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Removes cell randomization and ensures slime flashlight things arent weird
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@@ -27,7 +27,6 @@
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if(cell_type)
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cell = new cell_type(src)
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cell.charge = rand(cell.maxcharge*0.25, cell.maxcharge)
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brightness_levels = list("low" = 5, "medium" = 10, "high" = 20)
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power_usage = brightness_levels[brightness_level]
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@@ -202,7 +201,6 @@
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icon_state = "maglight"
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force = 10
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flags = CONDUCT
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brightness_on = 4
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_SMALL
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attack_verb = list ("smacked", "thwacked", "thunked")
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@@ -390,6 +388,7 @@
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w_class = ITEMSIZE_TINY
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brightness_on = 6
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on = 1 //Bio-luminesence has one setting, on.
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power_use = 0
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/obj/item/device/flashlight/slime/New()
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..()
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@@ -34,6 +34,4 @@ delete-after: True
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# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
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changes:
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- rscadd: "Flashlights now take powercells."
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- rscadd: "Flashlights now have multiple brightness levels, including low, medium and high."
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- tweak: "Flashlights are slightly brighter in general."
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- rscadd: "The cells that spawn in flashlights will spawn with a random amount of charge between 25% and 100%"
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- rscadd: "Flashlights now have multiple brightness levels, including low, medium and high."
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