fixed an issue where you could fire while the gun was psuedo-empty
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TODO.txt
19
TODO.txt
@ -28,20 +28,23 @@
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( ) guns4d_pack_3
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( ) find better name
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-guns4d-OP4 (opposing force's arms)
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-guns4d-OP4
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( ) make guns
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( ) rugged ak47
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( ) m1911
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( ) m1911 (triggergaurd sawwed off)
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( ) RPG?
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( ) Mossberg
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( ) AR15
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( ) Berreta m12 (smg)
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( ) allow unloading magazines
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( ) `textures` should be in visuals!!!
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( ) `inventory_image_magless` should be in visuals!!!
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( ) leave round in chamber if reloading the same type of Ammunition
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( ) allow unloading magazines in craft inv
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( ) fix issue with arm animations being super choppy? (investigation needed)
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( ) have breathing act as a multiplier for sway
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( ) fix water/fluids
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(~) fix water/fluids
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(x) temp fix, ignores fluids.
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( ) add random deviation
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( ) randomness system
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( ) patterns?
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@ -58,7 +61,7 @@
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( ) firemode switching sound
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(~) add config
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(x) add a table for config storage, some settings
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( ) integrate with minetest settings
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( ) integrate with minetest settings, add config file.
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(x) fix crash when switching from a gun into a gun with a sprite_scope
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(x) add infinite ammo privelage and quick command
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(x) privilege not directly tied to infinite ammo, fix without breaking performance?
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@ -90,6 +93,10 @@
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-I'd probably have to modify models at loadtime to have an eye and hipfire bone? Probably easier then current system though.
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(x) Fix HORRIBLE namespace violation in misc_helpers.lua. Also migrate features to MTUL libraries
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MTUL subtasks
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( ) make ObjRef method override stuff MTUL and not 4dguns
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this won't be fun.
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documentation
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( ) Instantiatable_class
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@ -383,7 +383,7 @@ function gun_default:update_image_and_text_meta(meta)
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end
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function gun_default:attempt_fire()
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assert(self.instance, "attempt to call object method on a class")
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if self.rechamber_time <= 0 then
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if self.rechamber_time <= 0 and not self.ammo_handler.ammo.magazine_psuedo_empty then
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local spent_bullet = self.ammo_handler:spend_round()
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if spent_bullet and spent_bullet ~= "empty" then
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local dir = self.dir
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