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Magic Overhaul Part Deux
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@@ -48,6 +48,9 @@
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I.max_charges = 0
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burnt_out = 1
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I.charges = I.max_charges
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if(istype(item,/obj/item/weapon/gun/magic/wand) && I.max_charges != 0)
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var/obj/item/weapon/gun/magic/W = item
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W.icon_state = initial(W.icon_state)
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charged_item = I
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break
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else if(istype(item, /obj/item/weapon/cell/))
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