Merge pull request #9989 from Ghommie/Ghommie-cit410
Ports the energy gun empty state overlay fix.
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@@ -144,22 +144,24 @@
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..()
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if(!automatic_charge_overlays)
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return
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var/ratio = CEILING(CLAMP(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1)
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var/ratio = can_shoot() ? CEILING(CLAMP(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
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// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if it's power cell is removed.
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// TG issues #5361 & #47908
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if(ratio == old_ratio && !force_update)
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return
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old_ratio = ratio
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cut_overlays()
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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var/iconState = "[icon_state]_charge"
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var/itemState = null
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if(!initial(item_state))
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itemState = icon_state
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if (modifystate)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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add_overlay("[icon_state]_[shot.select_name]")
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iconState += "_[shot.select_name]"
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if(itemState)
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itemState += "[shot.select_name]"
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if(cell.charge < shot.e_cost)
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if(ratio == 0)
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add_overlay("[icon_state]_empty")
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else
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if(!shaded_charge)
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