Charging the clockwork slab now uses overlays
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@@ -6,6 +6,7 @@
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Clockwork slabs will only make components if held or if inside an item held by a human, and when making a component will prevent all other slabs held from making components.\n\
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Hitting a slab, a Servant with a slab, or a cache will <b>transfer</b> this slab's components into the target, the target's slab, or the global cache, respectively."
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icon_state = "dread_ipad"
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var/inhand_overlay //If applicable, this overlay will be applied to the slab's inhand
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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var/list/stored_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)
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@@ -105,6 +106,12 @@
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. = ..()
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addtimer(CALLBACK(src, .proc/check_on_mob, user), 1) //dropped is called before the item is out of the slot, so we need to check slightly later
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/obj/item/clockwork/slab/worn_overlays(isinhands = FALSE, icon_file)
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. = list()
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if(isinhands && item_state && inhand_overlay)
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var/mutable_appearance/M = mutable_appearance(icon_file, "slab_[inhand_overlay]")
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. += M
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/obj/item/clockwork/slab/proc/check_on_mob(mob/user)
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if(user && !(src in user.held_items) && slab_ability && slab_ability.ranged_ability_user) //if we happen to check and we AREN'T in user's hands, remove whatever ability we have
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slab_ability.remove_ranged_ability()
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