Fixes Fix for some weapons not checking if they have a round in the chamber before attempting to load another.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3519 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
VivianFoxfoot@gmail.com
2012-04-26 21:53:56 +00:00
parent c134dc3997
commit ff3e399a9c
3 changed files with 17 additions and 4 deletions

View File

@@ -51,7 +51,8 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/laser/cyborg/load_into_chamber()
if(in_chamber) return 1
if(in_chamber)
return 1
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)

View File

@@ -24,7 +24,11 @@
load_into_chamber()
if(!loaded.len) return 0
if(in_chamber)
return 1
if(!loaded.len)
return 0
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
@@ -73,5 +77,9 @@
examine()
..()
usr << "Has [loaded.len] round\s remaining."
if(in_chamber && !loaded.len)
usr << "However, it has a chambered round."
if(in_chamber && loaded.len)
usr << "It also has a chambered round."
return

View File

@@ -17,7 +17,8 @@
load_into_chamber()
if(in_chamber) return 1
if(in_chamber)
return 1
return 0
@@ -69,7 +70,10 @@
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
load_into_chamber()
if(!loaded.len) return 0
if(in_chamber)
return 1
if(!loaded.len)
return 0
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.