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