@@ -1070,3 +1070,53 @@
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if(occupant_sight_flags)
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if(user == occupant)
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user.sight |= occupant_sight_flags
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///////////////////////
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////// Ammo stuff /////
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///////////////////////
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/obj/mecha/proc/ammo_resupply(var/obj/item/mecha_ammo/A, mob/user,var/fail_chat_override = FALSE)
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if(!A.rounds)
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if(!fail_chat_override)
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to_chat(user, "<span class='warning'>This box of ammo is empty!</span>")
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return FALSE
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var/ammo_needed
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var/found_gun
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for(var/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/gun in equipment)
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ammo_needed = 0
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if(istype(gun, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic) && gun.ammo_type == A.ammo_type)
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found_gun = TRUE
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if(A.direct_load)
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ammo_needed = initial(gun.projectiles) - gun.projectiles
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else
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ammo_needed = gun.projectiles_cache_max - gun.projectiles_cache
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if(ammo_needed)
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if(ammo_needed < A.rounds)
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if(A.direct_load)
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gun.projectiles = gun.projectiles + ammo_needed
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else
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gun.projectiles_cache = gun.projectiles_cache + ammo_needed
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playsound(get_turf(user),A.load_audio,50,1)
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to_chat(user, "<span class='notice'>You add [ammo_needed] [A.round_term][ammo_needed > 1?"s":""] to the [gun.name]</span>")
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A.rounds = A.rounds - ammo_needed
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A.update_name()
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return TRUE
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else
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if(A.direct_load)
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gun.projectiles = gun.projectiles + A.rounds
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else
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gun.projectiles_cache = gun.projectiles_cache + A.rounds
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playsound(get_turf(user),A.load_audio,50,1)
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to_chat(user, "<span class='notice'>You add [A.rounds] [A.round_term][A.rounds > 1?"s":""] to the [gun.name]</span>")
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A.rounds = 0
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A.update_name()
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return TRUE
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if(!fail_chat_override)
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if(found_gun)
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to_chat(user, "<span class='notice'>You can't fit any more ammo of this type!</span>")
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else
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to_chat(user, "<span class='notice'>None of the equipment on this exosuit can use this ammo!</span>")
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return FALSE
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