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Also took the opportunity to organize/refactor some of the files in the root. Will definitely want to do this more as I try to bring the weapon pack up to date... NOTE: The UMP & USP do not have credits files! I will want to make a proper note in the readme eventually regarding this, I don't want to leave their assets uncredited...
Seems the Fenris uses STFULAUT now?
The build scripts are case-sensitive, and as I've been keeping everything camelCased already... eh
I have a feeling this broke stuff, we'll see
Thanks, TedTheDragon! This essentially overhauls the item spawning from the various individual AceCoreLib scaled spawning into one that matches those implemented by RadTech Items/Weapons, Hexadoken's Legacy Continued, and even in an unreleased version of PB's Weapons (now Bangers & Mash). The default ratios are subject to change, assuming this ever gets released publicly. Eventually this should be refactored into some sort of global spawning overhaul, but we'll see when we get there...
At least, this certainly feels better, it tracks unspent 7mm rounds with the help of a few classes I've added to HDBulletLib-Recasted...
Everything should now point to the HDest Community Repos, as well as have their presentations cleaned up a bit.
Add some loadout codes to allow setting the initial firemode, as well as whether or not the weapon uses the original reflex sight or the newly supported ironsight variant. Refactored the gun frames from their firing overlays, which should help clean up assets and make future work a bit easier? The script refactoring was modeled off of the SMG as the two are surprisingly similar in structure
In order to keep parity with the public version, I need to keep the reflex sights on "G" and add the iron sights to "S" instead.
Some minor formatting here, some refactoring there...
This has all really been in an effort to track down a lock-up, which has proven very difficult now to reproduce, so hopefully these logs can help track down the issue (assuming it's even happening in this mod) should it start arising again...
Seems my prior refactoring cut out any actor that wasn't an Inventory, which eliminates any possibility of replacements happening over IdleDummy spawns. Passing around the raw Actor and only casting it into an Inventory when needed should solve that problem.
Seems it only works on the initial TNT1A0 frame, and removing didn't seem to negatively impact it
Seems the RLReplaces doesn't want to cooperate, so strictly Rocket Launchers should suffice
These are actually Accensus' weapons, not Icarus'.
Use case-insensitive 'names' instead of "strings", don't lowercase them when stored and instead use case-insensitive ~== operator when comparing them. Remove redundant first item in logging message. Yes this will cause an unnecessary ", " to be first, oh well. Because entries are no longer being altered when stored, simply copy them into their data class arrays. Added debug logging to handleAmmoUses to finally figure out that Call append() rather than copy() for ADDING to itemsThatUseThis array, rather than REPLACING them.
It's the only gun that ever got it, and now that this pack exists, they're all part of Icarus Innovations, might as well remove the redundancy
They don't work with the thing, and you're only getting 20 more rounds with the box, less so with UaS so, eh.
Root-level LUMPs now without file extensions for VSCode support. They work fine in SLADE too, since they're just a text file. Consolidated unnecessary Flamenwerfer LUMPs
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