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Ballistic weapons will now correctly say that the firing mode was changed.
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@@ -375,7 +375,7 @@
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var/datum/firemode/current_mode = firemodes[sel_mode]
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user << "The fire selector is set to [current_mode.name]."
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/obj/item/weapon/gun/proc/switch_firemodes()
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/obj/item/weapon/gun/proc/switch_firemodes(mob/user)
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if(firemodes.len <= 1)
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return null
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@@ -384,11 +384,10 @@
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sel_mode = 1
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var/datum/firemode/new_mode = firemodes[sel_mode]
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new_mode.apply_to(src)
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user << "<span class='notice'>\The [src] is now set to [mode_name].</span>"
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return new_mode
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/obj/item/weapon/gun/attack_self(mob/user)
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switch_firemodes(user)
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if(firemodes.len > 1)
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user << "<span class='notice'>\The [src] is now set to [mode_name].</span>"
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@@ -19,7 +19,7 @@
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var/recharge_time = 4
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var/charge_tick = 0
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/obj/item/weapon/gun/energy/switch_firemodes()
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/obj/item/weapon/gun/energy/switch_firemodes(mob/user)
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if(..())
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update_icon()
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@@ -145,7 +145,7 @@
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if(use_launcher)
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launcher.Fire(target, user, params, pointblank, reflex)
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if(!launcher.chambered)
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switch_firemodes() //switch back automatically
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switch_firemodes(user) //switch back automatically
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else
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..()
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