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removes removed vars
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FalloutFalcon committed Apr 18, 2024
1 parent fdd4e40 commit 30327b7
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Showing 7 changed files with 0 additions and 44 deletions.
2 changes: 0 additions & 2 deletions code/modules/projectiles/guns/ballistic/automatic.dm
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Expand Up @@ -179,8 +179,6 @@
icon_state = "ZipPistol"
item_state = "ZipPistol"
mag_type = /obj/item/ammo_box/magazine/zip_ammo_9mm
can_suppress = FALSE
actions_types = list()
can_bayonet = FALSE
mag_display = TRUE
weapon_weight = WEAPON_LIGHT
2 changes: 0 additions & 2 deletions code/modules/projectiles/guns/ballistic/hmg.dm
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Expand Up @@ -217,8 +217,6 @@
item_state = "arg"
mag_type = /obj/item/ammo_box/magazine/rifle47x33mm
spread = 7
can_suppress = FALSE
can_bayonet = FALSE
mag_display = TRUE
w_class = WEIGHT_CLASS_BULKY
manufacturer = MANUFACTURER_SOLARARMORIES
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1 change: 0 additions & 1 deletion code/modules/projectiles/guns/ballistic/rifle.dm
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Expand Up @@ -91,7 +91,6 @@
if(.)
spread = 36
spread_unwielded = 108
can_bayonet = FALSE
item_state = "illestren_sawn"
mob_overlay_state = item_state
weapon_weight = WEAPON_MEDIUM //you can fire it onehanded, makes it worse than worse than useless onehanded, but you can
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9 changes: 0 additions & 9 deletions code/modules/projectiles/guns/ballistic/smg.dm
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Expand Up @@ -55,10 +55,6 @@
icon_state = "c20r"
item_state = "c20r"
mag_type = /obj/item/ammo_box/magazine/smgm45
can_bayonet = TRUE
can_suppress = FALSE
knife_x_offset = 26
knife_y_offset = 12
mag_display = TRUE
mag_display_ammo = TRUE
empty_indicator = TRUE
Expand All @@ -78,7 +74,6 @@
/obj/item/gun/ballistic/automatic/smg/c20r/cobra
name = "\improper Cobra 20"
desc = "An older model of SMG manufactured by Scarborough Arms, a predecessor to the military C-20 series. Chambered in .45. "
can_bayonet = FALSE
icon_state = "cobra20"
item_state = "cobra20"

Expand All @@ -93,12 +88,8 @@
icon_state = "wt550"
item_state = "arg"
mag_type = /obj/item/ammo_box/magazine/wt550m9
can_suppress = FALSE
burst_size = 1
actions_types = list()
can_bayonet = TRUE
knife_x_offset = 25
knife_y_offset = 12
mag_display = TRUE
mag_display_ammo = TRUE
empty_indicator = TRUE
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12 changes: 0 additions & 12 deletions code/modules/projectiles/guns/energy.dm
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Expand Up @@ -165,18 +165,6 @@
user.put_in_hands(old_cell)
update_appearance()

/obj/item/gun/energy/get_gun_attachments()
if(cell && !internal_cell)
attachment_options += list("Cell" = image(icon = cell.icon, icon_state = cell.icon_state))
..()

/obj/item/gun/energy/remove_gun_attachments(mob/living/user, obj/item/I, picked_option)
if(picked_option == "Cell")
if(I.use_tool(src, user, unscrewing_time, volume=100))
eject_cell(user, I)
return TRUE
..()

/obj/item/gun/energy/can_shoot(visuals)
if(safety && !visuals)
return FALSE
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15 changes: 0 additions & 15 deletions code/modules/projectiles/guns/energy/energy_gun.dm
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Expand Up @@ -5,10 +5,7 @@
item_state = null //so the human update icon uses the icon_state instead.
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
modifystate = 1
can_flashlight = TRUE
ammo_x_offset = 2
flight_x_offset = 15
flight_y_offset = 10
dual_wield_spread = 60
manufacturer = MANUFACTURER_SHARPLITE_NEW

Expand All @@ -26,21 +23,12 @@
throwforce = 11 //This is funny, trust me.
ammo_x_offset = 2
charge_sections = 3
can_flashlight = FALSE // Can't attach or detach the flashlight, and override it's icon update
gunlight_state = "mini-light"
flight_x_offset = 19
flight_y_offset = 13

wield_delay = 0.2 SECONDS
wield_slowdown = 0.15

spread = 2
spread_unwielded = 5

/obj/item/gun/energy/e_gun/mini/Initialize()
set_gun_light(new /obj/item/flashlight/seclite(src))
return ..()

/obj/item/gun/energy/e_gun/hades
name = "SL AL-655 'Hades' energy rifle"
desc = "The standard issue rifle of Nanotrasen's Security Forces. Most have been put in long term storage following the ICW, and usually aren't issued to low ranking security divisions."
Expand Down Expand Up @@ -250,10 +238,7 @@
desc = "A hybrid energy gun fondly remembered as one of the worst weapons ever made. It hurts, but that's only if it manages to hit its target."
icon_state = "e11"
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser/eoehoma)
can_flashlight = TRUE
ammo_x_offset = 0
flight_x_offset = 20
flight_y_offset = 9
spread = 80
spread_unwielded = 140
dual_wield_spread = 140
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3 changes: 0 additions & 3 deletions code/modules/projectiles/guns/energy/pulse.dm
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Expand Up @@ -55,9 +55,6 @@
internal_cell = FALSE
big_gun = TRUE //haha gun go brr
cell_type = /obj/item/stock_parts/cell/gun/large
can_flashlight = TRUE
flight_x_offset = 18
flight_y_offset = 12
ammo_x_offset = 2
charge_sections = 4

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