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Merge pull request #10790 from Jordie0608/fixingthingslikewillsmithfixedthewildwest
Energy gun overlay fixes and icon reversions
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@@ -135,12 +135,12 @@
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var/image/img
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if(owner.action_type == AB_ITEM && owner.target)
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var/obj/item/I = owner.target
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img = image(I.icon, src , I.icon_state)
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overlays += I.appearance
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else if(owner.button_icon && owner.button_icon_state)
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img = image(owner.button_icon,src,owner.button_icon_state)
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img.pixel_x = 0
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img.pixel_y = 0
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overlays += img
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img.pixel_x = 0
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img.pixel_y = 0
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overlays += img
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if(!owner.IsAvailable())
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color = rgb(128,0,0,128)
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@@ -239,7 +239,7 @@
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V.flags |= NODROP
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agent.equip_to_slot_or_del(V, slot_wear_suit)
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agent.equip_to_slot_or_del(new /obj/item/weapon/abductor_baton(agent), slot_in_backpack)
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agent.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/decloner/alien(agent), slot_belt)
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agent.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/alien(agent), slot_belt)
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agent.equip_to_slot_or_del(new /obj/item/device/abductor/silencer(agent), slot_in_backpack)
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agent.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/abductor(agent), slot_head)
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@@ -295,11 +295,14 @@
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return 0
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return 1
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/obj/item/weapon/gun/energy/decloner/alien
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/obj/item/weapon/gun/energy/alien
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name = "alien pistol"
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desc = "A complicated gun that fires bursts of high-intensity radiation."
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ammo_type = list(/obj/item/ammo_casing/energy/declone)
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pin = /obj/item/device/firing_pin/alien
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icon_state = "alienpistol"
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item_state = "alienpistol"
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origin_tech = "combat=5;materials=4;powerstorage=3"
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/obj/item/weapon/paper/abductor
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name = "Dissection Guide"
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@@ -11,6 +11,7 @@
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var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
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var/can_charge = 1 //Can it be charged in a recharger?
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ammo_x_offset = 2
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var/shaded_charge = 0 //if this gun uses a stateful charge bar for more detail
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/obj/item/weapon/gun/energy/emp_act(severity)
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power_supply.use(round(power_supply.charge / severity))
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@@ -87,9 +88,12 @@
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itemState += "[shot.select_name]"
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if(power_supply.charge < shot.e_cost)
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overlays += "[icon_state]_empty"
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ratio = 0
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for(var/i = ratio, i >= 1, i--)
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overlays += image(icon = icon, icon_state = iconState, pixel_x = ammo_x_offset * (i -1))
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else
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if(!shaded_charge)
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for(var/i = ratio, i >= 1, i--)
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overlays += image(icon = icon, icon_state = iconState, pixel_x = ammo_x_offset * (i -1))
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else
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overlays += image(icon = icon, icon_state = "[icon_state]_charge[ratio]")
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if(F)
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var/iconF = "flight"
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if(F.on)
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@@ -8,7 +8,7 @@
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origin_tech = "combat=3;magnets=2"
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ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
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ammo_x_offset = 1
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shaded_charge = 1
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/obj/item/weapon/gun/energy/laser/practice
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name = "practice laser gun"
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@@ -20,6 +20,7 @@
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icon_state = "hoslaser"
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force = 10
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ammo_type = list(/obj/item/ammo_casing/energy/electrode/hos, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/disabler)
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ammo_x_offset = 4
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/obj/item/weapon/gun/energy/gun/dragnet
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name = "DRAGnet"
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@@ -59,6 +59,6 @@
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/obj/item/weapon/gun/energy/pulse/pistol/m1911
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name = "\improper M1911-P"
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desc = "A compact pulse core in a classic handgun frame for Nanotrasen officers. It's not the size of the gun, it's the size of the hole it puts through people."
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icon_state = "m1911-p"
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icon_state = "m1911"
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item_state = "gun"
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cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
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@@ -52,6 +52,7 @@
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origin_tech = "materials=2;biotech=3;powerstorage=3"
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modifystate = 1
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var/charge_tick = 0
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ammo_x_offset = 1
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/obj/item/weapon/gun/energy/floragun/New()
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..()
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