[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>
This commit is contained in:
SkyratBot
2022-09-29 22:45:22 -07:00
committed by GitHub
co-authored by AnturK
parent c03a38409e
commit eb3da61e0a
3 changed files with 10 additions and 9 deletions
+4 -3
View File
@@ -39,9 +39,10 @@
var/frequency_to_use
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
if((shot.e_cost > 0) && (cell.maxcharge != INFINITY))
// What percentage of the full battery a shot will expend
var/shot_cost_percent = round(clamp(shot.e_cost / cell.maxcharge, 0, 1) * 100)
// What percentage of the full battery a shot will expend
var/shot_cost_percent = round(clamp(shot.e_cost / cell.maxcharge, 0, 1) * 100)
// Ignore this on oversized/infinite cells or ammo without cost
if(shot_cost_percent > 0)
// The total amount of shots the fully charged energy gun can fire before running out
var/max_shots = round(100/shot_cost_percent)
// How many shots left before the energy gun's current battery runs out of energy
@@ -10,7 +10,7 @@
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
cell_type = "/obj/item/stock_parts/cell/pulse"
cell_type = /obj/item/stock_parts/cell/pulse
/obj/item/gun/energy/pulse/emp_act(severity)
return
@@ -39,7 +39,7 @@
icon_state = "pulse_carbine"
worn_icon_state = "gun"
inhand_icon_state = null
cell_type = "/obj/item/stock_parts/cell/pulse/carbine"
cell_type = /obj/item/stock_parts/cell/pulse/carbine
/obj/item/gun/energy/pulse/carbine/add_seclight_point()
AddComponent(/datum/component/seclite_attachable, \
@@ -55,7 +55,7 @@
name = "pulse destroyer"
desc = "A heavy-duty energy rifle built for pure destruction."
worn_icon_state = "pulse"
cell_type = "/obj/item/stock_parts/cell/infinite"
cell_type = /obj/item/stock_parts/cell/infinite
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse)
/obj/item/gun/energy/pulse/destroyer/attack_self(mob/living/user)
@@ -69,7 +69,7 @@
icon_state = "pulse_pistol"
worn_icon_state = "gun"
inhand_icon_state = "gun"
cell_type = "/obj/item/stock_parts/cell/pulse/pistol"
cell_type = /obj/item/stock_parts/cell/pulse/pistol
/obj/item/gun/energy/pulse/pistol/loyalpin
pin = /obj/item/firing_pin/implant/mindshield
@@ -79,4 +79,4 @@
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."
icon_state = "m1911"
inhand_icon_state = "gun"
cell_type = "/obj/item/stock_parts/cell/infinite"
cell_type = /obj/item/stock_parts/cell/infinite
@@ -307,7 +307,7 @@
desc = "An LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg's internal power source."
icon_state = "l6_cyborg"
icon = 'icons/obj/weapons/guns/ballistic.dmi'
cell_type = "/obj/item/stock_parts/cell/secborg"
cell_type = /obj/item/stock_parts/cell/secborg
ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
can_charge = FALSE
use_cyborg_cell = TRUE