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Ports over the tgstation changes to thermal pistols and cranked weapons. #666

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merged 3 commits into from
Feb 21, 2025

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@CRITAWAKETS CRITAWAKETS commented Feb 15, 2025

tgstation/tgstation#81819
tgstation/tgstation#86867
tgstation/tgstation#83962
are cherry-picked in this PR.

I want to atleast get these in before messing around with bringing in the BR-38 and further changes from that.
This has a few manual tweaks in order to move the laser crank sound to its newer position following some sound reorganization.

necromanceranne and others added 2 commits February 14, 2025 23:05
… energy weapon mechanics) (#81819)

## About The Pull Request

Thermal pistols now can be 'cranked' in order to reload them, similar to
a smoothbore disabler. Each 'crank' recharges one shot out of 8 shots.

And by crank, I mean you SPIN THE GUN. In order to spin guns, you need a
holster. So, without a holster, you can't utilize this mechanic of the
pistols.

(Also they're more accurate while dual-wielded hoo haa)

Thermal pistol crates are now slightly more expensive, at 2000 credits.
(is this even a balancing point now that we have stocks?)

## Why It's Good For The Game

People really liked what was going on in this [PR with the gun flipping
resulting in a
reload](tgstation/tgstation#76076). However, it
was...maybe a little too strong.

As a more middle ground approach, the gun crank component was a
particularly helpful addition to the game that allows for things
like...slow bullet-by-bullet reloading of even energy weapons.

## Changelog
:cl:
balance: Thermal pistols can now be 'cranked' to recharge shots. You
must have a holster equipped in order to utilize this feature. Also,
they have a tighter dual-wield cone.
balance: Thermal pistol crates are now 2000 credits, up from 1400
credits.
/:cl:
@github-actions github-actions bot added the Non-Module Code Touches main files. Proceed with caution label Feb 15, 2025
## About The Pull Request
Uses ADD_CLOTHING_TRAIT to store a ref to the individual holster item
that's providing the gunflip trait. This fixes an issue that was
happening where having one holster equipped and dropping or unequipping
another would remove the trait from you, even though you were still
wearing one.
## Why It's Good For The Game
Fixes #83762 
## Changelog
:cl:
fix: Fixed thermal pistols sometimes not recognising an equipped holster
when trying to spin them to recharge.
/:cl:
@MrMelbert MrMelbert merged commit b8833e1 into MrMelbert:master Feb 21, 2025
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4 participants