mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
Removing priority overlays, update_icon() splitup for guns.
This commit is contained in:
@@ -16,13 +16,12 @@
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spread = 20
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actions_types = list()
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/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_icon()
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..()
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/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_overlays()
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. = ..()
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if(magazine)
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cut_overlays()
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add_overlay("foamsp-magazine")
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else
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cut_overlays()
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. += "foamsp-magazine"
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/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_icon_state()
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icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
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/////////RAYGUN MEMES/////////
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@@ -155,11 +155,15 @@
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casing_ejector = 0
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spread = 10
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recoil = 0.05
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automatic_burst_overlay = FALSE
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var/magtype = "flechettegun"
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/obj/item/gun/ballistic/automatic/flechette/update_icon()
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cut_overlays()
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/obj/item/gun/ballistic/automatic/flechette/update_overlays()
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. = ..()
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if(magazine)
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add_overlay("flechettegun-magazine")
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. += "[magtype]-magazine"
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/obj/item/gun/ballistic/automatic/flechette/update_icon_state()
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icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
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///unique variant///
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@@ -185,12 +189,7 @@
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w_class = WEIGHT_CLASS_SMALL
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spread = 15
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recoil = 0.1
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/obj/item/gun/ballistic/automatic/flechette/shredder/update_icon()
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cut_overlays()
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if(magazine)
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add_overlay("shreddergun-magazine")
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icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
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magtype = "shreddergun"
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/*/////////////////////////////////////////////////////////////
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//////////////////////// Zero's Meme //////////////////////////
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@@ -218,17 +217,19 @@
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burst_size = 4 //Shh.
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fire_delay = 1
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var/body_color = "#3333aa"
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automatic_burst_overlay = FALSE
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/obj/item/gun/ballistic/automatic/AM4B/update_icon()
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..()
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/obj/item/gun/ballistic/automatic/AM4B/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/gun/ballistic/automatic/AM4B/update_overlays()
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. = ..()
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var/mutable_appearance/body_overlay = mutable_appearance('modular_citadel/icons/obj/guns/cit_guns.dmi', "AM4-Body")
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if(body_color)
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body_overlay.color = body_color
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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add_overlay(body_overlay)
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_hands()
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. += body_overlay
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/obj/item/gun/ballistic/automatic/AM4B/AltClick(mob/living/user)
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. = ..()
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if(!in_range(src, user)) //Basic checks to prevent abuse
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@@ -55,8 +55,7 @@
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/obj/item/gun/ballistic/automatic/spinfusor/attack_self(mob/living/user)
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return //caseless rounds are too glitchy to unload properly. Best to make it so that you cannot remove disks from the spinfusor
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/obj/item/gun/ballistic/automatic/spinfusor/update_icon()
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..()
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/obj/item/gun/ballistic/automatic/spinfusor/update_icon_state()
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icon_state = "spinfusor[magazine ? "-[get_ammo(1)]" : ""]"
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/obj/item/ammo_box/aspinfusor
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@@ -14,16 +14,16 @@ obj/item/gun/energy/e_gun/cx
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flight_y_offset = 10
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var/body_color = "#252528"
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obj/item/gun/energy/e_gun/cx/update_icon()
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..()
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obj/item/gun/energy/e_gun/cx/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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obj/item/gun/energy/e_gun/cx/update_overlays()
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. = ..()
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var/mutable_appearance/body_overlay = mutable_appearance('modular_citadel/icons/obj/guns/cit_guns.dmi', "cxegun_body")
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if(body_color)
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body_overlay.color = body_color
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add_overlay(body_overlay)
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_hands()
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. += body_overlay
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obj/item/gun/energy/e_gun/cx/AltClick(mob/living/user)
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. = ..()
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@@ -52,13 +52,13 @@
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if(has_shot)
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recharge_newshot(TRUE)
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/obj/item/gun/energy/pumpaction/update_icon() //adds racked indicators
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/obj/item/gun/energy/pumpaction/update_overlays() //adds racked indicators
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..()
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var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
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if(chambered)
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add_overlay("[icon_state]_rack_[shot.select_name]")
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. += "[icon_state]_rack_[shot.select_name]"
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else
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add_overlay("[icon_state]_rack_empty")
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. += "[icon_state]_rack_empty"
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/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.
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var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
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