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- /obj/item/weapon/gun/energy/New()
- ..()
- if(cell_type)
- power_supply = new cell_type(src)
- else
- power_supply = new(src)
- power_supply.give(power_supply.maxcharge)
- var/obj/item/ammo_casing/energy/shot
- for (var/i = 1, i <= ammo_type.len, i++)
- var/shottype = ammo_type[i]
- shot = new shottype(src)
- ammo_type[i] = shot
- shot = ammo_type[select]
- fire_sound = shot.fire_sound
- update_icon()
- return
- verb/eject_battery(mob/living/user as mob)
- set name = "Eject Battery"
- set category = "Object"
- if(power_supply)
- power_supply.loc = get_turf(src.loc)
- power_supply.update_icon()
- user.put_in_hands(power_supply)
- power_supply = null
- update_icon()
- user << "<span class='notice'>You pull the [power_supply] out of \the [src]!</span>"
- return
- else
- user << "<span class='notice'>It has no cell!</span>"
- attackby(var/obj/item/A as obj, mob/user as mob)
- if(istype(A, /obj/item/weapon/cell) && !power_supply)
- user.drop_item()
- power_supply = A
- power_supply.loc = src
- user << "<span class='notice'>You load a new [power_supply] into \the [src]!</span>"
- update_icon()
- else
- ..()
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