bool ARechargeShields::CanUse(int TargetID, long AbilityID, long SkillID)
{
	// Get the skill level
	m_SkillLevel = (float) m_Player->PlayerIndex()->RPGInfo.Skills.Skill[SkillID].GetLevel();
	m_SkillRank = DetermineSkillRank(AbilityID);
	m_AbilityID = AbilityID;
	m_SkillID = SkillID;
	ObjectManager *om = m_Player->GetObjectManager();

	//Skill does not exist.
	if(m_SkillRank == -1)
	{
		return false;
	}

	// Make sure we are not dead
	if (m_Player->ShipIndex()->GetIsIncapacitated())
	{
		SendError("Can not use this ability while dead!");
		return false;
	}

	// See if we can use this skill
	if (TargetID > 0 && m_SkillRank >= 3 && om)
	{
		Object * Target = om->GetObjectFromID(TargetID);	// Get Target

		if (Target && Target->ObjectType() != m_TargetType)
		{
			SendError("Incorrect target type!");
			return false;
		}

		// See if we are in range
		if (Target->RangeFrom(m_Player->Position()) > CalculateRange(m_SkillLevel, m_SkillRank))
		{
			SendError("Out of range!");
			return false;
		}

		if(g_PlayerMgr->GetPlayer(TargetID)->ShipIndex()->GetIsIncapacitated())
		{
			SendError("Cannot recharge a dead player!");
			return false;
		}
	}

	//If we are prospecting we cannot use this skill
	if (m_Player->Prospecting())
	{
		SendError("Cannot use while prospecting.");
		return false;
	}

	//if we are warping we cannot use the skill
	if (m_Player->WarpDrive())
	{
		SendError("Cannot use while in warp.");
		return false;
	}

	return true;
}