Removing priority overlays, update_icon() splitup for guns.
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@@ -62,7 +62,8 @@
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var/no_pin_required = FALSE //whether the gun can be fired without a pin
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var/obj/item/flashlight/gun_light
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var/can_flashlight = 0
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var/can_flashlight = FALSE
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var/gunlight_state = "flight"
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var/obj/item/kitchen/knife/bayonet
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var/mutable_appearance/knife_overlay
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var/can_bayonet = FALSE
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@@ -417,14 +418,7 @@
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return
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to_chat(user, "<span class='notice'>You attach \the [K] to the front of \the [src].</span>")
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bayonet = K
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var/state = "bayonet" //Generic state.
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if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
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state = bayonet.icon_state
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var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
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knife_overlay = mutable_appearance(bayonet_icons, state)
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knife_overlay.pixel_x = knife_x_offset
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knife_overlay.pixel_y = knife_y_offset
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add_overlay(knife_overlay, TRUE)
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update_icon()
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else if(istype(I, /obj/item/screwdriver))
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if(gun_light)
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var/obj/item/flashlight/seclite/S = gun_light
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@@ -439,8 +433,7 @@
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var/obj/item/kitchen/knife/K = bayonet
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K.forceMove(get_turf(user))
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bayonet = null
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cut_overlay(knife_overlay, TRUE)
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knife_overlay = null
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update_icon()
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else
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return ..()
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@@ -468,22 +461,35 @@
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set_light(gun_light.brightness_on, gun_light.flashlight_power, gun_light.light_color)
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else
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set_light(0)
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cut_overlays(flashlight_overlay, TRUE)
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var/state = "flight[gun_light.on? "_on":""]" //Generic state.
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else
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set_light(0)
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update_icon()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/gun/update_overlays()
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. = ..()
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if(gun_light)
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var/mutable_appearance/flashlight_overlay
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var/state = "[gunlight_state][gun_light.on? "_on":""]" //Generic state.
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if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
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state = gun_light.icon_state
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flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
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flashlight_overlay.pixel_x = flight_x_offset
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flashlight_overlay.pixel_y = flight_y_offset
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add_overlay(flashlight_overlay, TRUE)
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else
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set_light(0)
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cut_overlays(flashlight_overlay, TRUE)
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flashlight_overlay = null
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update_icon(TRUE)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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. += flashlight_overlay
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if(bayonet)
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var/mutable_appearance/knife_overlay
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var/state = "bayonet" //Generic state.
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if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
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state = bayonet.icon_state
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var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
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knife_overlay = mutable_appearance(bayonet_icons, state)
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knife_overlay.pixel_x = knife_x_offset
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knife_overlay.pixel_y = knife_y_offset
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. += knife_overlay
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/obj/item/gun/item_action_slot_check(slot, mob/user, datum/action/A)
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if(istype(A, /datum/action/item_action/toggle_scope_zoom) && slot != SLOT_HANDS)
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