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Puts EGO guns under the ego_weapon subtype, copying some gun code and changing a lot of code #2430

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merged 15 commits into from
Nov 2, 2024

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Gboster-0
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@Gboster-0 Gboster-0 commented Sep 17, 2024

About The Pull Request

  • Removes the item/gun/ego_gun subtype, instead we'll now use item/ego_weapon/ranged.
  • Weapons now no longer hold bullets until they are firing them.
  • Weapons now now make casings on-demand only instead of them being coded-in, if they are necessary (shotguns)
  • Moves ego weapons, both ranged and melee into the ModularTegustation folder
  • Removes the CleanUp() proc
  • Adds istype helpers for ego weapons, both ranged and melee
  • Fixes constant casing hard-deletes
  • Fixes adoration DOT bullets assigning timers to qdeleted objects in certain cases, making 14 runtimes

Due to the projectiles/casings no longer being a physical object in the gun, they cannot now be var-edited.
Something to consider fixing/adding in the future

Why It's Good For The Game

Removes the item/gun/ego_gun subtype, instead we'll now use item/ego_weapon/ranged.

  • This PR removes a lot of stuff from the /gun subtype we were using, so maybe it'll improve performance.
  • Also it fixes the examine descriptions/EGO guns dry-firing whilst having bullets. As now they dont have them.

Weapons now now make casings on-demand only instead of them being coded-in, if they are necessary (shotguns)

  • This kinda ties into the issue where casings constantly hard-deleted, but whatever. Point is that we dont need to constantly make casings if a weapon only fires 1 pellet.
  • This should improve performance quite a bit, along with allowing any projectile to have any amount of pellets (fun!!!)

Removes the CleanUp() proc

  • Its copying Destroy(), and like 2 EGO's were using it

Adds istype helpers for ego weapons, both ranged and melee

  • We had a lot of things checking for eighter a melee or ranged ego weapon, dis is good for organisation
  • Also this prevents a clerk pistol from being recognized as an EGO weapon in checks btw

Fixes constant hard-deletes
Fixes adoration DOT bullets assigning timers to qdeleted objects in certain cases, making 14 runtimes

  • Bug fixes gud :3

Changelog

🆑
fix: EGO guns will no longer click because of bullets randomly dissapearing, ever
tweak: EGO guns have been recoded a good bit, expect bugs
/:cl:

@Gboster-0
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Thanks github, i wanted to press enter there. Brb gotta add the rest of the PR's comments

@Gboster-0 Gboster-0 changed the title Puts EGO guns under the ego_weapon subtype, copying some gun code and changing a Puts EGO guns under the ego_weapon subtype, copying some gun code and changing a lot of code Sep 17, 2024
@Gboster-0 Gboster-0 added Do Not Merge Do not merge, untill a headcoder approves it. Fix There was a bug, and we fixed it! Performance Improvement? Theoretically improves overall performance of the game. labels Sep 17, 2024
@Kitsunemitsu
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We should really replace Modular tegu with LC13 folders sometime soon.
Not a recommended change, just a comment

@Gboster-0
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We should really replace Modular tegu with LC13 folders sometime soon. Not a recommended change, just a comment

Yup, one day

@Gboster-0 Gboster-0 added the Code improvement Code is now easier to copy paste. label Sep 24, 2024
@Gboster-0 Gboster-0 removed the Do Not Merge Do not merge, untill a headcoder approves it. label Oct 29, 2024
@InsightfulParasite InsightfulParasite added this to the October Testmerges milestone Nov 1, 2024
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@Kitsunemitsu Kitsunemitsu left a comment

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We have been tested this for so long, I think that due to it being a code improvement, it's good to go.

@Kitsunemitsu Kitsunemitsu merged commit f3df10f into vlggms:master Nov 2, 2024
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@Gboster-0 Gboster-0 deleted the ego-subtype branch November 2, 2024 12:33
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3 participants