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Merge pull request #12761 from GhostActual/energen_batteries
EnerGen Brand Batteries
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@@ -1,85 +1,41 @@
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#define CHARGER_EMPTY 0
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#define CHARGER_WORKING 1
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#define CHARGER_DONE 2
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/obj/machinery/cell_charger
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name = "heavy-duty cell charger"
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desc = "A much more powerful version of the standard recharger that is specially designed for charging power cells."
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icon = 'icons/obj/power.dmi'
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icon_state = "recharger"
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anchored = TRUE
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icon_state = "ccharger0"
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anchored = 1
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use_power = USE_POWER_IDLE
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power_channel = EQUIP
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idle_power_usage = 5
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active_power_usage = 60000 //60 kW. (this the power drawn when charging)
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circuit = /obj/item/weapon/circuitboard/cell_charger
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var/efficiency = 60000 //will provide the modified power rate when upgraded
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power_channel = EQUIP
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var/obj/item/weapon/cell/charging = null
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var/charging_vis_flags = NONE
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var/charge_state = CHARGER_EMPTY
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var/chargelevel = -1
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circuit = /obj/item/weapon/circuitboard/cell_charger
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/obj/machinery/cell_charger/Initialize()
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. = ..()
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default_apply_parts()
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/obj/machinery/cell_charger/update_icon()
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var/new_state
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icon_state = "ccharger[charging ? 1 : 0]"
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if(!anchored)
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new_state = "[initial(icon_state)]4"
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return
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icon_state = "ccharger2"
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if(stat & (BROKEN|NOPOWER))
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new_state = "[initial(icon_state)]3"
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return
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if(charging && !(stat & (BROKEN|NOPOWER)))
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switch(charge_state)
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if(CHARGER_EMPTY)
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new_state = "[initial(icon_state)]0"
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if(CHARGER_WORKING)
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new_state = "[initial(icon_state)]1"
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if(CHARGER_DONE)
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new_state = "[initial(icon_state)]2"
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if(icon_state != new_state)
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icon_state = new_state
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var/newlevel = round(charging.percent() * 4.0 / 99)
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//to_world("nl: [newlevel]")
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/obj/machinery/cell_charger/proc/insert_item(obj/item/W, mob/user)
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if(!W || !user)
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return
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if(chargelevel != newlevel)
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user.drop_item()
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charging = W
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charging.loc = src
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charging_vis_flags = charging.vis_flags
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charging.vis_flags = VIS_INHERIT_ID
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vis_contents += charging
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charge_state = CHARGER_WORKING
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update_icon()
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cut_overlays()
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add_overlay("ccharger-o[newlevel]")
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if((stat & (BROKEN|NOPOWER)) || !anchored)
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update_use_power(USE_POWER_OFF)
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chargelevel = newlevel
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else
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update_use_power(USE_POWER_ACTIVE)
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/obj/machinery/cell_charger/proc/remove_item(mob/user)
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if(!charging || !user)
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return
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vis_contents -= charging
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charging.vis_flags = charging_vis_flags
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user.put_in_hands(charging)
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charging = null
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charge_state = CHARGER_EMPTY
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if((stat & (BROKEN|NOPOWER)) || !anchored)
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update_use_power(USE_POWER_OFF)
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else
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update_use_power(USE_POWER_IDLE)
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update_icon()
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cut_overlays()
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/obj/machinery/cell_charger/examine(mob/user)
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. = ..()
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@@ -107,8 +63,11 @@
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to_chat(user, "<span class='warning'>\The [src] blinks red as you try to insert [W]!</span>")
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return
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insert_item(W, user)
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user.drop_item()
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W.loc = src
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charging = W
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user.visible_message("[user] inserts [charging] into [src].", "You insert [charging] into [src].")
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chargelevel = -1
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update_icon()
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else if(W.is_wrench())
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if(charging)
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@@ -129,15 +88,22 @@
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add_fingerprint(user)
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if(charging)
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remove_item(user)
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user.put_in_hands(charging)
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charging.update_icon()
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user.visible_message("[user] removes [charging] from [src].", "You remove [charging] from [src].")
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charging = null
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chargelevel = -1
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update_icon()
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/obj/machinery/cell_charger/attack_ai(mob/user)
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if(istype(user, /mob/living/silicon/robot) && Adjacent(user)) // Borgs can remove the cell if they are near enough
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if(charging)
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remove_item(user)
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user.visible_message("[user] disconnects [charging] from [src].", "You disconnect [charging] from [src].")
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user.visible_message("[user] removes [charging] from [src].", "You remove [charging] from [src].")
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charging.loc = src.loc
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charging.update_icon()
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charging = null
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update_icon()
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/obj/machinery/cell_charger/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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@@ -146,9 +112,6 @@
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charging.emp_act(severity)
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..(severity)
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/obj/machinery/cell_charger/power_change()
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. = ..()
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update_icon()
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/obj/machinery/cell_charger/process()
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//to_world("ccpt [charging] [stat]")
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@@ -156,22 +119,16 @@
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update_use_power(USE_POWER_OFF)
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return
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if(charging)
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if(!charging.fully_charged())
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charge_state = CHARGER_WORKING
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charging.give(efficiency*CELLRATE)
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update_use_power(USE_POWER_ACTIVE)
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else
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charge_state = CHARGER_DONE
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update_use_power(USE_POWER_IDLE)
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if(charging && !charging.fully_charged())
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charging.give(efficiency*CELLRATE)
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update_use_power(USE_POWER_ACTIVE)
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update_icon()
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else
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update_use_power(USE_POWER_IDLE)
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/obj/machinery/cell_charger/RefreshParts()
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var/E = 0
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for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
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E += C.rating
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efficiency = active_power_usage * (1+ (E - 1)*0.5)
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#undef CHARGER_EMPTY
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#undef CHARGER_WORKING
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#undef CHARGER_DONE
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efficiency = active_power_usage * (1+ (E - 1)*0.5)
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@@ -6,7 +6,7 @@
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name = "power cell"
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desc = "A rechargable electrochemical power cell."
