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* firewall * shielded part 1 * WIP: Anomaly core modules for modsuits * icons, vortex * cryogrenade, nerfs teslawall * message admins moment * Update uplink_nuclear.dm * rnd designs * now uses the flayer icon state * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * early returns, barricade types, and comments, oh my * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * updates desc, remove comment, removes /hardsuit/ --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
192 lines
7.8 KiB
Plaintext
192 lines
7.8 KiB
Plaintext
/**
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* The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded vests.
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*/
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/datum/component/shielded
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/// The person currently wearing us
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var/mob/living/wearer
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/// How many charges we can have max, and how many we start with
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var/max_charges
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/// How many charges we currently have
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var/current_charges
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/// How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges
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var/recharge_start_delay = 20 SECONDS
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/// Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes
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var/charge_increment_delay = 1 SECONDS
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/// How many charges we recover on each charge increment
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var/charge_recovery = 1
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/// What .dmi we're pulling the shield icon from
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var/shield_icon_file = 'icons/effects/effects.dmi'
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/// What icon is used when someone has a functional shield up
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var/shield_icon = "shield-old"
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/// Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work
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var/shield_inhand = FALSE
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/// Should the shield lose charges equal to the damage dealt by a hit?
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var/lose_multiple_charges = FALSE
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/// Should the shield's alpha change to show its remaining charge
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var/show_charge_as_alpha = FALSE
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/// The item we use for recharging
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var/recharge_path
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/// The cooldown tracking when we were last hit
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COOLDOWN_DECLARE(recently_hit_cd)
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/// The cooldown tracking when we last replenished a charge
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COOLDOWN_DECLARE(charge_add_cd)
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/// A callback for the sparks/message that play when a charge is used, see [/datum/component/shielded/proc/default_run_hit_callback]
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var/datum/callback/on_hit_effects
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///The visual effect
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var/mutable_appearance/shield
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/datum/component/shielded/Initialize(max_charges = 3, recharge_start_delay = 20 SECONDS, charge_increment_delay = 1 SECONDS, charge_recovery = 1, lose_multiple_charges = FALSE, show_charge_as_alpha = FALSE, recharge_path = null, starting_charges = null, shield_icon_file = 'icons/effects/effects.dmi', shield_icon = "shield-old", shield_inhand = FALSE, run_hit_callback)
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if(!isitem(parent) || max_charges <= 0)
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return COMPONENT_INCOMPATIBLE
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src.max_charges = max_charges
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src.recharge_start_delay = recharge_start_delay
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src.charge_increment_delay = charge_increment_delay
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src.charge_recovery = charge_recovery
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src.lose_multiple_charges = lose_multiple_charges
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src.show_charge_as_alpha = show_charge_as_alpha
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src.recharge_path = recharge_path
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src.shield_icon_file = shield_icon_file
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src.shield_icon = shield_icon
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src.shield_inhand = shield_inhand
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src.on_hit_effects = run_hit_callback || CALLBACK(src, PROC_REF(default_run_hit_callback))
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if(isnull(starting_charges))
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current_charges = max_charges
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else
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current_charges = starting_charges
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if(recharge_start_delay)
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START_PROCESSING(SSdcs, src)
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/datum/component/shielded/Destroy(force, silent)
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if(wearer)
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shield_icon = "broken"
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UnregisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS)
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wearer.update_appearance(UPDATE_ICON)
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wearer = null
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on_hit_effects = null
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return ..()
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/datum/component/shielded/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equipped))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(lost_wearer))
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RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, PROC_REF(on_hit_react))
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var/atom/shield = parent
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if(ismob(shield.loc))
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var/mob/holder = shield.loc
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if(holder.is_holding(parent) && !shield_inhand)
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return
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set_wearer(holder)
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/datum/component/shielded/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_HIT_REACT))
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var/atom/shield = parent
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if(shield.loc == wearer)
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lost_wearer(src, wearer)
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// Handle recharging, if we want to
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/datum/component/shielded/process(seconds_per_tick)
