Hard upstream sync (#6951)
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync * sync part 1 - underscore folders in code * controllers folder * datums folder * game folder * cmon, work * modules - admin to awaymissions * cargo to events * fields to lighting * mapping > ruins * rest of the code folder * rest of the folders in the root directory * DME * fixes compiling errors. it compiles so it works * readds map changes * fixes dogborg module select * fixes typo in moduleselect_alternate_icon filepath
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@@ -22,10 +22,12 @@
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var/dead_cell = FALSE //set to true so the gun is given an empty cell
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/obj/item/gun/energy/emp_act(severity)
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cell.use(round(cell.charge / severity))
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chambered = null //we empty the chamber
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recharge_newshot() //and try to charge a new shot
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update_icon()
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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cell.use(round(cell.charge / severity))
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chambered = null //we empty the chamber
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recharge_newshot() //and try to charge a new shot
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update_icon()
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/obj/item/gun/energy/get_cell()
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return cell
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@@ -127,7 +127,9 @@
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
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..()
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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fail_chance = min(fail_chance + round(15/severity), 100)
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/obj/item/gun/energy/e_gun/nuclear/update_icon()
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@@ -195,6 +195,9 @@
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return ..()
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/obj/item/gun/energy/beam_rifle/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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chambered = null
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recharge_newshot()
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