Simple balances and fixes due to a recent event.
- Changed plasma cost for laying eggs, from 75 to 200.
- Changed Agony damage of neurotoxin, from 80 to 60.
- Finally fixed the fact that xenomorphs cannot see in the dark. Xenomorphs can now see turfs and mobs, but lose some range when in the dark.
- Changed ability name Gut to Slaughter, to more accurately describe what it does.
The Sickshot states in its description that it can stun, and because of that implies that it is a self defense weapon. It is not a self defense weapon, as it only does 5 burn damage and causes some very minor confusion, not stuns. Its true use is to forcibly expel the contents of stomachs, so the description has been changed to make that a bit more obvious.
Also for some silly reason the sickshot doesn't live in a normal weapon file, so I have to edit the sickshot_vr to make this work. Not much I can do about that.
* Improve gun animations to be more modular.
- This is a port of TGCM pull/4807. Credit to SplinterGP for helping me set things up.
- It essentially allows people to not need a '-pump' for their animation, but instead to just use whatever they please. They just need to write it down at the relevant intervals.
* Improve further.
* Update shotgun.dm
Actually it just occurred to me that if you do have recoil_mode = 0 on any gun, it would go through with displaying the message that you dropped it anyway, even though you wouldn't because of the math.
Accidentally left a bit of code in there that would cause the recoil to ignore energy guns entirely. It should now cause the micro to drop the gun and finally reach the 'else' part of the code.
Accidentally left a bit of code in there that would cause the recoil to ignore energy guns entirely. It should now cause the micro to drop the gun and finally reach the 'else' part of the code.
Fixes lattice placement next to elevator to allow climbing up and down, instead of being over a wall.
Hopefully fixes gauss rifle sprites being missing.