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Dec 22nd, 2014
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  1.  
  2. /obj/item/weapon/gun/energy/New()
  3. ..()
  4. if(cell_type)
  5. power_supply = new cell_type(src)
  6. else
  7. power_supply = new(src)
  8. power_supply.give(power_supply.maxcharge)
  9. var/obj/item/ammo_casing/energy/shot
  10. for (var/i = 1, i <= ammo_type.len, i++)
  11. var/shottype = ammo_type[i]
  12. shot = new shottype(src)
  13. ammo_type[i] = shot
  14. shot = ammo_type[select]
  15. fire_sound = shot.fire_sound
  16. update_icon()
  17. return
  18.  
  19. verb/eject_battery(mob/living/user as mob)
  20. set name = "Eject Battery"
  21. set category = "Object"
  22.  
  23. if(power_supply)
  24. power_supply.loc = get_turf(src.loc)
  25. power_supply.update_icon()
  26. user.put_in_hands(power_supply)
  27. power_supply = null
  28. update_icon()
  29. user << "<span class='notice'>You pull the [power_supply] out of \the [src]!</span>"
  30. return
  31. else
  32. user << "<span class='notice'>It has no cell!</span>"
  33.  
  34. attackby(var/obj/item/A as obj, mob/user as mob)
  35. if(istype(A, /obj/item/weapon/cell) && !power_supply)
  36. user.drop_item()
  37. power_supply = A
  38. power_supply.loc = src
  39. user << "<span class='notice'>You load a new [power_supply] into \the [src]!</span>"
  40. update_icon()
  41. else
  42. ..()
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