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56 changes: 21 additions & 35 deletions code/game/machinery/recharger.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
/obj/machinery/recharger
name = "recharger"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "recharger0"
icon_state = "recharger"
desc = "A charging dock for energy based weaponry."
use_power = IDLE_POWER_USE
idle_power_usage = 4
Expand All @@ -11,10 +11,8 @@
var/obj/item/charging = null
var/recharge_coeff = 1

var/icon_state_off = "rechargeroff"
var/icon_state_idle = "recharger0"
var/icon_state_charging = "recharger1"
var/icon_state_recharged = "recharger2"
/// Has a special
var/icon_state_filled = null
var/icon_state_open = "rechargeropen"

var/static/list/allowed_devices = typecacheof(list(
Expand Down Expand Up @@ -50,10 +48,12 @@
if (new_charging)
START_PROCESSING(SSmachines, src)
use_power = ACTIVE_POWER_USE
update_icon(scan = TRUE)
if(icon_state_filled)
icon_state = icon_state_filled
else
use_power = IDLE_POWER_USE
update_icon()
icon_state = initial(icon_state)
update_icon()

/obj/machinery/recharger/attackby(obj/item/G, mob/user, params)
if(G.tool_behaviour == TOOL_WRENCH)
Expand Down Expand Up @@ -125,23 +125,20 @@
if(stat & (NOPOWER|BROKEN) || !anchored)
return PROCESS_KILL

var/using_power = 0
if(charging)
var/obj/item/stock_parts/cell/C = charging.get_cell()
if(C)
if(C.charge < C.maxcharge)
C.give(C.chargerate * recharge_coeff)
use_power(250 * recharge_coeff)
using_power = 1
update_icon(using_power)
update_icon()

if(istype(charging, /obj/item/ammo_box/magazine/recharge))
var/obj/item/ammo_box/magazine/recharge/R = charging
if(R.stored_ammo.len < R.max_ammo)
R.stored_ammo += new R.ammo_type(R)
use_power(200 * recharge_coeff)
using_power = 1
update_icon(using_power)
update_icon()
return
else
return PROCESS_KILL
Expand All @@ -162,37 +159,26 @@
B.cell.charge = 0


/obj/machinery/recharger/update_icon(using_power = 0, scan) //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
if(stat & (NOPOWER|BROKEN) || !anchored)
icon_state = icon_state_off
pixel_x = 0
pixel_y = 0
return
if(scan)
icon_state = icon_state_idle
return
if(panel_open)
icon_state = icon_state_open
return
/obj/machinery/recharger/update_icon() //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
cut_overlays()
if(charging)
if(using_power)
icon_state = icon_state_charging
else
icon_state = icon_state_recharged
return
icon_state = icon_state_idle
var/mutable_appearance/scan = mutable_appearance(icon, "[initial(icon_state)]filled")
var/obj/item/stock_parts/cell/C = charging.get_cell()
if(C)
scan.color = gradient(list("#ff0000", "#00ff00"), round(C.charge/C.maxcharge, 0.01))
if(istype(charging, /obj/item/ammo_box/magazine/recharge))
var/obj/item/ammo_box/magazine/recharge/R = charging
scan.color = gradient(list("#ff0000", "#00ff00"), round(R.stored_ammo.len/R.max_ammo, 0.01))
add_overlay(scan)

/obj/machinery/recharger/wallrecharger
name = "wall recharger"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "wrecharger0"
icon_state = "wrecharger"
desc = "A wall mounted charging dock for energy based weaponry."
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 400

icon_state_off = "wrechargeroff"
icon_state_idle = "wrecharger0"
icon_state_charging = "wrecharger1"
icon_state_recharged = "wrecharger2"
icon_state_filled = "wrechargerweapon"
icon_state_open = "wrechargeropen"
Binary file modified icons/obj/stationobjs.dmi
Binary file not shown.