Weapons now have states without magazine and without bullet in chamber.
Updated update_icon()
Fixed loading weapons with different mags. Now you cant load your pistol with smg mag.
Now you can load bullet in chamber and unload it
-Shoot flares to light up a blackout, or just use them normally
-Shoot flares to light up people (if you're a tater tot)
-Shoot flares because you have nothing better to do
-Flares now correctly change your l_color so you glow red when holding one
-Added a fancy storage box for flares (also in the autolathe)
-Changed the way emergency toolboxes work: they now have a weighted chance to pick 1 of 3 lighting items, either a flashlight, a box of flares, or a single flare
-Added a storage box for flare shells, as well as a way to craft flare shells and flare shells to the autolathe
-Added a dedicated atmos tech locker, which includes some equipment, an RPD, and the regular flare gun
-Added the syndicate flaregun job item for the atmos tech: embeds flares in people and sets them on fire. Also fires shotgun ammo
-COMING SOON: Map changes to include the atmos lockers. Currently they are just code
- Ammo_magazine is now ammo_storage into boxes, magazines, or speedloaders
- Added a speedloader for traitors and ammo boxes for the detective
- Automatics now burst-fire, which shoots fast but has longer cooldown
- Box ammo transfers have a do-after, so there's a reason to use speedloaders
- Magazines now work properly, no more empty_magazine shit
- Map changes as well
- Fully tested on all projectile types, seems to work fine
- Should adress #1266
- Rockets are now w_class 3, which means they only fit on belts, inside
backpacks and large containers and possibly on suit storages, and no
longer in pockets or boxes
- Fixed problem with removing RPG from back, might have canned out
unloading RPGs manually
- RPGs still have more progress towards unfucking them, notably sprite
behavior should now be correct. There's still a nasty bug with loading
though
- RPG removed from the Nuke Ops shuttle for now
- No longer uses a projectile
- Throwing a bolas now means that it will travel the maximum distance in one range direction before dropping to the floor
- Mechs have a higher range distance than throwing, because mechanical guns
- No more snowflake code, other than the vector normalising and scaling used in throw_at
- RPG now has a back sprite, it hasn't been tested but has been resized
and positionned in a fashion alike the spear
- RPG now starts unloaded, this should fix all problems related to
incorrect spawning
- Sprites are now functional outside of on_hand sprites which for some
reason still show the default gun skin
- Functionality is about the same, but a nasty bug has been witnessed
with spawned RPGs in some cases, handle with precaution
- RPGs will be added to the map once I manage to stop the gun from
dropping casings and make sure the gun itself doesn't have serious
glitches
- Bolas can now be found in sec lockers and the SecVend
- Bolas can now be printed from a hacked autolathe
- Fixed a bug where throwing a bolas at the same tile as its source would create a stationary projectile
- Sprited Ammo type in its own sub-file (rocket)
- SpritedFunctional projectile in its own sub-file (rocket)
- Sprited RPG, no in-hand sprite
Still needs an actual RPG to use all of this, but since this seems
decent I'll release this for starters
- Bolases now drop if the target fails to be cuffed
- Bolases now spawn if the projectile hits a wall
- Bolases now correctly fire from mechs
- Bolases have proper force and a reduced breakouttime variable
- Throw it at running people to sometimes trip them and legcuff them
- Throw it at walking people to not really do anything at all
- Can be thrown or fired from a mech
- Mech weapon can only be attached to the Gygax
- Allows for ranged security and good crowd control
- Part 1 of 2 changes to Gygax for better sec(TM)