## About The Pull Request
This rebalances the Laser Musket and Heroic Laser Musket
Replaces glasses with 2 drinking glasses in the crafting recipe
Removes 2-handed demand
Standard shot damage slightly increased and stamina damage greatly
decreased
Heroic shot made a 3-round scatter shot, very powerful, damage and
stamina damage decreased to compensate
Crank-charge weapons, except the thermal revolvers, can be charged while
moving
Muskets can also be worn on jackets
## Why It's Good For The Game
These things were severely underused, and I always kinda wanted them to
be crankable while you moved, I just didn't know how. This should also
help the Militiamen ERT be less of a joke. I would appreciate
balanceposters giving some advice on the numbers if you're seeing this.
The heroic musket is incredibly rare, and SHOULD be pretty powerful.
## Changelog
🆑
balance: laser muskets have been rebalanced
balance: crank weapons can be charged while moving
/🆑
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward its arguments with a SendSignal() call. Now every component that want's to can also know about this happening.