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Co-authored-by: Kyep <Kyep@users.noreply.github.com>
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@@ -98,7 +98,7 @@
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return
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if(!chambered)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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if(cell.charge >= shot.e_cost) //if there's enough power in the cell cell...
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if(cell.charge >= shot.e_cost) //if there's enough power in the WEAPON'S cell...
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chambered = shot //...prepare a new shot based on the current ammo type selected
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if(!chambered.BB)
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chambered.newshot()
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@@ -111,6 +111,11 @@
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chambered = null //either way, released the prepared shot
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newshot()
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/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = 1, params, zone_override, bonus_spread = 0)
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if(!chambered && can_shoot())
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process_chamber()
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return ..()
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/obj/item/gun/energy/proc/select_fire(mob/living/user)
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select++
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if(select > ammo_type.len)
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