Removing priority overlays, update_icon() splitup for guns.

This commit is contained in:
Ghommie
2020-08-20 18:33:23 +02:00
parent 20648fc1bb
commit fde859bca0
36 changed files with 295 additions and 303 deletions
@@ -207,12 +207,11 @@
to_chat(user,"<span class='notice'>You switch [src] setting to [setting] mode.</span>")
update_icon()
/obj/item/gun/energy/dueling/update_icon(force_update)
/obj/item/gun/energy/dueling/update_overlays(force_update)
. = ..()
if(setting_overlay)
cut_overlay(setting_overlay)
setting_overlay.icon_state = setting_iconstate()
add_overlay(setting_overlay)
. += setting_overlay
/obj/item/gun/energy/dueling/Destroy()
if(duel)
@@ -363,8 +362,7 @@
STR.max_items = 2
STR.can_hold = typecacheof(/obj/item/gun/energy/dueling)
/obj/item/storage/lockbox/dueling/update_icon()
cut_overlays()
/obj/item/storage/lockbox/dueling/update_icon_state()
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(locked)
icon_state = "medalbox+l"
@@ -19,17 +19,13 @@
cell_type = /obj/item/stock_parts/cell{charge = 600; maxcharge = 600}
ammo_x_offset = 2
charge_sections = 3
gunlight_state = "mini-light"
can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
/obj/item/gun/energy/e_gun/mini/Initialize()
gun_light = new /obj/item/flashlight/seclite(src)
return ..()
/obj/item/gun/energy/e_gun/mini/update_icon()
..()
if(gun_light && gun_light.on)
add_overlay("mini-light")
/obj/item/gun/energy/e_gun/stun
name = "tactical energy gun"
desc = "Military issue energy gun, is able to fire stun rounds."
@@ -138,15 +134,15 @@
return
fail_chance = min(fail_chance + round(15/severity), 100)
/obj/item/gun/energy/e_gun/nuclear/update_icon()
..()
/obj/item/gun/energy/e_gun/nuclear/update_overlays()
. = ..()
if(crit_fail)
add_overlay("[icon_state]_fail_3")
. += "[icon_state]_fail_3"
else
switch(fail_tick)
if(0)
add_overlay("[icon_state]_fail_0")
. += "[icon_state]_fail_0"
if(1 to 150)
add_overlay("[icon_state]_fail_1")
. += "[icon_state]_fail_1"
if(151 to INFINITY)
add_overlay("[icon_state]_fail_2")
. += "[icon_state]_fail_2"
@@ -46,13 +46,6 @@
range = 4
log_override = TRUE
/obj/item/gun/energy/kinetic_accelerator/premiumka/update_icon()
..()
if(!can_shoot())
add_overlay("[icon_state]_empty")
else
cut_overlays()
/obj/item/gun/energy/kinetic_accelerator/getinaccuracy(mob/living/user, bonus_spread, stamloss)
var/old_fire_delay = fire_delay //It's pretty irrelevant tbh but whatever.
fire_delay = overheat_time
@@ -187,11 +180,9 @@
overheat = FALSE
/obj/item/gun/energy/kinetic_accelerator/update_icon()
..()
. += ..()
if(!can_shoot())
add_overlay("[icon_state]_empty")
else
cut_overlays()
. += "[icon_state]_empty"
//Casing
/obj/item/ammo_casing/energy/kinetic
+13 -13
View File
@@ -34,11 +34,11 @@
pin = null
ammo_x_offset = 1
/obj/item/gun/energy/decloner/update_icon()
/obj/item/gun/energy/decloner/update_overlays()
..()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
add_overlay("decloner_spin")
. += "decloner_spin"
/obj/item/gun/energy/floragun
name = "floral somatoray"
@@ -134,9 +134,10 @@
tool_behaviour = TOOL_WELDER
toolspeed = 0.7 //plasmacutters can be used as welders, and are faster than standard welders
/obj/item/gun/energy/plasmacutter/Initialize()
/obj/item/gun/energy/plasmacutter/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 25, 105, 0, 'sound/weapons/plasma_cutter.ogg')
AddElement(/datum/element/update_icon_blocker)
/obj/item/gun/energy/plasmacutter/examine(mob/user)
. = ..()
@@ -166,9 +167,6 @@
/obj/item/gun/energy/plasmacutter/use(amount)
return cell.use(amount * 100)
/obj/item/gun/energy/plasmacutter/update_icon()
return
/obj/item/gun/energy/plasmacutter/adv
name = "advanced plasma cutter"
icon_state = "adv_plasmacutter"
@@ -183,11 +181,12 @@
icon_state = "wormhole_projector"
pin = null
inaccuracy_modifier = 0.25
automatic_charge_overlays = FALSE
var/obj/effect/portal/p_blue
var/obj/effect/portal/p_orange
var/atmos_link = FALSE
/obj/item/gun/energy/wormhole_projector/update_icon()
/obj/item/gun/energy/wormhole_projector/update_icon_state()
icon_state = "[initial(icon_state)][current_firemode_index]"
item_state = icon_state
@@ -256,8 +255,9 @@
can_charge = 0
use_cyborg_cell = 1
/obj/item/gun/energy/printer/update_icon()
return
/obj/item/gun/energy/printer/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/gun/energy/printer/emp_act()
return
@@ -321,14 +321,14 @@
inaccuracy_modifier = 0.25
cell_type = /obj/item/stock_parts/cell/super
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
automatic_charge_overlays = FALSE
/obj/item/gun/energy/emitter/update_icon()
..()
/obj/item/gun/energy/emitter/update_icon_state()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
add_overlay("emitter_carbine_empty")
icon_state = "emitter_carbine_empty"
else
add_overlay("emitter_carbine")
icon_state = "emitter_carbine"
//the pickle ray
/obj/item/gun/energy/pickle_gun