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https://github.com/Bubberstation/Bubberstation.git
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[MIRROR] Refactors Gunlight / Helmetlight to be a component [MDB IGNORE] (#14226)
* Refactors Gunlight / Helmetlight to be a component * wew Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This commit is contained in:
co-authored by
MrMelbert
Gandalf
parent
a1fd933f8c
commit
d2e1be321f
+17
-126
@@ -56,10 +56,6 @@
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var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
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/// True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
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var/pinless = FALSE
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var/can_flashlight = FALSE //if a flashlight can be added or removed if it already has one.
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var/obj/item/flashlight/seclite/gun_light
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var/datum/action/item_action/toggle_gunlight/alight
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var/gunlight_state = "flight"
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var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
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var/obj/item/knife/bayonet
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@@ -68,8 +64,6 @@
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var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
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var/ammo_y_offset = 0
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var/flight_x_offset = 0
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var/flight_y_offset = 0
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var/pb_knockback = 0
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@@ -77,14 +71,12 @@
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. = ..()
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if(pin)
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pin = new pin(src)
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if(gun_light)
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alight = new(src)
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add_seclight_point()
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/obj/item/gun/Destroy()
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if(isobj(pin)) //Can still be the initial path, then we skip
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QDEL_NULL(pin)
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if(gun_light)
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QDEL_NULL(gun_light)
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if(bayonet)
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QDEL_NULL(bayonet)
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if(chambered) //Not all guns are chambered (EMP'ed energy guns etc)
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@@ -93,6 +85,12 @@
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QDEL_NULL(suppressed)
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return ..()
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/// Handles adding [the seclite mount component][/datum/component/seclite_attachable] to the gun.
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/// If the gun shouldn't have a seclight mount, override this with a return.
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/// Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
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/obj/item/gun/proc/add_seclight_point()
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return
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/obj/item/gun/handle_atom_del(atom/A)
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if(A == pin)
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pin = null
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@@ -101,8 +99,6 @@
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update_appearance()
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if(A == bayonet)
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clear_bayonet()
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if(A == gun_light)
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clear_gunlight()
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if(A == suppressed)
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clear_suppressor()
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return ..()
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@@ -123,13 +119,6 @@
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else
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. += "It doesn't have a <b>firing pin</b> installed, and won't fire."
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if(gun_light)
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. += "It has \a [gun_light] [can_flashlight ? "" : "permanently "]mounted on it."
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if(can_flashlight) //if it has a light and this is false, the light is permanent.
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. += span_info("[gun_light] looks like it can be <b>unscrewed</b> from [src].")
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else if(can_flashlight)
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. += "It has a mounting point for a <b>seclite</b>."
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if(bayonet)
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. += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it."
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if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent.
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@@ -417,19 +406,7 @@
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/obj/item/gun/attackby(obj/item/I, mob/living/user, params)
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if(user.combat_mode)
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return ..()
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else if(istype(I, /obj/item/flashlight/seclite))
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if(!can_flashlight)
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return ..()
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var/obj/item/flashlight/seclite/S = I
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if(!gun_light)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, span_notice("You click [S] into place on [src]."))
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set_gun_light(S)
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update_gunlight()
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alight = new(src)
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if(loc == user)
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alight.Grant(user)
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else if(istype(I, /obj/item/knife))
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var/obj/item/knife/K = I
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if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it.
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@@ -449,20 +426,9 @@
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if((can_flashlight && gun_light) && (can_bayonet && bayonet)) //give them a choice instead of removing both
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var/list/possible_items = list(gun_light, bayonet)
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var/obj/item/item_to_remove = tgui_input_list(user, "Attachment to remove", "Attachment Removal", sort_names(possible_items))
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if(isnull(item_to_remove))
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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return remove_gun_attachment(user, I, item_to_remove)
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else if(gun_light && can_flashlight) //if it has a gun_light and can_flashlight is false, the flashlight is permanently attached.
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return remove_gun_attachment(user, I, gun_light, "unscrewed")
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else if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
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return remove_gun_attachment(user, I, bayonet, "unfix")
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if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
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return remove_bayonet(user, I)
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else if(pin && user.is_holding(src))
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user.visible_message(span_warning("[user] attempts to remove [pin] from [src] with [I]."),
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@@ -509,19 +475,15 @@
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QDEL_NULL(pin)
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return TRUE
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/obj/item/gun/proc/remove_gun_attachment(mob/living/user, obj/item/tool_item, obj/item/item_to_remove, removal_verb)
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if(tool_item)
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tool_item.play_tool_sound(src)
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to_chat(user, span_notice("You [removal_verb ? removal_verb : "remove"] [item_to_remove] from [src]."))
