Removing priority overlays, update_icon() splitup for guns.
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@@ -35,6 +35,7 @@
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slowdown = 1
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item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND | NEEDS_PERMIT
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pin = null
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automatic_charge_overlays = FALSE
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var/aiming = FALSE
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var/aiming_time = 14
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var/aiming_time_fire_threshold = 5
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@@ -152,13 +153,13 @@
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current_zoom_x = 0
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current_zoom_y = 0
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/obj/item/gun/energy/beam_rifle/update_icon()
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cut_overlays()
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/obj/item/gun/energy/beam_rifle/update_overlays()
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. = ..()
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var/obj/item/ammo_casing/energy/primary_ammo = ammo_type[1]
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if(!QDELETED(cell) && (cell.charge > primary_ammo.e_cost))
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add_overlay(charged_overlay)
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. += charged_overlay
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else
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add_overlay(drained_overlay)
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. += drained_overlay
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/obj/item/gun/energy/beam_rifle/attack_self(mob/user)
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if(!structure_piercing)
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@@ -41,18 +41,16 @@
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user.put_in_hands(bomb)
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user.visible_message("<span class='warning'>[user] detaches [bomb] from [src].</span>")
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bomb = null
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name = initial(name)
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desc = initial(desc)
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update_icon()
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return ..()
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/obj/item/gun/blastcannon/update_icon()
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/obj/item/gun/blastcannon/update_icon_state()
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if(bomb)
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icon_state = icon_state_loaded
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name = "blast cannon"
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desc = "A makeshift device used to concentrate a bomb's blast energy to a narrow wave."
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else
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icon_state = initial(icon_state)
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name = initial(name)
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desc = initial(desc)
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/obj/item/gun/blastcannon/attackby(obj/O, mob/user)
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if(istype(O, /obj/item/transfer_valve))
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@@ -65,6 +63,8 @@
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return FALSE
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user.visible_message("<span class='warning'>[user] attaches [T] to [src]!</span>")
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bomb = T
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name = "blast cannon"
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desc = "A makeshift device used to concentrate a bomb's blast energy to a narrow wave."
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update_icon()
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return TRUE
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return ..()
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