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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
Fix miniature egun overlays
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@@ -20,7 +20,9 @@
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var/obj/item/stock_parts/cell/cell //What type of power cell this uses
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var/obj/item/stock_parts/cell/cell //What type of power cell this uses
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var/cell_type = /obj/item/stock_parts/cell
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var/cell_type = /obj/item/stock_parts/cell
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var/modifystate = 0
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var/modifystate = FALSE
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/// If TRUE, when modifystate is TRUE this energy gun gets an overlay based on its selected shot type, like "[icon_state]_disable".
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var/shot_type_overlay = TRUE
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/// = TRUE/FALSE decides if the user can switch to it of their own accord
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/// = TRUE/FALSE decides if the user can switch to it of their own accord
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var/list/ammo_type = list(/obj/item/ammo_casing/energy = TRUE)
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var/list/ammo_type = list(/obj/item/ammo_casing/energy = TRUE)
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/// The index of the ammo_types/firemodes which we're using right now
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/// The index of the ammo_types/firemodes which we're using right now
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@@ -259,6 +261,10 @@
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var/ratio = get_charge_ratio()
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var/ratio = get_charge_ratio()
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if (modifystate)
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if (modifystate)
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var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
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var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
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// Some guns, like the mini egun, don't have non-charge mode states. Remove or rework this check when that's fixed.
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// Currently, it's entirely too hyperspecific; there's no way to have the non-charge overlay without the charge overlay, for example.
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// Oh, well.
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if (shot_type_overlay)
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. += "[icon_state]_[shot.select_name]"
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. += "[icon_state]_[shot.select_name]"
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overlay_icon_state += "_[shot.select_name]"
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overlay_icon_state += "_[shot.select_name]"
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if(ratio == 0)
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if(ratio == 0)
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@@ -21,6 +21,7 @@
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charge_sections = 3
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charge_sections = 3
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gunlight_state = "mini-light"
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gunlight_state = "mini-light"
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can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
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can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
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shot_type_overlay = FALSE
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/obj/item/gun/energy/e_gun/mini/Initialize(mapload)
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/obj/item/gun/energy/e_gun/mini/Initialize(mapload)
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gun_light = new /obj/item/flashlight/seclite(src)
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gun_light = new /obj/item/flashlight/seclite(src)
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