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* upgraded machines and pre-loading * agghhhh! * stovetop of failure * Update cerestation.dmm --------- Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
275 lines
8.0 KiB
Plaintext
275 lines
8.0 KiB
Plaintext
/obj/machinery/recharger
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name = "recharger"
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icon_state = "recharger0"
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base_icon_state = "recharger"
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desc = "A charging dock for energy based weaponry."
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anchored = TRUE
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idle_power_consumption = 4
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active_power_consumption = 200
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pass_flags = PASSTABLE
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var/list/allowed_devices = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/rcs, /obj/item/bodyanalyzer, /obj/item/handheld_chem_dispenser, /obj/item/clothing/suit/armor/reactive, /obj/item/wormhole_jaunter/wormhole_weaver, /obj/item/clothing/neck/link_scryer, /obj/item/melee/secsword)
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var/recharge_coeff = 1
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var/obj/item/charging = null // The item that is being charged
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var/using_power = FALSE // Whether the recharger is actually transferring power or not, used for icon
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var/anchor_toggleable = TRUE
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/obj/machinery/recharger/examine(mob/user)
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. = ..()
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if(charging && (!in_range(user, src) && !issilicon(user) && !isobserver(user)))
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. += SPAN_WARNING("You're too far away to examine [src]'s contents and display!")
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return
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if(charging)
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. += "There's [charging ? "\a [charging.name]" : "nothing"] in [src]."
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if(!(stat & (NOPOWER|BROKEN)))
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var/obj/item/stock_parts/cell/C = charging.get_cell()
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. += SPAN_NOTICE("Current charge: <b>[round(C.percent(), 1)]%</b>.")
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if(using_power)
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. += SPAN_NOTICE("- Recharging <b>[((C.chargerate * recharge_coeff) / C.maxcharge) * 100]%</b> cell charge per cycle.")
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/obj/machinery/recharger/Initialize(mapload)
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. = ..()
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component_parts = list()
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component_parts += new /obj/item/circuitboard/recharger(null)
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component_parts += new /obj/item/stock_parts/capacitor(null)
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RefreshParts()
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/obj/machinery/recharger/RefreshParts()
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for(var/obj/item/stock_parts/capacitor/C in component_parts)
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recharge_coeff = C.rating
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/obj/machinery/recharger/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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var/allowed = is_type_in_list(used, allowed_devices)
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if(!allowed)
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return ..()
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if(!anchored)
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to_chat(user, SPAN_NOTICE("[src] isn't connected to anything!"))
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return ITEM_INTERACT_COMPLETE
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if(panel_open)
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to_chat(user, SPAN_WARNING("Close the maintenance panel first!"))
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return ITEM_INTERACT_COMPLETE
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if(charging)
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to_chat(user, SPAN_WARNING("There's \a [charging] inserted in [src] already!"))
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return ITEM_INTERACT_COMPLETE
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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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if(!istype(A) || !A.powernet.has_power(PW_CHANNEL_EQUIPMENT))
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to_chat(user, SPAN_WARNING("[src] blinks red as you try to insert [used]."))
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return ITEM_INTERACT_COMPLETE
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if(istype(used, /obj/item/gun/energy))
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var/obj/item/gun/energy/E = used
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if(!E.can_charge)
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to_chat(user, SPAN_NOTICE("Your gun has no external power connector."))
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return ITEM_INTERACT_COMPLETE
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if(!user.drop_item())
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return ITEM_INTERACT_COMPLETE
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used.forceMove(src)
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charging = used
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change_power_mode(ACTIVE_POWER_USE)
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using_power = check_cell_needs_recharging(get_cell_from(used))
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update_icon()
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return ITEM_INTERACT_COMPLETE
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/obj/machinery/recharger/crowbar_act(mob/user, obj/item/I)
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if(panel_open && !charging && default_deconstruction_crowbar(user, I))
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return TRUE
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/obj/machinery/recharger/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(!anchored)
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to_chat(user, SPAN_WARNING("[src] needs to be secured down first!"))
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return
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if(charging)
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to_chat(user, SPAN_WARNING("Remove the charging item first!"))
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return
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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panel_open = !panel_open
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if(panel_open)
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SCREWDRIVER_OPEN_PANEL_MESSAGE
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else
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SCREWDRIVER_CLOSE_PANEL_MESSAGE
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update_icon()
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/obj/machinery/recharger/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!anchor_toggleable) // Unwrenching wall rechargers and dragging them off all kinds of cursed.
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return
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if(panel_open)
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to_chat(user, SPAN_WARNING("Close the maintenance panel first!"))
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return
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if(charging)
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to_chat(user, SPAN_WARNING("Remove the charging item first!"))
