Closed KanohaShinobi closed 3 years ago
LINTERS WHY I DIDNT EVEN COMMIT DIRECTORIES
Non-functioning worn icons
/obj/item/gun/ballistic/rifle/ms13/hunting /obj/item/gun/ballistic/rifle/ms13/hunting/scoped /obj/item/gun/ballistic/automatic/ms13/marksman/battle /obj/item/gun/ballistic/automatic/ms13/marksman/battle/rangemaster /obj/item/gun/ballistic/shotgun/automatic/ms13/sks/scoped /obj/item/gun/ballistic/shotgun/ms13/huntingshot
These are just the ones I found. I THINK i checked all the rifles/smgs, but that should be it.
You ought to also avoid roles spawning with guns in their hands if you can. Otherwise, you're probably going to have a lot of accidental firing early on.
/obj/item/storage/belt/holster/ gives the gunflip trait, and since you based your holster off that, it makes you flip guns whenever you interact with them, and doesn't really make much sense when you spin a shotgun by the trigger guard to reload it.
/obj/item/storage/belt/holster/equipped(mob/user, slot) . = ..() if(slot == ITEM_SLOT_BELT) ADD_TRAIT(user, TRAIT_GUNFLIP, CLOTHING_TRAIT)
adds .22 2 shot derringer and a 4 shot strip clip to load it, mayor spawns with it on their belt sheriff spawns with a trail carbine and a 357 deputy just gets 357 bartender gets a sawn off on their belt slot (no ammo in pockets or anything just the gun, protect the bar!) mayor gets his derringer with 2 clips for it (4 reloads) worn icon defined in the update_icon of the guns (if it wasnt then got constant expression errors, they update on spawn anyway to my knowledge.)
I forgot the format for edits, but its good because it brings us closer to finalizing some jobs and the look of guns.