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item_to_remove.forceMove(drop_location())
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/obj/item/gun/proc/remove_bayonet(mob/living/user, obj/item/tool_item)
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tool_item?.play_tool_sound(src)
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to_chat(user, span_notice("You unfix [bayonet] from [src]."))
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bayonet.forceMove(drop_location())
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if(Adjacent(user) && !issilicon(user))
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user.put_in_hands(item_to_remove)
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user.put_in_hands(bayonet)
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if(item_to_remove == bayonet)
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return clear_bayonet()
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else if(item_to_remove == gun_light)
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return clear_gunlight()
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return clear_bayonet()
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/obj/item/gun/proc/clear_bayonet()
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if(!bayonet)
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@@ -530,79 +492,8 @@
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update_appearance()
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return TRUE
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/obj/item/gun/proc/clear_gunlight()
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if(!gun_light)
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return
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var/obj/item/flashlight/seclite/removed_light = gun_light
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set_gun_light(null)
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update_gunlight()
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removed_light.update_brightness()
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QDEL_NULL(alight)
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return TRUE
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/**
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* Swaps the gun's seclight, dropping the old seclight if it has not been qdel'd.
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*
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* Returns the former gun_light that has now been replaced by this proc.
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* Arguments:
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* * new_light - The new light to attach to the weapon. Can be null, which will mean the old light is removed with no replacement.
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*/
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/obj/item/gun/proc/set_gun_light(obj/item/flashlight/seclite/new_light)
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// Doesn't look like this should ever happen? We're replacing our old light with our old light?
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if(gun_light == new_light)
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CRASH("Tried to set a new gun light when the old gun light was also the new gun light.")
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. = gun_light
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// If there's an old gun light that isn't being QDELETED, detatch and drop it to the floor.
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if(!QDELETED(gun_light))
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gun_light.set_light_flags(gun_light.light_flags & ~LIGHT_ATTACHED)
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if(gun_light.loc == src)
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gun_light.forceMove(get_turf(src))
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// If there's a new gun light to be added, attach and move it to the gun.
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if(new_light)
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new_light.set_light_flags(new_light.light_flags | LIGHT_ATTACHED)
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if(new_light.loc != src)
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new_light.forceMove(src)
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gun_light = new_light
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/obj/item/gun/ui_action_click(mob/user, actiontype)
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if(istype(actiontype, alight))
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toggle_gunlight()
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else
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..()
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/obj/item/gun/proc/toggle_gunlight()
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if(!gun_light)
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return
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var/mob/living/carbon/human/user = usr
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gun_light.on = !gun_light.on
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gun_light.update_brightness()
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to_chat(user, span_notice("You toggle the gunlight [gun_light.on ? "on":"off"]."))
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playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
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update_gunlight()
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/obj/item/gun/proc/update_gunlight()
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update_appearance()
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update_action_buttons()
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/obj/item/gun/update_overlays()
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. = ..()
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if(gun_light)
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var/mutable_appearance/flashlight_overlay
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var/state = "[gunlight_state][gun_light.on? "_on":""]" //Generic state.
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if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
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state = gun_light.icon_state
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flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
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flashlight_overlay.pixel_x = flight_x_offset
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flashlight_overlay.pixel_y = flight_y_offset
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. += flashlight_overlay
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if(bayonet)
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var/mutable_appearance/knife_overlay
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var/state = "bayonet" //Generic state.
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@@ -59,6 +59,7 @@
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START_PROCESSING(SSobj, src)
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update_appearance()
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RegisterSignal(src, COMSIG_ITEM_RECHARGED, .proc/instant_recharge)
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/gun/energy/add_weapon_description()
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AddElement(/datum/element/weapon_description, attached_proc = .proc/add_notes_energy)
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@@ -92,10 +93,6 @@
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return readout.Join("\n") // Sending over the singular string, rather than the whole list
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/obj/item/gun/energy/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/gun/energy/proc/update_ammo_types()
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var/obj/item/ammo_casing/energy/shot
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for (var/i in 1 to ammo_type.len)
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@@ -219,8 +216,8 @@
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if(modifystate)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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if(single_shot_type_overlay)
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. += "[icon_state]_[shot.select_name]"
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overlay_icon_state += "_[shot.select_name]"
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. += "[icon_state]_[initial(shot.select_name)]"
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overlay_icon_state += "_[initial(shot.select_name)]"
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var/ratio = get_charge_ratio()
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if(ratio == 0 && display_empty)
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@@ -6,12 +6,16 @@
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inhand_icon_state = null //so the human update icon uses the icon_state instead.
