initial commit - cross reference with 5th port - obviously has compile errors
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// Light Replacer (LR)
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//
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// ABOUT THE DEVICE
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//
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// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
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// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
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// they don't have hands or a way to replace lightbulbs.
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//
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// HOW IT WORKS
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//
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// You attack a light fixture with it, if the light fixture is broken it will replace the
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// light fixture with a working light; the broken light is then placed on the floor for the
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// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
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//
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// HOW TO REFILL THE DEVICE
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//
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// It will need to be manually refilled with lights.
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// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
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//
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// EMAGGED FEATURES
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//
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// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
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//
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// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
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//
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// When emagged it will rig every light it replaces, which will explode when the light is on.
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// This is VERY noticable, even the device's name changes when you emag it so if anyone
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// examines you when you're holding it in your hand, you will be discovered.
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// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
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// access to them, and only one of them can emag their device.
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//
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// The explosion cannot insta-kill anyone with 30% or more health.
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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/obj/item/device/lightreplacer
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name = "light replacer"
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desc = "A device to automatically replace lights. Refill with broken or working lightbulbs, or sheets of glass."
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icon = 'icons/obj/janitor.dmi'
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icon_state = "lightreplacer0"
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item_state = "electronic"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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origin_tech = "magnets=3;engineering=4"
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var/max_uses = 20
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var/uses = 0
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var/emagged = 0
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var/failmsg = ""
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// How much to increase per each glass?
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var/increment = 5
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// How much to take from the glass?
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var/decrement = 1
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var/charge = 1
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// Eating used bulbs gives us bulb shards
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var/bulb_shards = 0
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// when we get this many shards, we get a free bulb.
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var/shards_required = 4
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/obj/item/device/lightreplacer/New()
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uses = max_uses / 2
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failmsg = "The [name]'s refill light blinks red."
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..()
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/obj/item/device/lightreplacer/examine(mob/user)
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..()
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user << status_string()
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/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = W
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if(uses >= max_uses)
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user << "<span class='warning'>[src.name] is full.</span>"
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return
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else if(G.use(decrement))
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AddUses(increment)
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user << "<span class='notice'>You insert a piece of glass into the [src.name]. You have [uses] light\s remaining.</span>"
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return
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else
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user << "<span class='warning'>You need one sheet of glass to replace lights!</span>"
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if(istype(W, /obj/item/weapon/light))
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var/new_bulbs = 0
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var/obj/item/weapon/light/L = W
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if(L.status == 0) // LIGHT OKAY
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if(uses < max_uses)
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if(!user.unEquip(W))
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return
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AddUses(1)
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qdel(L)
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else
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if(!user.unEquip(W))
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return
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new_bulbs += AddShards(1)
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qdel(L)
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if(new_bulbs != 0)
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
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user << "<span class='notice'>You insert the [L.name] into the [src.name]. " + status_string() + "</span>"
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return
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if(istype(W, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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var/found_lightbulbs = FALSE
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var/replaced_something = TRUE
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for(var/obj/item/I in S.contents)
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if(istype(I,/obj/item/weapon/light))
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var/obj/item/weapon/light/L = I
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found_lightbulbs = TRUE
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if(src.uses >= max_uses)
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break
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if(L.status == LIGHT_OK)
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replaced_something = TRUE
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AddUses(1)
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qdel(L)
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else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
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replaced_something = TRUE
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AddShards(1)
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qdel(L)
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if(!found_lightbulbs)
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user << "<span class='warning'>\The [S] contains no bulbs.</span>"
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return
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if(!replaced_something && src.uses == max_uses)
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user << "<span class='warning'>\The [src] is full!</span>"
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return
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user << "<span class='notice'>You fill \the [src] with lights from \the [S]. " + status_string() + "</span>"
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/obj/item/device/lightreplacer/emag_act()
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if(!emagged)
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Emag()
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/obj/item/device/lightreplacer/attack_self(mob/user)
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user << status_string()
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/obj/item/device/lightreplacer/update_icon()
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icon_state = "lightreplacer[emagged]"
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/obj/item/device/lightreplacer/proc/status_string()
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return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
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/obj/item/device/lightreplacer/proc/Use(mob/user)
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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AddUses(-1)
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return 1
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// Negative numbers will subtract
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/obj/item/device/lightreplacer/proc/AddUses(amount = 1)
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uses = Clamp(uses + amount, 0, max_uses)
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/obj/item/device/lightreplacer/proc/AddShards(amount = 1)
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bulb_shards += amount
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var/new_bulbs = round(bulb_shards / shards_required)
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if(new_bulbs > 0)
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AddUses(new_bulbs)
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bulb_shards = bulb_shards % shards_required
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return new_bulbs
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/obj/item/device/lightreplacer/proc/Charge(var/mob/user)
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charge += 1
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if(charge > 3)
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AddUses(1)
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charge = 1
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/obj/item/device/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
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if(target.status != LIGHT_OK)
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if(CanUse(U))
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if(!Use(U)) return
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U << "<span class='notice'>You replace the [target.fitting] with \the [src].</span>"
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if(target.status != LIGHT_EMPTY)
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var/new_bulbs = AddShards(1)
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if(new_bulbs != 0)
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U << "<span class='notice'>\The [src] has fabricated a new bulb from the broken bulbs it has stored. It now has [uses] uses.</span>"
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
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target.status = LIGHT_EMPTY
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target.update()
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var/obj/item/weapon/light/L2 = new target.light_type()
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target.status = L2.status
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target.switchcount = L2.switchcount
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target.rigged = emagged
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target.brightness = L2.brightness
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target.on = target.has_power()
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target.update()
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qdel(L2)
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if(target.on && target.rigged)
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target.explode()
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return
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else
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U << failmsg
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return
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else
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U << "<span class='warning'>There is a working [target.fitting] already inserted!</span>"
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return
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/obj/item/device/lightreplacer/proc/Emag()
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emagged = !emagged
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playsound(src.loc, "sparks", 100, 1)
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if(emagged)
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name = "shortcircuited [initial(name)]"
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else
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name = initial(name)
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update_icon()
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//Can you use it?
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/obj/item/device/lightreplacer/proc/CanUse(mob/living/user)
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src.add_fingerprint(user)
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//Not sure what else to check for. Maybe if clumsy?
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if(uses > 0)
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return 1
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else
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return 0
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/obj/item/device/lightreplacer/afterattack(atom/T, mob/U, proximity)
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if(!proximity)
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return
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if(!isturf(T))
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return
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var/used = FALSE
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for(var/atom/A in T)
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if(!CanUse(U))
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break
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used = TRUE
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if(istype(A, /obj/machinery/light))
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ReplaceLight(A, U)
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if(!used)
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U << failmsg
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/obj/item/device/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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J.put_in_cart(src, user)
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J.myreplacer = src
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J.update_icon()
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/obj/item/device/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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return
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#undef LIGHT_OK
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#undef LIGHT_EMPTY
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#undef LIGHT_BROKEN
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#undef LIGHT_BURNED
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