Merge pull request #9989 from Ghommie/Ghommie-cit410

Ports the energy gun empty state overlay fix.
This commit is contained in:
Putnam3145
2019-12-01 23:06:40 -08:00
committed by GitHub

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