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Rework the HoS's Energy Shotgun (Varying energy consumption depending…
… on fire-mode + re-adds a toned down self recharge.) (space-wizards#32104) * Rebalance HoS's Energy Shotgun * SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system. * Prevent recharge cooldown if 0 power is used. * Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges. * Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun. * Clean up the client ammo UI fix. * Update the self recharger component to comply with maintainer request. Co-authored-by: slarticodefast <[email protected]> * Remove code that was made redundant by a hotfix from another PR. * Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared. * Fix another internal issue * Code cleanup + fix the rapid recharge verb to remove pause. * cleanup --------- Co-authored-by: slarticodefast <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Content.Shared/Weapons/Ranged/Events/UpdateClientAmmoEvent.cs
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namespace Content.Shared.Weapons.Ranged.Events; | ||
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[ByRefEvent] | ||
public readonly record struct UpdateClientAmmoEvent(); |
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