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Robot_module and cyborg stack refactor (#13527)
* robot_module refactor * some fixes 1. adds medical stacks of 25 for the syndi medical borg 2. fixes various construction steps that weren't using `use()` or `get_amount()` * review tweaks + other stuff 1. Makes a bunch of for loops into istypeless loops 2. Adds a readout of the current out of stacks a borg has, in the status panel 3. Slightly reorganizes the medical, syndi medical, engineering and syndi engineering cyborgs items * fixes after upstream merge * blank line for travis * fixes and improvements 1. Fixed welder icon's not updating periodically if you were charging in a borg recharger 2. Fixes solar panels dropping /cyborg type glass when they were deconstructed. 3. Band-aid fix (incase #2 doesn't fix this) for cyborg stack's `source` var being null which resulted in tons of "cannot read null.energy" runtimes * more fixes + constructable frame runtime fix * removes toy sword placeholder remove comment * remove these as well * .amount to .get_amount(), really should have done this before * refactors robot_upgrades to work with the new system - more cleanup - adds documentation - fixed a bug I made where you could delete your robot stack via crafting * moves some unemag logic to the module file, makes more loops typless * farie review * fox review * affected review and more TM bugfixes * fixes comment Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
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SteelSlayer
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@@ -176,6 +176,12 @@
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/flash/cyborg/cyborg_recharge(coeff, emagged)
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if(broken)
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broken = FALSE
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times_used = 0
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icon_state = "flash"
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/obj/item/flash/cameraflash
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name = "camera"
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icon = 'icons/obj/items.dmi'
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@@ -262,6 +262,10 @@
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/obj/item/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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return
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/obj/item/lightreplacer/cyborg/cyborg_recharge(coeff, emagged)
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for(var/I in 1 to coeff)
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Charge()
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#undef LIGHT_OK
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#undef LIGHT_EMPTY
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#undef LIGHT_BROKEN
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@@ -132,7 +132,7 @@
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return
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else if(iscoil(W) && buildstage == 1)
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var/obj/item/stack/cable_coil/coil = W
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if(coil.amount < 5)
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if(coil.get_amount() < 5)
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to_chat(user, "<span class='warning'>You need more cable for this!</span>")
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return
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if(do_after(user, 10 * coil.toolspeed, target = src) && buildstage == 1)
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