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[MIRROR] Fixes pulse rifle sound and converts some text paths [MDB IGNORE] (#16532)
* Fixes pulse rifle sound and converts some text paths (#70189) * Fixes pulse rifle sound and converts some text paths Co-authored-by: AnturK <AnturK@users.noreply.github.com>
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@@ -39,9 +39,10 @@
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var/frequency_to_use
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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if((shot.e_cost > 0) && (cell.maxcharge != INFINITY))
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// What percentage of the full battery a shot will expend
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var/shot_cost_percent = round(clamp(shot.e_cost / cell.maxcharge, 0, 1) * 100)
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// What percentage of the full battery a shot will expend
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var/shot_cost_percent = round(clamp(shot.e_cost / cell.maxcharge, 0, 1) * 100)
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// Ignore this on oversized/infinite cells or ammo without cost
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if(shot_cost_percent > 0)
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// The total amount of shots the fully charged energy gun can fire before running out
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var/max_shots = round(100/shot_cost_percent)
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// How many shots left before the energy gun's current battery runs out of energy
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@@ -10,7 +10,7 @@
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
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cell_type = "/obj/item/stock_parts/cell/pulse"
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cell_type = /obj/item/stock_parts/cell/pulse
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/obj/item/gun/energy/pulse/emp_act(severity)
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return
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@@ -39,7 +39,7 @@
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icon_state = "pulse_carbine"
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worn_icon_state = "gun"
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inhand_icon_state = null
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cell_type = "/obj/item/stock_parts/cell/pulse/carbine"
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cell_type = /obj/item/stock_parts/cell/pulse/carbine
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/obj/item/gun/energy/pulse/carbine/add_seclight_point()
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AddComponent(/datum/component/seclite_attachable, \
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@@ -55,7 +55,7 @@
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name = "pulse destroyer"
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desc = "A heavy-duty energy rifle built for pure destruction."
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worn_icon_state = "pulse"
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cell_type = "/obj/item/stock_parts/cell/infinite"
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cell_type = /obj/item/stock_parts/cell/infinite
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ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse)
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/obj/item/gun/energy/pulse/destroyer/attack_self(mob/living/user)
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@@ -69,7 +69,7 @@
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icon_state = "pulse_pistol"
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worn_icon_state = "gun"
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inhand_icon_state = "gun"
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cell_type = "/obj/item/stock_parts/cell/pulse/pistol"
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cell_type = /obj/item/stock_parts/cell/pulse/pistol
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/obj/item/gun/energy/pulse/pistol/loyalpin
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pin = /obj/item/firing_pin/implant/mindshield
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@@ -79,4 +79,4 @@
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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"
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inhand_icon_state = "gun"
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cell_type = "/obj/item/stock_parts/cell/infinite"
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cell_type = /obj/item/stock_parts/cell/infinite
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@@ -307,7 +307,7 @@
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desc = "An LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg's internal power source."
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icon_state = "l6_cyborg"
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icon = 'icons/obj/weapons/guns/ballistic.dmi'
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cell_type = "/obj/item/stock_parts/cell/secborg"
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cell_type = /obj/item/stock_parts/cell/secborg
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ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
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can_charge = FALSE
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use_cyborg_cell = TRUE
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