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icon = 'icons/obj/power_cells.dmi'
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icon_state = "b_st"
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icon_state = "standard"
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item_state = "cell"
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origin_tech = list(TECH_POWER = 1)
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force = 5.0
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@@ -2,7 +2,7 @@
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/obj/item/weapon/cell/device
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name = "device power cell"
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desc = "A small power cell designed to power handheld devices."
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icon_state = "m_st"
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icon_state = "device_cell"
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item_state = "egg6"
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w_class = ITEMSIZE_SMALL
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force = 0
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@@ -16,7 +16,7 @@
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/obj/item/weapon/cell/device/weapon
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name = "weapon power cell"
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desc = "A small power cell designed to power handheld weaponry."
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icon_state = "m_sup"
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icon_state = "weapon_cell"
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maxcharge = 2400
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charge_amount = 20
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@@ -31,7 +31,7 @@
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/obj/item/weapon/cell/device/weapon/recharge
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name = "self-charging weapon power cell"
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desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
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icon_state = "meb_m_nu"
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icon_state = "sc_weapon_cell"
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self_recharge = TRUE
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charge_amount = 120
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charge_delay = 75
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@@ -3,7 +3,7 @@
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name = "modified power cell"
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desc = "A modified power cell sitting in a highly conductive chassis."
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origin_tech = list(TECH_POWER = 2)
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icon_state = "exs_m"
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icon_state = "modded"
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maxcharge = 10000
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matter = list(MAT_STEEL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
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self_recharge = TRUE
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@@ -2,7 +2,7 @@
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name = "\improper rechargable AA battery"
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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origin_tech = list(TECH_POWER = 0)
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icon_state = "s_st"
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icon_state = "crap"
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maxcharge = 500
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matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
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@@ -13,7 +13,7 @@
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/obj/item/weapon/cell/secborg
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name = "security borg rechargable D battery"
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origin_tech = list(TECH_POWER = 0)
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icon_state = "meb_s_st"
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icon_state = "secborg"
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
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@@ -25,14 +25,14 @@
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/obj/item/weapon/cell/apc
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name = "heavy-duty power cell"
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origin_tech = list(TECH_POWER = 1)
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icon_state = "meb_b_st"
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icon_state = "apc"
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maxcharge = 5000
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matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
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/obj/item/weapon/cell/high
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name = "high-capacity power cell"
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origin_tech = list(TECH_POWER = 2)
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icon_state = "b_hi"
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icon_state = "high"
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maxcharge = 10000
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matter = list(MAT_STEEL = 700, MAT_GLASS = 60)
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@@ -44,7 +44,7 @@
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/obj/item/weapon/cell/super
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name = "super-capacity power cell"
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origin_tech = list(TECH_POWER = 5)
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icon_state = "b_sup"
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icon_state = "super"
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maxcharge = 20000
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matter = list(MAT_STEEL = 700, MAT_GLASS = 70)
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@@ -56,7 +56,7 @@
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/obj/item/weapon/cell/hyper
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name = "hyper-capacity power cell"
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origin_tech = list(TECH_POWER = 6)
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icon_state = "b_hy"
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icon_state = "hyper"
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maxcharge = 30000
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matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
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@@ -67,13 +67,13 @@
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/obj/item/weapon/cell/mech
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name = "mecha power cell"
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icon_state = "exs_l"
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icon_state = "mech"
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charge = 15000
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maxcharge = 15000
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/obj/item/weapon/cell/infinite
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name = "infinite-capacity power cell!"
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icon_state = "infinite_b"
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icon_state = "infinite"
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origin_tech = null
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maxcharge = 30000 //determines how badly mobs get shocked
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matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
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@@ -88,8 +88,7 @@
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name = "potato battery"
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desc = "A rechargable starch based power cell."
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origin_tech = list(TECH_POWER = 1)
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icon = 'icons/obj/power.dmi' //'icons/obj/harvest.dmi'
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icon_state = "potato_cell" //"potato_battery"
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icon_state = "potato"
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charge = 100
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maxcharge = 300
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minor_fault = 1
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@@ -112,7 +111,7 @@
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name = "backup battery"
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desc = "A small one-time-use chemical battery for synthetic crew when they are low on power in emergency situations."
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icon = 'icons/obj/power_cells.dmi'
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icon_state = "exs_s"
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icon_state = "backup"
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w_class = ITEMSIZE_SMALL
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var/amount = 100
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var/used = FALSE
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@@ -150,7 +149,7 @@
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desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
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maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
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matter = list(MAT_GLASS = 20)
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icon_state = "meb_s_sup"
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icon_state = "em_light"
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w_class = ITEMSIZE_TINY
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/obj/item/weapon/cell/emergency_light/Initialize()
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