else
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battery.use(active_power_usage)
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battery.use(active_power_usage*CELLRATE)
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return 1
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return 0
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use_power(var/amount, var/chan = -1)
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if(battery && battery.charge > 0)
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battery.use(amount)
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battery.use(amount*CELLRATE)
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power_change()
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if( !battery || battery.charge <= 0 )
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@@ -6,97 +6,98 @@
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anchored = 1
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use_power = 1
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idle_power_usage = 5
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active_power_usage = 60
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active_power_usage = 40000 //40 kW. (this the power drawn when charging)
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power_channel = EQUIP
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var/obj/item/weapon/cell/charging = null
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var/chargelevel = -1
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var/power_rating = 40000 //40 kW. A measure of how powerful this charger is for charging cells (this the power drawn when charging)
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/obj/machinery/cell_charger/proc/updateicon()
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icon_state = "ccharger[charging ? 1 : 0]"
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if(charging && !(stat & (BROKEN|NOPOWER)) )
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var/newlevel = round(charging.percent() * 4.0 / 99)
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//world << "nl: [newlevel]"
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if(chargelevel != newlevel)
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overlays.Cut()
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overlays += "ccharger-o[newlevel]"
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chargelevel = newlevel
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else
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overlays.Cut()
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proc
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updateicon()
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icon_state = "ccharger[charging ? 1 : 0]"
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/obj/machinery/cell_charger/examine()
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set src in oview(5)
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..()
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usr << "There's [charging ? "a" : "no"] cell in the charger."
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if(charging)
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usr << "Current charge: [charging.charge]"
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if(charging && !(stat & (BROKEN|NOPOWER)) )
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var/newlevel = round(charging.percent() * 4.0 / 99)
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//world << "nl: [newlevel]"
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if(chargelevel != newlevel)
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overlays.Cut()
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overlays += "ccharger-o[newlevel]"
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chargelevel = newlevel
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else
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overlays.Cut()
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examine()
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set src in oview(5)
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..()
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usr << "There's [charging ? "a" : "no"] cell in the charger."
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if(charging)
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usr << "Current charge: [charging.charge]"
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attackby(obj/item/weapon/W, mob/user)
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if(stat & BROKEN)
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return
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if(istype(W, /obj/item/weapon/cell) && anchored)
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if(charging)
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user << "\red There is already a cell in the charger."
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return
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else
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var/area/a = loc.loc // Gets our locations location, like a dream within a dream
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if(!isarea(a))
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return
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if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
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user << "\red The [name] blinks red as you try to insert the cell!"
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return
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user.drop_item()
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W.loc = src
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charging = W
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user.visible_message("[user] inserts a cell into the charger.", "You insert a cell into the charger.")
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chargelevel = -1
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updateicon()
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else if(istype(W, /obj/item/weapon/wrench))
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if(charging)
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user << "\red Remove the cell first!"
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return
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anchored = !anchored
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user << "You [anchored ? "attach" : "detach"] the cell charger [anchored ? "to" : "from"] the ground"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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attack_hand(mob/user)
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if(charging)
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usr.put_in_hands(charging)
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charging.add_fingerprint(user)
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charging.updateicon()
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src.charging = null
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user.visible_message("[user] removes the cell from the charger.", "You remove the cell from the charger.")
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chargelevel = -1
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updateicon()
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attack_ai(mob/user)
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/obj/machinery/cell_charger/attackby(obj/item/weapon/W, mob/user)
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if(stat & BROKEN)
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return
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emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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return
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if(istype(W, /obj/item/weapon/cell) && anchored)
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if(charging)
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charging.emp_act(severity)
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..(severity)
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process()
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//world << "ccpt [charging] [stat]"
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if(!charging || (stat & (BROKEN|NOPOWER)) || !anchored)
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user << "\red There is already a cell in the charger."
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return
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if (!charging.fully_charged())
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var/charge_used = charging.give(power_rating*CELLRATE)
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use_power(charge_used/CELLRATE) //It's only while charging something, so I'm going to say use_power() is fine here...
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else
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var/area/a = loc.loc // Gets our locations location, like a dream within a dream
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if(!isarea(a))
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return
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if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
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user << "\red The [name] blinks red as you try to insert the cell!"
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return
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user.drop_item()
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W.loc = src
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charging = W
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user.visible_message("[user] inserts a cell into the charger.", "You insert a cell into the charger.")
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chargelevel = -1
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updateicon()
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else if(istype(W, /obj/item/weapon/wrench))
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if(charging)
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user << "\red Remove the cell first!"
