Removing priority overlays, update_icon() splitup for guns.

This commit is contained in:
Ghommie
2020-08-20 18:33:23 +02:00
parent 20648fc1bb
commit fde859bca0
36 changed files with 295 additions and 303 deletions

View File

@@ -16,13 +16,12 @@
spread = 20
actions_types = list()
/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_icon()
..()
/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_overlays()
. = ..()
if(magazine)
cut_overlays()
add_overlay("foamsp-magazine")
else
cut_overlays()
. += "foamsp-magazine"
/obj/item/gun/ballistic/automatic/toy/pistol/stealth/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
/////////RAYGUN MEMES/////////

View File

@@ -155,11 +155,15 @@
casing_ejector = 0
spread = 10
recoil = 0.05
automatic_burst_overlay = FALSE
var/magtype = "flechettegun"
/obj/item/gun/ballistic/automatic/flechette/update_icon()
cut_overlays()
/obj/item/gun/ballistic/automatic/flechette/update_overlays()
. = ..()
if(magazine)
add_overlay("flechettegun-magazine")
. += "[magtype]-magazine"
/obj/item/gun/ballistic/automatic/flechette/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
///unique variant///
@@ -185,12 +189,7 @@
w_class = WEIGHT_CLASS_SMALL
spread = 15
recoil = 0.1
/obj/item/gun/ballistic/automatic/flechette/shredder/update_icon()
cut_overlays()
if(magazine)
add_overlay("shreddergun-magazine")
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
magtype = "shreddergun"
/*/////////////////////////////////////////////////////////////
//////////////////////// Zero's Meme //////////////////////////
@@ -218,17 +217,19 @@
burst_size = 4 //Shh.
fire_delay = 1
var/body_color = "#3333aa"
automatic_burst_overlay = FALSE
/obj/item/gun/ballistic/automatic/AM4B/update_icon()
..()
/obj/item/gun/ballistic/automatic/AM4B/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/gun/ballistic/automatic/AM4B/update_overlays()
. = ..()
var/mutable_appearance/body_overlay = mutable_appearance('modular_citadel/icons/obj/guns/cit_guns.dmi', "AM4-Body")
if(body_color)
body_overlay.color = body_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(body_overlay)
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands()
. += body_overlay
/obj/item/gun/ballistic/automatic/AM4B/AltClick(mob/living/user)
. = ..()
if(!in_range(src, user)) //Basic checks to prevent abuse

View File

@@ -55,8 +55,7 @@
/obj/item/gun/ballistic/automatic/spinfusor/attack_self(mob/living/user)
return //caseless rounds are too glitchy to unload properly. Best to make it so that you cannot remove disks from the spinfusor
/obj/item/gun/ballistic/automatic/spinfusor/update_icon()
..()
/obj/item/gun/ballistic/automatic/spinfusor/update_icon_state()
icon_state = "spinfusor[magazine ? "-[get_ammo(1)]" : ""]"
/obj/item/ammo_box/aspinfusor

View File

@@ -14,16 +14,16 @@ obj/item/gun/energy/e_gun/cx
flight_y_offset = 10
var/body_color = "#252528"
obj/item/gun/energy/e_gun/cx/update_icon()
..()
obj/item/gun/energy/e_gun/cx/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
obj/item/gun/energy/e_gun/cx/update_overlays()
. = ..()
var/mutable_appearance/body_overlay = mutable_appearance('modular_citadel/icons/obj/guns/cit_guns.dmi', "cxegun_body")
if(body_color)
body_overlay.color = body_color
add_overlay(body_overlay)
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands()
. += body_overlay
obj/item/gun/energy/e_gun/cx/AltClick(mob/living/user)
. = ..()

View File

@@ -52,13 +52,13 @@
if(has_shot)
recharge_newshot(TRUE)
/obj/item/gun/energy/pumpaction/update_icon() //adds racked indicators
/obj/item/gun/energy/pumpaction/update_overlays() //adds racked indicators
..()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(chambered)
add_overlay("[icon_state]_rack_[shot.select_name]")
. += "[icon_state]_rack_[shot.select_name]"
else
add_overlay("[icon_state]_rack_empty")
. += "[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[current_firemode_index]