fixes pulse rifles not being emp proof apparently

This commit is contained in:
paprka
2015-02-01 23:27:56 -08:00
parent bb75737695
commit 8173cd2460
2 changed files with 6 additions and 1 deletions
@@ -2,7 +2,7 @@
name = "pulse rifle"
desc = "A heavy-duty, multifaceted energy rifle with three modes. Preferred by front-line combat personnel."
icon_state = "pulse"
item_state = "pulse"
item_state = null
w_class = 4
force = 10
flags = CONDUCT
@@ -13,6 +13,9 @@
/obj/item/weapon/gun/energy/pulse/attack_self(mob/living/user as mob)
select_fire(user)
/obj/item/weapon/gun/energy/pulse/emp_act(severity)
return
/obj/item/weapon/gun/energy/pulse/loyalpin
pin = /obj/item/device/firing_pin/implant/loyalty
@@ -122,6 +122,8 @@
overheat = 0
recent_reload = 0
..()
/obj/item/weapon/gun/energy/kinetic_accelerator/emp_act(severity)
return
/obj/item/weapon/gun/energy/kinetic_accelerator/attack_self(mob/living/user)
if(overheat || recent_reload)