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return
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anchored = !anchored
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user << "You [anchored ? "attach" : "detach"] the cell charger [anchored ? "to" : "from"] the ground"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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/obj/machinery/cell_charger/attack_hand(mob/user)
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if(charging)
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usr.put_in_hands(charging)
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charging.add_fingerprint(user)
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charging.updateicon()
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src.charging = null
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user.visible_message("[user] removes the cell from the charger.", "You remove the cell from the charger.")
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chargelevel = -1
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updateicon()
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/obj/machinery/cell_charger/attack_ai(mob/user)
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return
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/obj/machinery/cell_charger/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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return
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if(charging)
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charging.emp_act(severity)
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..(severity)
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/obj/machinery/cell_charger/process()
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//world << "ccpt [charging] [stat]"
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if((stat & (BROKEN|NOPOWER)) || !anchored)
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update_use_power(0)
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return
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if (charging && !charging.fully_charged())
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charging.give(active_power_usage*CELLRATE)
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update_use_power(2)
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updateicon()
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else
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update_use_power(1)
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@@ -7,12 +7,12 @@ obj/machinery/recharger
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anchored = 1
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use_power = 1
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idle_power_usage = 4
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var/power_rating = 15000 //15 kW
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active_power_usage = 15000 //15 kW
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var/obj/item/charging = null
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var/list/allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton, /obj/item/device/laptop, /obj/item/weapon/cell)
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var/icon_state_charged = "recharger2"
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var/icon_state_charging = "recharger1"
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var/icon_state_idle = "recharger0"
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var/icon_state_idle = "recharger0" //also when unpowered
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obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
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if(istype(user,/mob/living/silicon))
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@@ -24,6 +24,7 @@ obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
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if(allowed)
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if(charging)
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user << "\red \A [charging] is already charging here."
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return
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// Checks to make sure he's not in space doing it, and that the area got proper power.
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var/area/a = get_area(src)
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@@ -66,45 +67,60 @@ obj/machinery/recharger/attack_paw(mob/user as mob)
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obj/machinery/recharger/process()
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if(stat & (NOPOWER|BROKEN) || !anchored)
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update_use_power(0)
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icon_state = icon_state_idle
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return
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if(charging)
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if(!charging)
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update_use_power(1)
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icon_state = icon_state_idle
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else
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if(istype(charging, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = charging
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if(!E.power_supply.fully_charged())
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icon_state = icon_state_charging
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var/charge_used = E.power_supply.give(power_rating*CELLRATE)
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use_power(charge_used/CELLRATE)
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E.power_supply.give(active_power_usage*CELLRATE)
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update_use_power(2)
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else
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icon_state = icon_state_charged
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update_use_power(1)
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return
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if(istype(charging, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = charging
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if(B.bcell)
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if(!B.bcell.fully_charged())
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icon_state = icon_state_charging
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var/charge_used = B.bcell.give(power_rating*CELLRATE)
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use_power(charge_used/CELLRATE)
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B.bcell.give(active_power_usage*CELLRATE)
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update_use_power(2)
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else
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icon_state = icon_state_charged
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update_use_power(1)
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else
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icon_state = icon_state_idle
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update_use_power(1)
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return
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if(istype(charging, /obj/item/device/laptop))
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var/obj/item/device/laptop/L = charging
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if(!L.stored_computer.battery.fully_charged())
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icon_state = icon_state_charging
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var/charge_used = L.stored_computer.battery.give(power_rating*CELLRATE)
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use_power(charge_used/CELLRATE)
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L.stored_computer.battery.give(active_power_usage*CELLRATE)
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update_use_power(2)
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else
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icon_state = icon_state_charged
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update_use_power(1)
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return
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if(istype(charging, /obj/item/weapon/cell))
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var/obj/item/weapon/cell/C = charging
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if(!C.fully_charged())
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icon_state = icon_state_charging
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var/charge_used = C.give(power_rating*CELLRATE)
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use_power(charge_used/CELLRATE)
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C.give(active_power_usage*CELLRATE)
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update_use_power(2)
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else
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icon_state = icon_state_charged
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update_use_power(1)
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return
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obj/machinery/recharger/emp_act(severity)
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@@ -129,12 +145,12 @@ obj/machinery/recharger/update_icon() //we have an update_icon() in addition to
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else
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icon_state = icon_state_idle
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// Atlantis: No need for that copy-pasta code, just use var to store icon_states instead.
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obj/machinery/recharger/wallcharger
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name = "wall recharger"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "wrecharger0"
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power_rating = 25000 //25 kW , It's more specialized than the standalone recharger (guns and batons only) so make it more powerful
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active_power_usage = 25000 //25 kW , It's more specialized than the standalone recharger (guns and batons only) so make it more powerful
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allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton)
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icon_state_charged = "wrecharger2"
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icon_state_charging = "wrecharger1"
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