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Change energy weapons to be reloadable by default #93

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Description of changes

  • Adds overrides to the base types of energy weapons to make them reloadable. This is for some specific subtypes of gun/energy, since there are other subtypes that are best still cell-less e.g. plant guns, crossbows etc.
  • Removes 'wield' sounds from two-handing guns, since it drowns out reload sounds.
  • Changes the weapon cell sprite/colours to the old Polaris version, for personal preference reasons mostly, it looks more visually recognisable as a weapon thing and matches their best friends, the tasers.
  • Overrode base-neb names/descriptions where applicable.
  • Added variable-energy fire modes to several base-neb guns.
  • Increased the cell charge of weapon cells to keep old-polaris granular balance values and increase recharging times.

Horrible "iftype" condition in the adv rifle override is because otherwise the 'parent' datum gets added by the power type setup procs, a slight flaw with it being a subtype of gun/energy/gun I guess.

Why and what will this PR improve

Spreadsheet task 62, feature parity with old code.

Authorship

Cerebulon

Changelog

🆑
add: Energy weapons now use weapon cells by default.
/:cl:

@@ -0,0 +1,102 @@

/obj/item/gun/energy/gun/setup_power_supply(loaded_cell_type, accepted_cell_type, power_supply_extension_type, charge_value)
if(!istype(src,/obj/item/gun/energy/gun/nuclear))

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Nuclear guns will no longer init a power supply at all. Need to pass unmodified ..() or something if it is an adv egun.

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Is that not handled by line 21-22?

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It runs 22, runs this parent proc, hits the istype here, fails, and ceases processing. Just add return ..() and it should be fine.

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2 participants