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Prevents tactical tonfa from disappearing when used to shock an enemy. #4267

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merged 1 commit into from Nov 14, 2013

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commented Nov 10, 2013

@NaturesWitness

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commented Nov 11, 2013

Why do we need to add a charge per use? Won't this burn charge everytime you try to switch the light on/off or zap something? If it needs to be there to keep it from disappearing, why don't we also add a charge plus one line to the start of the iuse block to cancel out the drain.

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commented Nov 11, 2013

No.

I stopped it from removing any charges by using return 0;, which means it wont use a charge when used. It returns whatever the tazer2 function returns, which will drain 100 charge when used.

A charge is removed based on the return value, not simply through activation.

The charge per use somehow stops it eating itself without affecting anyone else. Nothing else will fix it without changing how objects are handled.

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commented Nov 11, 2013

Oh ok, good to know. Thanks for fixing this, I'm been taking a break from coding for a bit, so haven't been watching the forums as closely as I used to.

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commented Nov 14, 2013

Now we just need the tazer function to be less really stupid and actually use the charges the item says to use instead of only and always using 100.

GlyphGryph added a commit that referenced this pull request Nov 14, 2013

Merge pull request #4267 from freezerbunny/tactonfa-fix
Prevents tactical tonfa from disappearing when used to shock an enemy.

@GlyphGryph GlyphGryph merged commit d5ddb22 into CleverRaven:master Nov 14, 2013

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@freezerbunny freezerbunny deleted the freezerbunny:tactonfa-fix branch Dec 2, 2013

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