diff --git a/TODO.txt b/TODO.txt index 478902c..73e0f31 100644 --- a/TODO.txt +++ b/TODO.txt @@ -28,20 +28,23 @@ ( ) guns4d_pack_3 ( ) find better name - -guns4d-OP4 (opposing force's arms) + -guns4d-OP4 ( ) make guns ( ) rugged ak47 - ( ) m1911 + ( ) m1911 (triggergaurd sawwed off) ( ) RPG? ( ) Mossberg ( ) AR15 ( ) Berreta m12 (smg) - -( ) allow unloading magazines +( ) `textures` should be in visuals!!! +( ) `inventory_image_magless` should be in visuals!!! +( ) leave round in chamber if reloading the same type of Ammunition +( ) allow unloading magazines in craft inv ( ) fix issue with arm animations being super choppy? (investigation needed) ( ) have breathing act as a multiplier for sway -( ) fix water/fluids +(~) fix water/fluids + (x) temp fix, ignores fluids. ( ) add random deviation ( ) randomness system ( ) patterns? @@ -58,7 +61,7 @@ ( ) firemode switching sound (~) add config (x) add a table for config storage, some settings - ( ) integrate with minetest settings + ( ) integrate with minetest settings, add config file. (x) fix crash when switching from a gun into a gun with a sprite_scope (x) add infinite ammo privelage and quick command (x) privilege not directly tied to infinite ammo, fix without breaking performance? @@ -90,6 +93,10 @@ -I'd probably have to modify models at loadtime to have an eye and hipfire bone? Probably easier then current system though. (x) Fix HORRIBLE namespace violation in misc_helpers.lua. Also migrate features to MTUL libraries +MTUL subtasks +( ) make ObjRef method override stuff MTUL and not 4dguns + + this won't be fun. documentation ( ) Instantiatable_class diff --git a/classes/Gun.lua b/classes/Gun.lua index 1b3d4ae..40d4831 100644 --- a/classes/Gun.lua +++ b/classes/Gun.lua @@ -383,7 +383,7 @@ function gun_default:update_image_and_text_meta(meta) end function gun_default:attempt_fire() assert(self.instance, "attempt to call object method on a class") - if self.rechamber_time <= 0 then + if self.rechamber_time <= 0 and not self.ammo_handler.ammo.magazine_psuedo_empty then local spent_bullet = self.ammo_handler:spend_round() if spent_bullet and spent_bullet ~= "empty" then local dir = self.dir