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Adds device powercells
Adds a type of smaller power cell for powering devices. Not used by much at the moment, but it's one step closer to a more coherent picture of power cells.
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@@ -22,6 +22,23 @@
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viewers(user) << "\red <b>[user] is licking the electrodes of the [src.name]! It looks like \he's trying to commit suicide.</b>"
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return (FIRELOSS)
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//currently only used by energy-type guns, that may change in the future.
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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 = "cell" //placeholder
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w_class = 2
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force = 0
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throw_speed = 5
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throw_range = 7
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maxcharge = 1000
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matter = list("metal" = 350, "glass" = 50)
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/obj/item/weapon/cell/device/variable/New(newloc, charge_amount)
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..(newloc)
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maxcharge = charge_amount
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charge = maxcharge
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/obj/item/weapon/cell/crap
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name = "\improper Nanotrasen brand rechargable AA battery"
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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@@ -594,6 +594,8 @@
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user << "Close the panel first."
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else if(cell)
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user << "There is a power cell already installed."
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else if(W.w_class != 3)
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user << "\The [W] is too [W.w_class < 3? "small" : "large"] to fit here."
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else
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user.drop_item()
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W.loc = src
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+15
-12
@@ -442,18 +442,21 @@
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if(cell)
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user << "There is a power cell already installed."
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return
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else
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if (stat & MAINT)
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user << "<span class='warning'>There is no connector for your power cell.</span>"
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return
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user.drop_item()
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W.loc = src
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cell = W
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user.visible_message(\
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"<span class='warning'>[user.name] has inserted the power cell to [src.name]!</span>",\
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"<span class='notice'>You insert the power cell.</span>")
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chargecount = 0
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update_icon()
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if (stat & MAINT)
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user << "<span class='warning'>There is no connector for your power cell.</span>"
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return
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if(W.w_class != 3)
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user << "\The [W] is too [W.w_class < 3? "small" : "large"] to fit here."
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return
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user.drop_item()
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W.loc = src
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cell = W
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user.visible_message(\
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"<span class='warning'>[user.name] has inserted the power cell to [src.name]!</span>",\
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"<span class='notice'>You insert the power cell.</span>")
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chargecount = 0
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update_icon()
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else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
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if(opened)
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if (cell)
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@@ -14,7 +14,8 @@
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 100 //How much energy is needed to fire.
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var/cell_type = /obj/item/weapon/cell
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var/maxcharge = 1000 //the capacity of the weapon's power cell. Specifying a cell_type overrides this value.
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var/cell_type = null
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var/projectile_type = /obj/item/projectile/beam/practice
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var/modifystate
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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@@ -45,7 +46,8 @@
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..()
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if(cell_type)
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power_supply = new cell_type(src)
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power_supply.give(power_supply.maxcharge)
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else
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power_supply = new /obj/item/weapon/cell/device/variable(src, maxcharge)
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if(self_recharge)
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processing_objects.Add(src)
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update_icon()
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