Merge pull request #10892 from kevinz000/small_guncode_refactor
Small guncode refactor but it works
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@@ -191,7 +191,7 @@
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else if(istype(I, /obj/item/gun/energy))
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var/obj/item/gun/energy/EG = I
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if(EG.cell?.charge < EG.cell.maxcharge)
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var/obj/item/ammo_casing/energy/S = EG.ammo_type[EG.select]
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var/obj/item/ammo_casing/energy/S = EG.ammo_type[EG.current_firemode_index]
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EG.cell.give(S.e_cost * coeff)
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if(!EG.chambered)
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EG.recharge_newshot(TRUE)
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@@ -197,8 +197,6 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca
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return 0
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return ..()
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/mob/living/simple_animal/hostile/mimic/copy/ranged
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var/obj/item/gun/TrueGun = null
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var/obj/item/gun/magic/Zapstick
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@@ -229,14 +227,13 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca
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casingtype = initial(M.ammo_type)
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if(istype(G, /obj/item/gun/energy))
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Zapgun = G
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var/selectfiresetting = Zapgun.select
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var/obj/item/ammo_casing/energy/E = Zapgun.ammo_type[selectfiresetting]
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var/obj/item/ammo_casing/energy/E = Zapgun.ammo_type[Zapgun.current_firemode_index]
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projectiletype = initial(E.projectile_type)
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/mob/living/simple_animal/hostile/mimic/copy/ranged/OpenFire(the_target)
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if(Zapgun)
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if(Zapgun.cell)
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var/obj/item/ammo_casing/energy/shot = Zapgun.ammo_type[Zapgun.select]
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var/obj/item/ammo_casing/energy/shot = Zapgun.ammo_type[Zapgun.current_firemode_index]
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if(Zapgun.cell.charge >= shot.e_cost)
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Zapgun.cell.use(shot.e_cost)
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Zapgun.update_icon()
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