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.
Fine. I'll do it myself. Literally 1 line of code change fixes the invisible sprites, because all the gun DMI files are all over the place instead of a parent file anymore.
I tried to fix the WT-550 sprites too but I cant read the code and I AINT touching parent files any time soon.
Fine. I'll do it myself. Literally 1 line of code change fixes the invisible sprites, because all the gun DMI files are all over the place instead of a parent file anymore.
I tried to fix the WT-550 sprites too but I cant read the code and I AINT touching parent files any time soon.
- Fixes C20R missing sprite when empty
- Fixes Z8/Z9 missing sprite when empty
- Fixes Laser Cannon not having a sprite at all
- Fixes Xray Laser not having a sprite at all
- Fixes Anti-Particle Weapons (yes all of them) not having sprites
- Fixes Alien Pistol missing sprite + missing beam
- Fixes Mini-Uzi missing sprite when magazine removed/empty
Fixes https://github.com/CHOMPStation2/CHOMPStation2/issues/4101
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.