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Now you can have proper fancy energy guns (#19272)
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@@ -21,6 +21,8 @@
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/// Do you want the gun to fit into a turret, defaults to true, used for if a energy gun is too strong to be in a turret, or does not make sense to be in one.
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var/can_fit_in_turrets = TRUE
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var/new_icon_state
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/// If the item uses a shared set of overlays instead of being based on icon_state
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var/overlay_set
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/// Used when updating icon and overlays to determine the energy pips
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var/ratio
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@@ -174,17 +176,18 @@
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/obj/item/gun/energy/update_overlays()
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. = ..()
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var/overlay_name = overlay_set ? overlay_set : icon_state
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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if(modifystate)
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. += "[icon_state]_[shot.select_name]"
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. += "[overlay_name]_[shot.select_name]"
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if(cell.charge < shot.e_cost)
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. += "[icon_state]_empty"
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. += "[overlay_name]_empty"
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else
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if(!shaded_charge)
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for(var/i = ratio, i >= 1, i--)
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. += image(icon = icon, icon_state = new_icon_state, pixel_x = ammo_x_offset * (i -1))
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else
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. += image(icon = icon, icon_state = "[icon_state]_[modifystate ? "[shot.select_name]_" : ""]charge[ratio]")
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. += image(icon = icon, icon_state = "[overlay_name]_[modifystate ? "[shot.select_name]_" : ""]charge[ratio]")
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if(gun_light && can_flashlight)
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var/iconF = "flight"
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if(gun_light.on)
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@@ -772,6 +772,7 @@
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unique_reskin = TRUE
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charge_sections = 5
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inhand_charge_sections = 3
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overlay_set = "handgun" // Reskins are a different icon_state
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/obj/item/gun/energy/detective/Initialize(mapload, ...)
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. = ..()
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