mirror of
https://github.com/Yawn-Wider/YWPolarisVore.git
synced 2026-08-23 21:17:20 +01:00
Merge branch 'release' of https://github.com/VOREStation/VOREStation into izac
This commit is contained in:
@@ -974,7 +974,7 @@ GLOBAL_LIST_EMPTY(apcs)
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for(var/obj/machinery/light/L in area)
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if(!initial(L.no_emergency)) //If there was an override set on creation, keep that override
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L.no_emergency = emergency_lights
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INVOKE_ASYNC(L, /obj/machinery/light/.proc/update, FALSE)
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INVOKE_ASYNC(L, TYPE_PROC_REF(/obj/machinery/light, update), FALSE)
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CHECK_TICK
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if("overload")
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if(locked_exception) // Reusing for simplicity!
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@@ -1371,4 +1371,4 @@ GLOBAL_LIST_EMPTY(apcs)
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#undef APC_HAS_ELECTRONICS_NONE
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#undef APC_HAS_ELECTRONICS_WIRED
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#undef APC_HAS_ELECTRONICS_SECURED
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#undef APC_HAS_ELECTRONICS_SECURED
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@@ -25,6 +25,7 @@
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var/self_recharge = FALSE // If true, the cell will recharge itself.
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var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later.
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var/last_use = 0 // A tracker for use in self-charging
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var/connector_type = "standard" //What connector sprite to use when in a cell charger, null if no connectors
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var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
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matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
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drop_sound = 'sound/items/drop/component.ogg'
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@@ -20,10 +20,45 @@
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charge = 0
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update_icon()
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/*
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* Crap Device
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*/
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/obj/item/weapon/cell/device/crap
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name = "\improper rechargable D battery"
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desc = "An older, cheap power cell designed to power handheld devices. It's probably been in use for quite some time now."
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description_fluff = "You can't top the rust top." //TOTALLY TRADEMARK INFRINGEMENT
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origin_tech = list(TECH_POWER = 0)
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icon_state = "device_crap"
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maxcharge = 240
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matter = list(MAT_STEEL = 350, MAT_GLASS = 30)
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/obj/item/weapon/cell/device/crap/update_icon() //No visible charge indicator
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return
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/obj/item/weapon/cell/device/crap/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/*
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* Hyper Device
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*/
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/obj/item/weapon/cell/device/hyper
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name = "hyper device power cell"
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desc = "A small power cell designed to power handheld devices. Has a better charge than a standard device cell."
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icon_state = "hype_device_cell"
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maxcharge = 600
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matter = list(MAT_STEEL = 400, MAT_GLASS = 60)
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/obj/item/weapon/cell/device/hyper/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/*
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* EMP Proof Device
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*/
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/obj/item/weapon/cell/device/empproof //UNUSED
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/obj/item/weapon/cell/device/empproof
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name = "shielded device power cell"
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desc = "A small power cell designed to power handheld devices. Shielded from EMPs."
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icon_state = "up_device_cell"
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@@ -1,33 +1,29 @@
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/*
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* Empty
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*/
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/obj/item/weapon/cell/empty/New()
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..()
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charge = 0
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/*
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* Crap
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*/
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/obj/item/weapon/cell/crap
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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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name = "\improper rechargable DD battery"
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desc = "An older, cheap power cell. It's probably been in use for quite some time now."
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description_fluff = "You can't top the rust top." //TOTALLY TRADEMARK INFRINGEMENT
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origin_tech = list(TECH_POWER = 0)
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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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/obj/item/weapon/cell/crap/update_icon() //No visible charge indicator
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return
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/obj/item/weapon/cell/crap/empty/New()
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..()
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charge = 0
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/*
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* Security Borg
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*/
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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 = "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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/obj/item/weapon/cell/secborg/empty/New()
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..()
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charge = 0
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update_icon()
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/*
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* APC
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*/
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@@ -89,10 +85,23 @@
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/obj/item/weapon/cell/mech
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name = "mecha power cell"
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icon_state = "mech"
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connector_type = "mech"
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charge = 15000
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maxcharge = 15000
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matter = list(MAT_STEEL = 800, MAT_GLASS = 60)
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/obj/item/weapon/cell/mech/lead
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name = "lead acid battery"
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desc = "An ancient battery design not commonly seen anymore. It looks like it'd fit inside a mech however..."
