Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -38,18 +38,18 @@
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if(user.transferItemToLoc(AM, src))
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magazine = AM
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if(oldmag)
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user << "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>"
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to_chat(user, "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>")
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oldmag.dropped()
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oldmag.forceMove(get_turf(src.loc))
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oldmag.update_icon()
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else
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user << "<span class='notice'>You insert the magazine into \the [src].</span>"
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to_chat(user, "<span class='notice'>You insert the magazine into \the [src].</span>")
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chamber_round()
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A.update_icon()
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update_icon()
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return 1
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else
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user << "<span class='warning'>You cannot seem to get \the [src] out of your hands!</span>"
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to_chat(user, "<span class='warning'>You cannot seem to get \the [src] out of your hands!</span>")
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/obj/item/weapon/gun/ballistic/automatic/ui_action_click()
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burst_select()
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@@ -60,11 +60,11 @@
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if(!select)
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burst_size = 1
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fire_delay = 0
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user << "<span class='notice'>You switch to semi-automatic.</span>"
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to_chat(user, "<span class='notice'>You switch to semi-automatic.</span>")
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else
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burst_size = initial(burst_size)
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fire_delay = initial(fire_delay)
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user << "<span class='notice'>You switch to [burst_size]-rnd burst.</span>"
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to_chat(user, "<span class='notice'>You switch to [burst_size]-rnd burst.</span>")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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update_icon()
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@@ -195,15 +195,15 @@
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select = 1
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burst_size = initial(burst_size)
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fire_delay = initial(fire_delay)
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user << "<span class='notice'>You switch to [burst_size]-rnd burst.</span>"
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to_chat(user, "<span class='notice'>You switch to [burst_size]-rnd burst.</span>")
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if(1)
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select = 2
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user << "<span class='notice'>You switch to grenades.</span>"
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to_chat(user, "<span class='notice'>You switch to grenades.</span>")
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if(2)
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select = 0
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burst_size = 1
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fire_delay = 0
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user << "<span class='notice'>You switch to semi-auto.</span>"
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to_chat(user, "<span class='notice'>You switch to semi-auto.</span>")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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update_icon()
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return
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@@ -299,7 +299,7 @@
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/obj/item/weapon/gun/ballistic/automatic/l6_saw/attack_self(mob/user)
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cover_open = !cover_open
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user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
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to_chat(user, "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>")
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update_icon()
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@@ -310,7 +310,7 @@
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/obj/item/weapon/gun/ballistic/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
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if(cover_open)
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user << "<span class='warning'>[src]'s cover is open! Close it before firing!</span>"
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to_chat(user, "<span class='warning'>[src]'s cover is open! Close it before firing!</span>")
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else
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..()
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update_icon()
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@@ -329,7 +329,7 @@
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user.put_in_hands(magazine)
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magazine = null
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update_icon()
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user << "<span class='notice'>You remove the magazine from [src].</span>"
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to_chat(user, "<span class='notice'>You remove the magazine from [src].</span>")
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/obj/item/weapon/gun/ballistic/automatic/l6_saw/attackby(obj/item/A, mob/user, params)
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@@ -337,7 +337,7 @@
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if(.)
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return
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if(!cover_open)
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user << "<span class='warning'>[src]'s cover is closed! You can't insert a new mag.</span>"
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to_chat(user, "<span class='warning'>[src]'s cover is closed! You can't insert a new mag.</span>")
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return
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..()
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