Changes object/effects from "pointdefense" to "coildefense" to use when you prefer "projectile" PD turrets (point defense turrets vars and such should just use the old laser effects for cases where we wanna use those instead of the new ones Rykka and I added here!)
Adds deafened ear ring that plays any time you're deafened, and fades back in once you can hear again.
Example of deafened feedback [here](https://streamable.com/8s8vlu).
Worry not, if you're deafened via mutation or other, you'll simply go deaf, and only hear the fade-in once you regain hearing.
It will also only play **once** when you are deafened. Further deafening effects while you are already deaf will not force you to hear it again.
Moving Phase weapon changes here.
Giving phase weapons -armour penetration in a similar manner as hollow point bullets to make armour better against them.
Updates Shuttlecraft and Voidcraft to be visible by bullet penetration code. Things designed to fly in space at high speeds with lots of little rocks present are not gonna feel bullets all that much.
Changes:
- Code copied over to hud.dm and commented out, to prep for upstream pull.
- Commented-out, unused code removed.
- CHOMPEdits removed, pending upstream PR.
- Medigun no longer shows 2x the actual ammo loaded.
- Curabitur now fetches the amount of shots correctly, bar 1 extra for some reason.
- Curabitur ammo updates on automatic recharge ticks.
- A ton of projectile get_ammo_count optimization - mostly swaps the massive if/else for for loops. Fixes multiple guns not getting ammo properly, now casings won't register as ammo unless they have a shell in the casing.
- hud_state_empty defined as base on all bullets.
- Corrects energy weapons missing a hud_state_empty.
- Gives Ion weapons a hud_state_empty
All changes have been tested, and bar the Curabitur having an extra shot for ??? reason, which is a base bug I've yet to fix, this is entirely ready for testmerge.
- Fixes all projectile guns not having an empty state after unloading the gun via various methods
- Fixes stun revolver not having an empty sprite
- Fixes self-charging guns not updating ammo counts
Still needing fixes:
- Revolvers do not update ammo counts after firing, only on emptying the gun/adding new shells.
Forces updates upon cycling the next round.
Fixes Chambered casings still counting for ammo despite having no associated projectile. Because for ~realism~ the casing has a BB var that determines if we currently have a bullet available to fire.
Adds rocket states for our ONE measly rocket launcher.
Phasers will now update their ammunition count on every single pump.