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origin_tech = list(TECH_POWER = 0) //Litteraly an old car battery, doesn't need tech
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icon_state = "lead"
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charge = 8000
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maxcharge = 8000
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matter = list(MAT_STEEL = 300, MAT_GLASS = 10)
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/obj/item/weapon/cell/mech/lead/update_icon() //No visible charge indicator
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return
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/obj/item/weapon/cell/mech/high
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name = "high-capacity mecha power cell"
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origin_tech = list(TECH_POWER = 3)
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@@ -146,6 +155,7 @@
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origin_tech = list(TECH_POWER = 4, TECH_BIO = 5)
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icon = 'icons/mob/slimes.dmi' //'icons/obj/harvest.dmi'
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icon_state = "yellow slime extract" //"potato_battery"
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connector_type = "slime"
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description_info = "This 'cell' holds a max charge of 10k and self recharges over time."
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maxcharge = 10000
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matter = null
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@@ -161,8 +171,12 @@
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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 = "em_light"
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connector_type = "emergency"
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w_class = ITEMSIZE_TINY
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/obj/item/weapon/cell/emergency_light/update_icon() //No visible charge indicator
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return
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/obj/item/weapon/cell/emergency_light/Initialize()
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. = ..()
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var/area/A = get_area(src)
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@@ -156,7 +156,7 @@
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"<span class='italics'>You hear a loud electrical crack!</span>")
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playsound(src, 'sound/effects/lightningshock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 5, power_gen * 0.05)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, get_turf(src), 2, 3, 4, 8), 100) // Not a normal explosion.
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addtimer(CALLBACK(GLOBAL_PROC, PROC_REF(explosion), get_turf(src), 2, 3, 4, 8), 100) // Not a normal explosion.
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/obj/machinery/power/rtg/abductor/bullet_act(obj/item/projectile/Proj)
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. = ..()
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@@ -83,7 +83,7 @@
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flick("coilhit", src)
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playsound(src, 'sound/effects/lightningshock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 5, power_produced)
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//addtimer(CALLBACK(src, .proc/reset_shocked), 10)
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//addtimer(CALLBACK(src, PROC_REF(reset_shocked)), 10)
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spawn(10) reset_shocked()
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else
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..()
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@@ -101,7 +101,7 @@
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energy_to_raise = energy_to_raise * 1.25
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playsound(src, 'sound/effects/lightning_chargeup.ogg', 100, 1, extrarange = 30)
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//addtimer(CALLBACK(src, .proc/new_mini_ball), 100)
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//addtimer(CALLBACK(src, PROC_REF(new_mini_ball)), 100)
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spawn(100) new_mini_ball()
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else if(energy < energy_to_lower && orbiting_balls.len)
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@@ -9,8 +9,8 @@
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being_shocked = TRUE
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var/power_bounced = power / 2
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tesla_zap(src, 3, power_bounced)
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//addtimer(CALLBACK(src, .proc/reset_shocked), 10)
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//schedule_task_with_source_in(10, src, .proc/reset_shocked)
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//addtimer(CALLBACK(src, PROC_REF(reset_shocked)), 10)
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//schedule_task_with_source_in(10, src, PROC_REF(reset_shocked))
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spawn(10) reset_shocked()
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/obj/proc/reset_shocked()
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@@ -63,12 +63,3 @@
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/obj/mecha/tesla_act(power)
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..()
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take_damage(power / 200, "energy") // A surface lightning strike will do 100 damage.
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