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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modifystate = TRUE
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can_flashlight = TRUE
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ammo_x_offset = 3
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flight_x_offset = 15
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flight_y_offset = 10
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dual_wield_spread = 60
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/obj/item/gun/energy/e_gun/add_seclight_point()
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AddComponent(/datum/component/seclite_attachable, \
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light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
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light_overlay = "flight", \
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overlay_x = 15, \
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overlay_y = 10)
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/obj/item/gun/energy/e_gun/mini
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name = "miniature energy gun"
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desc = "A small, pistol-sized energy gun with a built-in flashlight. It has two settings: disable and kill."
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@@ -21,15 +25,17 @@
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cell_type = /obj/item/stock_parts/cell/mini_egun
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ammo_x_offset = 2
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charge_sections = 3
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can_flashlight = FALSE // Can't attach or detach the flashlight, and override it's icon update
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gunlight_state = "mini-light"
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flight_x_offset = 19
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flight_y_offset = 13
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single_shot_type_overlay = FALSE
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/obj/item/gun/energy/e_gun/mini/Initialize(mapload)
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set_gun_light(new /obj/item/flashlight/seclite(src))
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return ..()
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/obj/item/gun/energy/e_gun/mini/add_seclight_point()
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// The mini energy gun's light comes attached but is unremovable.
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AddComponent(/datum/component/seclite_attachable, \
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starting_light = new /obj/item/flashlight/seclite(src), \
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is_light_removable = FALSE, \
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light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
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light_overlay = "mini-light", \
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overlay_x = 19, \
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overlay_y = 13)
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/obj/item/gun/energy/e_gun/stun
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name = "tactical energy gun"
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@@ -76,9 +82,11 @@
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ammo_type = list(/obj/item/ammo_casing/energy/net, /obj/item/ammo_casing/energy/trap)
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modifystate = FALSE
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w_class = WEIGHT_CLASS_NORMAL
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can_flashlight = FALSE
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ammo_x_offset = 1
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/obj/item/gun/energy/e_gun/dragnet/add_seclight_point()
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return
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/obj/item/gun/energy/e_gun/dragnet/snare
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name = "Energy Snare Launcher"
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desc = "Fires an energy snare that slows the target down."
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@@ -94,11 +102,13 @@
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w_class = WEIGHT_CLASS_HUGE
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
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weapon_weight = WEAPON_HEAVY
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can_flashlight = FALSE
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trigger_guard = TRIGGER_GUARD_NONE
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ammo_x_offset = 2
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/obj/item/gun/energy/e_gun/nuclear //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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/obj/item/gun/energy/e_gun/turret/add_seclight_point()
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return
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/obj/item/gun/energy/e_gun/nuclear
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name = "advanced energy gun"
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desc = "An energy gun with an experimental miniaturized nuclear reactor that automatically charges the internal power cell."
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icon_state = "nucgun"
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@@ -8,9 +8,6 @@
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item_flags = NONE
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obj_flags = UNIQUE_RENAME
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weapon_weight = WEAPON_LIGHT
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can_flashlight = TRUE
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flight_x_offset = 15
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flight_y_offset = 9
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can_bayonet = TRUE
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knife_x_offset = 20
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knife_y_offset = 12
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@@ -18,6 +15,13 @@
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var/max_mod_capacity = 100
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var/list/modkits = list()
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/obj/item/gun/energy/recharge/kinetic_accelerator/add_seclight_point()
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AddComponent(/datum/component/seclite_attachable, \
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light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
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light_overlay = "flight", \
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overlay_x = 15, \
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overlay_y = 9)
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/obj/item/gun/energy/recharge/kinetic_accelerator/examine(mob/user)
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. = ..()
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if(max_mod_capacity)
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@@ -168,19 +168,23 @@
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ammo_type = list(/obj/item/ammo_casing/energy/nanite)
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shaded_charge = TRUE
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ammo_x_offset = 1
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can_flashlight = TRUE
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flight_x_offset = 15
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flight_y_offset = 9
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can_bayonet = TRUE
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knife_x_offset = 19
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knife_y_offset = 13
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w_class = WEIGHT_CLASS_NORMAL
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dual_wield_spread = 10 //as intended by the coders
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/obj/item/gun/energy/laser/thermal/ComponentInitialize()
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/obj/item/gun/energy/laser/thermal/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_CONTENTS)
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/obj/item/gun/energy/laser/thermal/add_seclight_point()
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AddComponent(/datum/component/seclite_attachable, \
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light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
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light_overlay = "flight", \
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overlay_x = 15, \
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overlay_y = 9)
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/obj/item/gun/energy/laser/thermal/inferno //the magma gun
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name = "inferno pistol"
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desc = "A modified handcannon with a self-replicating reserve of decommissioned weaponized nanites. Spit globs of molten angry robots into the bad guys. While it doesn't manipulate temperature in of itself, it does cause an violent eruption in anyone who is severely cold."
