makes it compile. should work. hopefully
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@@ -52,7 +52,7 @@
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desc = "A small cell with two prongs lazily jabbed into it. It looks like it's made for charging the small batteries found in electromagnetic devices."
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icon = 'icons/obj/module.dmi'
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icon_state = "cell_mini"
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flags_1 = NOBLUDGEON_1
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item_flags = NOBLUDGEON
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var/uses = 5 //Dictates how many charges the device adds to compatible items
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/obj/item/emagrecharge/examine(mob/user)
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@@ -206,8 +206,8 @@
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/obj/item/toy/sword/cx/attackby(obj/item/W, mob/living/user, params)
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if(istype(W, /obj/item/toy/sword/cx))
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if((W.flags_1 & NODROP_1) || (flags_1 & NODROP_1))
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to_chat(user, "<span class='warning'>\the [flags_1 & NODROP_1 ? src : W] is stuck to your hand, you can't attach it to \the [flags_1 & NODROP_1 ? W : src]!</span>")
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if((W.item_flags & NODROP) || (item_flags & NODROP))
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to_chat(user, "<span class='warning'>\the [item_flags & NODROP ? src : W] is stuck to your hand, you can't attach it to \the [item_flags & NODROP ? W : src]!</span>")
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return
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else
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to_chat(user, "<span class='notice'>You combine the two plastic swords, making a single supermassive toy! You're fake-cool.</span>")
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@@ -307,7 +307,7 @@
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var/mob/M = loc
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M.update_inv_hands()
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SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)//blood overlays get weird otherwise, because the sprite changes. (retained from original desword because I have no idea what this is)
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SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)//blood overlays get weird otherwise, because the sprite changes. (retained from original desword because I have no idea what this is)
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/obj/item/twohanded/hypereutactic/AltClick(mob/living/user)
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if(!in_range(src, user)) //Basic checks to prevent abuse
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@@ -1,5 +1,3 @@
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/obj/item/vending_refill/medical
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machine_name = "NanoMed"
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icon_state = "refill_medical"
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charges = list(32, 5, 3)// of 95 standard, 13 contraband, 8 premium
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init_charges = list(32, 5, 3)
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