diff --git a/code/modules/projectiles/guns/projectile/boltaction.dm b/code/modules/projectiles/guns/projectile/boltaction.dm index 9e93d46b8a..1aa8e83957 100644 --- a/code/modules/projectiles/guns/projectile/boltaction.dm +++ b/code/modules/projectiles/guns/projectile/boltaction.dm @@ -14,6 +14,7 @@ ammo_type = /obj/item/ammo_casing/a762 load_method = SINGLE_CASING|SPEEDLOADER action_sound = 'sound/weapons/riflebolt.ogg' + pump_animation = null /obj/item/weapon/gun/projectile/shotgun/pump/rifle/practice // For target practice desc = "A bolt-action rifle with a lightweight synthetic wood stock, designed for competitive shooting. Comes shipped with practice rounds pre-loaded into the gun. Popular among professional marksmen. Uses 7.62mm rounds." @@ -66,4 +67,4 @@ desc = "An iconic manually operated lever action rifle, offering adequate stopping power due to it's still powerful cartridge while at the same time having a rather respectable firing rate due to it's mechanism. It is very probable this is a replica instead of a museum piece, but rifles of this pattern still see usage as colonist guns in some far off regions. Uses 7.62mm rounds." item_state = "levercarabine" // That isn't how carbine is spelled ya knob! :U icon_state = "levercarabine" - animated_pump = 1 + pump_animation = "levercarabine-cycling" diff --git a/code/modules/projectiles/guns/projectile/shotgun.dm b/code/modules/projectiles/guns/projectile/shotgun.dm index 799c27ac54..6e69b65a6a 100644 --- a/code/modules/projectiles/guns/projectile/shotgun.dm +++ b/code/modules/projectiles/guns/projectile/shotgun.dm @@ -14,10 +14,10 @@ ammo_type = /obj/item/ammo_casing/a12g/beanbag projectile_type = /obj/item/projectile/bullet/shotgun handle_casings = HOLD_CASINGS - var/recentpump = 0 // to prevent spammage + var/recentpump = 0 //To prevent spammage var/action_sound = 'sound/weapons/shotgunpump.ogg' - var/animated_pump = 0 //This is for cyling animations. - var/empty_sprite = 0 //This is just a dirty var so it doesn't fudge up. + var/empty_sprite = 0 //This is just a dirty var so it doesn't fudge up. + var/pump_animation = "shotgun-pump" //You put the reference to the animation in question here. Frees up namming. Ex: "shotgun_old_pump" or "sniper_cycle" /obj/item/weapon/gun/projectile/shotgun/pump/consume_next_projectile() if(chambered) @@ -41,8 +41,8 @@ loaded -= AC //Remove casing from loaded list. chambered = AC - if(animated_pump)//This affects all bolt action and shotguns. - flick("[icon_state]-cycling", src)//This plays any pumping + if(pump_animation)//This affects all bolt action and shotguns. + flick("[pump_animation]", src)//This plays any pumping update_icon() @@ -60,6 +60,7 @@ /obj/item/weapon/gun/projectile/shotgun/pump/slug ammo_type = /obj/item/ammo_casing/a12g + pump_animation = null /obj/item/weapon/gun/projectile/shotgun/pump/combat name = "combat shotgun" @@ -71,6 +72,7 @@ max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8. ammo_type = /obj/item/ammo_casing/a12g load_method = SINGLE_CASING|SPEEDLOADER + pump_animation = "cshotgun-pump" /obj/item/weapon/gun/projectile/shotgun/pump/combat/empty ammo_type = null diff --git a/icons/obj/gun.dmi b/icons/obj/gun.dmi index a211d0e9f1..7172af15d2 100644 Binary files a/icons/obj/gun.dmi and b/icons/obj/gun.dmi differ