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FalloutFalcon committed Sep 6, 2024
1 parent b10f22d commit f66870c
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions code/modules/projectiles/gun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -514,11 +514,11 @@
if (bolt_type == BOLT_TYPE_OPEN)
if(!bolt_locked) //If it's an open bolt, racking again would do nothing
if (user)
to_chat(user, "<span class='notice'>\The [src]'s [bolt_wording] is already cocked!</span>")
to_chat(user, span_notice("\The [src]'s [bolt_wording] is already cocked!"))
return
bolt_locked = FALSE
if (user)
to_chat(user, "<span class='notice'>You rack the [bolt_wording] of \the [src].</span>")
to_chat(user, span_notice("You rack the [bolt_wording] of \the [src]."))
process_chamber(user, !chambered, FALSE, chamber_new_round)
if ((bolt_type == BOLT_TYPE_LOCKING && !chambered) || bolt_type == BOLT_TYPE_CLIP)
bolt_locked = TRUE
Expand All @@ -531,7 +531,7 @@
/obj/item/gun/proc/drop_bolt(mob/user = null, chamber_new_round = TRUE)
playsound(src, bolt_drop_sound, bolt_drop_sound_volume, FALSE)
if (user)
to_chat(user, "<span class='notice'>You drop the [bolt_wording] of \the [src].</span>")
to_chat(user, span_notice("You drop the [bolt_wording] of \the [src]."))
if(chamber_new_round)
chamber_round()
bolt_locked = FALSE
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