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@@ -7,11 +7,10 @@
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display_empty = FALSE
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force = 5
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selfcharge = 1
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can_flashlight = FALSE
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
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/obj/item/gun/energy/e_gun/advtaser/mounted/dropped()//if somebody manages to drop this somehow...
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..()
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/obj/item/gun/energy/e_gun/advtaser/mounted/add_seclight_point()
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return
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/obj/item/gun/energy/laser/mounted
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name = "mounted laser"
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@@ -23,9 +22,6 @@
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selfcharge = 1
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL
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/obj/item/gun/energy/laser/mounted/dropped()
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..()
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|
||||
/obj/item/gun/energy/laser/mounted/augment
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "arm_laser"
|
||||
|
||||
@@ -40,9 +40,13 @@
|
||||
worn_icon_state = "gun"
|
||||
inhand_icon_state = null
|
||||
cell_type = "/obj/item/stock_parts/cell/pulse/carbine"
|
||||
can_flashlight = TRUE
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 12
|
||||
|
||||
/obj/item/gun/energy/pulse/carbine/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 18, \
|
||||
overlay_y = 12)
|
||||
|
||||
/obj/item/gun/energy/pulse/carbine/loyalpin
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
|
||||
@@ -5,13 +5,17 @@
|
||||
inhand_icon_state = null //so the human update icon uses the icon_state instead.
|
||||
worn_icon_state = null
|
||||
shaded_charge = TRUE
|
||||
can_flashlight = TRUE
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/ion)
|
||||
flight_x_offset = 17
|
||||
flight_y_offset = 9
|
||||
|
||||
/obj/item/gun/energy/ionrifle/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 17, \
|
||||
overlay_y = 9)
|
||||
|
||||
/obj/item/gun/energy/ionrifle/emp_act(severity)
|
||||
return
|
||||
@@ -22,8 +26,11 @@
|
||||
icon_state = "ioncarbine"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 11
|
||||
|
||||
/obj/item/gun/energy/ionrifle/carbine/add_seclight_point()
|
||||
. = ..()
|
||||
// We use the same overlay as the parent, so we can just let the component inherit the correct offsets here
|
||||
AddComponent(/datum/component/seclite_attachable, overlay_x = 18, overlay_y = 11)
|
||||
|
||||
/obj/item/gun/energy/decloner
|
||||
name = "biological demolecularisor"
|
||||
|
||||
@@ -16,10 +16,12 @@
|
||||
/obj/item/gun/energy/e_gun/advtaser/cyborg
|
||||
name = "cyborg taser"
|
||||
desc = "An integrated hybrid taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
can_flashlight = FALSE
|
||||
can_charge = FALSE
|
||||
use_cyborg_cell = TRUE
|
||||
|
||||
/obj/item/gun/energy/e_gun/advtaser/cyborg/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/e_gun/advtaser/cyborg/emp_act()
|
||||
return
|
||||
|
||||
@@ -30,11 +32,15 @@
|
||||
inhand_icon_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler/skyrat) // SKYRAT EDIT: ammo_type = list(/obj/item/ammo_casing/energy/disabler)
|
||||
ammo_x_offset = 2
|
||||
can_flashlight = TRUE
|
||||
flight_x_offset = 15
|
||||
flight_y_offset = 10
|
||||
cell_type = /obj/item/stock_parts/cell/super // SKYRAT EDIT ADDITION
|
||||
|
||||
/obj/item/gun/energy/disabler/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 15, \
|
||||
overlay_y = 10)
|
||||
|
||||
/obj/item/gun/energy/disabler/cyborg
|
||||
name = "cyborg disabler"
|
||||
desc = "An integrated disabler that draws from a cyborg's power cell. This weapon contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
|
||||
Reference in New Issue
Block a user