This commit is contained in:
Ghommie
2020-02-22 00:55:32 +01:00
1009 changed files with 20505 additions and 13193 deletions

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@@ -1,7 +1,3 @@
/obj/item/gun/energy/e_gun
name = "blaster carbine"
desc = "A high powered particle blaster carbine with varitable setting for stunning or lethal applications."
/*/////////////////////////////////////////////////////////////////////////////////////////////
The Recolourable Energy Gun
*//////////////////////////////////////////////////////////////////////////////////////////////

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@@ -1,11 +0,0 @@
/obj/item/gun/energy/laser
name = "blaster rifle"
desc = "a high energy particle blaster, efficient and deadly."
/obj/item/gun/energy/laser/practice
icon = 'modular_citadel/icons/obj/guns/energy.dmi'
icon_state = "laser-p"
lefthand_file = 'modular_citadel/icons/mob/inhands/OVERRIDE_guns_lefthand.dmi'
righthand_file = 'modular_citadel/icons/mob/inhands/OVERRIDE_guns_righthand.dmi'
ammo_x_offset = 1
shaded_charge = 1

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@@ -46,34 +46,22 @@
cell.use(shot.e_cost)//... drain the cell cell
chambered = 0 //either way, released the prepared shot
/obj/item/gun/energy/pumpaction/select_fire(mob/living/user) //makes it so that it doesn't rack itself when changing firing modes unless already racked
select++
if (select > ammo_type.len)
select = 1
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
fire_sound = shot.fire_sound
fire_delay = shot.delay
if (shot.select_name)
to_chat(user, "<span class='notice'>[src] is now set to [shot.select_name].</span>")
if(chambered)
chambered = 0
recharge_newshot(1)
update_icon()
if(ismob(loc)) //forces inhands to update
var/mob/M = loc
M.update_inv_hands()
return
/obj/item/gun/energy/pumpaction/post_set_firemode()
var/has_shot = chambered
. = ..(recharge_newshot = FALSE)
if(has_shot)
recharge_newshot(TRUE)
/obj/item/gun/energy/pumpaction/update_icon() //adds racked indicators
..()
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(chambered)
add_overlay("[icon_state]_rack_[shot.select_name]")
else
add_overlay("[icon_state]_rack_empty")
/obj/item/gun/energy/pumpaction/proc/pump(mob/M) //pumping proc. Checks if the gun is empty and plays a different sound if it is.
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(cell.charge < shot.e_cost)
playsound(M, 'sound/weapons/laserPumpEmpty.ogg', 100, 1) //Ends with three beeps made from highly processed knife honing noises
else
@@ -102,7 +90,7 @@
/obj/item/gun/energy/pumpaction/worn_overlays(isinhands, icon_file, style_flags = NONE) //ammo counter for inhands
. = ..()
var/ratio = CEILING((cell.charge / cell.maxcharge) * charge_sections, 1)
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(isinhands)
if(cell.charge < shot.e_cost)
var/mutable_appearance/ammo_inhand = mutable_appearance(icon_file, "[item_state]_empty")