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if(current_charges >= max_charges)
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STOP_PROCESSING(SSdcs, src)
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return
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if(!COOLDOWN_FINISHED(src, recently_hit_cd))
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return
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if(!COOLDOWN_FINISHED(src, charge_add_cd))
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return
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var/obj/item/item_parent = parent
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COOLDOWN_START(src, charge_add_cd, charge_increment_delay)
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adjust_charge(charge_recovery) // set the number of charges to current + recovery per increment, clamped from zero to max_charges
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playsound(item_parent, 'sound/magic/charge.ogg', 50, TRUE)
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if(current_charges == max_charges)
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playsound(item_parent, 'sound/machines/ding.ogg', 50, TRUE)
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/datum/component/shielded/proc/adjust_charge(change)
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current_charges = clamp(current_charges + change, 0, max_charges)
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if(wearer)
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wearer.update_appearance(UPDATE_ICON)
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/// Check if we've been equipped to a valid slot to shield
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/datum/component/shielded/proc/on_equipped(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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if((slot == SLOT_HUD_LEFT_HAND || slot == SLOT_HUD_RIGHT_HAND) && !shield_inhand)
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lost_wearer(source, user)
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return
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set_wearer(user)
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/// Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
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/datum/component/shielded/proc/lost_wearer(datum/source, mob/user)
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SIGNAL_HANDLER
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if(wearer)
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UnregisterSignal(wearer, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_PARENT_QDELETING))
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wearer.cut_overlay(shield)
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wearer.update_appearance(UPDATE_ICON)
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wearer = null
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/datum/component/shielded/proc/set_wearer(mob/user)
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wearer = user
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RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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RegisterSignal(wearer, COMSIG_PARENT_QDELETING, PROC_REF(lost_wearer))
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if(current_charges)
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wearer.update_appearance(UPDATE_ICON)
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/// Used to draw the shield overlay on the wearer
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/datum/component/shielded/proc/on_update_overlays(atom/parent_atom)
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SIGNAL_HANDLER
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wearer.cut_overlay(shield)
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var/mutable_appearance/shield_appearance = mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_LAYER + 0.01)
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if(show_charge_as_alpha)
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shield_appearance.alpha = (current_charges/max_charges)*255
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wearer.add_overlay(shield_appearance)
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shield = shield_appearance
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/**
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* This proc fires when we're hit, and is responsible for checking if we're charged, then deducting one + returning that we're blocking if so.
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* It then runs the callback in [/datum/component/shielded/var/on_hit_effects] which handles the messages/sparks (so the visuals)
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*/
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/datum/component/shielded/proc/on_hit_react(datum/source, mob/living/carbon/human/owner, atom/movable/hitby, damage, attack_type)
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SIGNAL_HANDLER
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COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
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if(current_charges <= 0)
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return
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. = COMPONENT_BLOCK_SUCCESSFUL
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var/charge_loss = 1 // how many charges do we lose
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if(istype(hitby, /obj/item/projectile))
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var/obj/item/projectile/P = hitby
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if(P.shield_buster)
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charge_loss = 3
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if(lose_multiple_charges)
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charge_loss = damage //Double dip if health based instead
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if(lose_multiple_charges) // if the shield has health like damage we'll lose charges equal to the damage of the hit
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charge_loss += damage
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adjust_charge(-charge_loss)
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wearer.update_appearance(UPDATE_ICON)
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INVOKE_ASYNC(src, PROC_REF(actually_run_hit_callback), owner, hitby, current_charges)
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if(!recharge_start_delay) // if recharge_start_delay is 0, we don't recharge
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return
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START_PROCESSING(SSdcs, src) // if we DO recharge, start processing so we can do that
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/// The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler
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/datum/component/shielded/proc/actually_run_hit_callback(mob/living/owner, attack_text, current_charges)
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on_hit_effects.Invoke(owner, attack_text, current_charges)
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/// Default on_hit proc, since cult robes are stupid and have different descriptions/sparks
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/datum/component/shielded/proc/default_run_hit_callback(mob/living/owner, attack_text, current_charges)
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do_sparks(2, TRUE, owner)
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owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!</span>")
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if(current_charges <= 0)
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owner.visible_message("<span class='warning'>[owner]'s shield overloads!</span>")
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