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return
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default_unfasten_wrench(user, I, 0)
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/obj/machinery/recharger/attack_hand(mob/user)
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if(issilicon(user))
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return
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add_fingerprint(user)
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if(charging)
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charging.update_icon()
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charging.forceMove(loc)
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user.put_in_hands(charging)
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charging = null
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change_power_mode(IDLE_POWER_USE)
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update_icon()
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/obj/machinery/recharger/attack_tk(mob/user)
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if(charging)
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charging.update_icon()
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charging.forceMove(loc)
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charging = null
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change_power_mode(IDLE_POWER_USE)
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update_icon()
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/obj/machinery/recharger/process()
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if(stat & (NOPOWER|BROKEN) || !anchored || panel_open)
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return
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if(!charging)
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return
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var/old_power_state = using_power
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using_power = try_recharging_if_possible()
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if(using_power != old_power_state)
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update_icon()
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/obj/machinery/recharger/emp_act(severity)
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if(stat & (NOPOWER|BROKEN) || !anchored)
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..(severity)
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return
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if(istype(charging, /obj/item/gun/energy))
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var/obj/item/gun/energy/E = charging
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if(E.cell)
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E.cell.emp_act(severity)
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else if(istype(charging, /obj/item/melee/baton))
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var/obj/item/melee/baton/B = charging
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if(B.cell)
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B.cell.charge = 0
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..(severity)
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/obj/machinery/recharger/power_change()
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if(!..())
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return
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if(stat & NOPOWER)
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set_light(0)
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else
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set_light(1, LIGHTING_MINIMUM_POWER)
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update_icon()
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/obj/machinery/recharger/update_icon_state()
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if(panel_open)
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icon_state = "[base_icon_state]open"
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return
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if(stat & (NOPOWER|BROKEN) || !anchored)
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icon_state = "[base_icon_state]off"
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return
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if(charging)
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if(using_power)
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icon_state = "[base_icon_state]1"
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else
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icon_state = "[base_icon_state]2"
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return
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icon_state = initial(icon_state)
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/obj/machinery/recharger/update_overlays()
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. = ..()
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underlays.Cut()
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if((stat & NOPOWER) || panel_open)
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return
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underlays += emissive_appearance(icon, "[icon_state]_lightmask")
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/obj/machinery/recharger/proc/get_cell_from(obj/item/I)
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if(istype(I, /obj/item/gun/energy))
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var/obj/item/gun/energy/E = I
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return E.cell
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if(istype(I, /obj/item/melee/baton))
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var/obj/item/melee/baton/B = I
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return B.cell
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if(istype(I, /obj/item/rcs))
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var/obj/item/rcs/R = I
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return R.rcell
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if(istype(I, /obj/item/bodyanalyzer))
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var/obj/item/bodyanalyzer/B = I
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return B.cell
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if(istype(I, /obj/item/clothing/suit/armor/reactive))
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var/obj/item/clothing/suit/armor/reactive/A = I
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return A.cell
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if(istype(I, /obj/item/wormhole_jaunter/wormhole_weaver))
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var/obj/item/wormhole_jaunter/wormhole_weaver/W = I
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return W.wcell
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if(istype(I, /obj/item/clothing/neck/link_scryer))
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var/obj/item/clothing/neck/link_scryer/LS = I
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return LS.cell
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if(istype(I, /obj/item/melee/secsword))
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var/obj/item/melee/secsword/secsword = I
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return secsword.cell
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return null
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/obj/machinery/recharger/proc/check_cell_needs_recharging(obj/item/stock_parts/cell/C)
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if(!C || C.charge >= C.maxcharge)
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return FALSE
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return TRUE
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/obj/machinery/recharger/proc/recharge_cell(obj/item/stock_parts/cell/C)
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C.give(C.chargerate * recharge_coeff)
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use_power(C.chargerate * recharge_coeff)
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/obj/machinery/recharger/proc/try_recharging_if_possible()
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var/obj/item/stock_parts/cell/C = get_cell_from(charging)
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if(!check_cell_needs_recharging(C))
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return FALSE
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if(istype(charging, /obj/item/gun/energy))
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var/obj/item/gun/energy/E = charging
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E.on_recharge()
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recharge_cell(C)
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if(!check_cell_needs_recharging(C)) // we recharged cell, does it still need power? If no, recharger should blink yellow
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return FALSE
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return TRUE
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/obj/machinery/recharger/upgraded/Initialize(mapload)
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. = ..()
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component_parts = list()
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component_parts += new /obj/item/circuitboard/recharger(null)
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component_parts += new /obj/item/stock_parts/capacitor/quadratic(null)
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RefreshParts()
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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_state = "wrecharger0"
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base_icon_state = "wrecharger"
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anchor_toggleable = FALSE
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/obj/machinery/recharger/wallcharger/upgraded/Initialize(mapload)
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. = ..()
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component_parts = list()
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component_parts += new /obj/item/circuitboard/recharger(null)
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component_parts += new /obj/item/stock_parts/capacitor/quadratic(null)
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RefreshParts()
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