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borg recharge fixes (#16463)
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@@ -138,6 +138,9 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
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radio = new /obj/item/radio/borg(src)
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common_radio = radio
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if(!cell) // Make sure a new cell gets created *before* executing initialize_components(). The cell component needs an existing cell for it to get set up properly
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cell = new default_cell_type(src)
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init(alien, connect_to_AI, ai_to_sync_to)
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if(has_camera && !camera)
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@@ -151,9 +154,6 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
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mmi = new /obj/item/mmi/robotic_brain(src) //Give the borg an MMI if he spawns without for some reason. (probably not the correct way to spawn a robotic brain, but it works)
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mmi.icon_state = "boris"
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if(!cell) // Make sure a new cell gets created *before* executing initialize_components(). The cell component needs an existing cell for it to get set up properly
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cell = new default_cell_type(src)
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initialize_components()
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//if(!unfinished)
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// Create all the robot parts.
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@@ -570,6 +570,7 @@
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/obj/item/gun/energy/pulse/cyborg,
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/obj/item/crowbar/cyborg
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)
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special_rechargables = list(/obj/item/gun/energy/pulse/cyborg)
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// Sydicate assault cyborg module.
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/obj/item/robot_module/syndicate
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@@ -662,7 +663,10 @@
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/obj/item/pickaxe/drill/jackhammer, // for breaking walls to execute flanking moves
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/obj/item/borg/destroyer/mobility
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)
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special_rechargables = list(/obj/item/melee/baton/loaded)
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special_rechargables = list(
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/obj/item/melee/baton/loaded,
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/obj/item/gun/energy/immolator/multi/cyborg
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)
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/obj/item/robot_module/combat
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name = "combat robot module"
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@@ -678,7 +682,10 @@
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/obj/item/restraints/handcuffs/cable/zipties/cyborg,
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/obj/item/pickaxe/drill/jackhammer // for breaking walls to execute flanking moves
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)
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special_rechargables = list(/obj/item/melee/baton/loaded)
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special_rechargables = list(
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/obj/item/melee/baton/loaded,
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/obj/item/gun/energy/immolator/multi/cyborg
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)
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// Xenomorph cyborg module.
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/obj/item/robot_module/alien/hunter
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