From 49bdfbf3f02b91b56be4a1bdface2d51f6544dcf Mon Sep 17 00:00:00 2001 From: Kyep <16434066+Kyep@users.noreply.github.com> Date: Fri, 6 Mar 2020 05:35:02 +0000 Subject: [PATCH] Fixes #13070 - cyborg energy guns breaking (#13071) Co-authored-by: Kyep --- code/modules/projectiles/guns/energy.dm | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index 8b24844abb3..a686eda11f0 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -98,7 +98,7 @@ return if(!chambered) var/obj/item/ammo_casing/energy/shot = ammo_type[select] - if(cell.charge >= shot.e_cost) //if there's enough power in the cell cell... + if(cell.charge >= shot.e_cost) //if there's enough power in the WEAPON'S cell... chambered = shot //...prepare a new shot based on the current ammo type selected if(!chambered.BB) chambered.newshot() @@ -111,6 +111,11 @@ chambered = null //either way, released the prepared shot newshot() +/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = 1, params, zone_override, bonus_spread = 0) + if(!chambered && can_shoot()) + process_chamber() + return ..() + /obj/item/gun/energy/proc/select_fire(mob/living/user) select++ if(select > ammo_type.len)