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Added support for hardsuit modules that use ammo instead of energy #18645
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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selectable = TRUE | ||
usable = TRUE | ||
module_cooldown = 0 | ||
icon_state = "lcannon" | ||
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engage_string = "Configure" | ||
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category = MODULE_HEAVY_COMBAT | ||
category = MODULE_LIGHT_COMBAT |
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I think the re-classifies a lot of modules as light combat.
I think we should add a ballistic category (as the Primary balance there is the ammo usage) and update the combat category names to indicate that those are laser weapons.
(Maybe even a ballistic heavy / ballistic light/ launcher category)
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Fix incorrect parameters Make sure all hardsuit modules are replaced in maps
…ilure improperly.
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As the title says, this adds support for hardsuit modules that use ammo instead of energy. This will allow us to have more powerful weapons potentially for hardsuits that are limited by ammo, instead of generating ammo from thin air with energy.
Two example weapons are added: The prototype SMG, and the machine pistol. To facilitate the former, 4mm ammo from Baystation12 has been ported to the Prototype SMG, and it now uses magazines.
Asset Licenses
The following assets that have not been created by myself are included in this PR: