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This repository was archived by the owner on Jan 5, 2024. It is now read-only.

Commit 1213834

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Merge branch 'development' into 4zk-content
2 parents 5f68f28 + 625bb6a commit 1213834

27 files changed

+16
-595
lines changed

Base.rte/AI/CrabBehaviors.lua

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -79,7 +79,7 @@ function CrabBehaviors.LookForTargets(AI, Owner)
7979
if AI.ReloadTimer:IsPastSimMS(8000) then -- check if we need to reload
8080
AI.ReloadTimer:Reset()
8181
if Owner.FirearmNeedsReload then
82-
Owner:ReloadFirearm()
82+
Owner:ReloadFirearms()
8383
end
8484
end
8585
end
@@ -536,7 +536,7 @@ function CrabBehaviors.ShootTarget(AI, Owner, Abort)
536536

537537
ShootTimer:Reset()
538538
if Owner.FirearmIsEmpty then
539-
Owner:ReloadFirearm()
539+
Owner:ReloadFirearms()
540540
aimError = RangeRand(-0.14, 0.14) * AI.aimSkill
541541
aimTime = RangeRand(220, 330) * AI.aimSpeed + 50
542542
if Owner.FirearmActivationDelay > 0 then
@@ -681,7 +681,7 @@ function CrabBehaviors.ShootArea(AI, Owner, Abort)
681681
AI.fire = false
682682

683683
if Owner.FirearmIsEmpty then
684-
Owner:ReloadFirearm()
684+
Owner:ReloadFirearms()
685685
end
686686

687687
break -- stop this behavior when the mag is empty

Base.rte/AI/HumanBehaviors.lua

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -629,7 +629,7 @@ end
629629
function HumanBehaviors.GoldDig(AI, Owner, Abort)
630630
-- make sure our weapon have ammo before we start to dig, just in case we encounter an enemy while digging
631631
if Owner.EquippedItem and (Owner.FirearmNeedsReload or Owner.FirearmIsEmpty) and Owner.EquippedItem:HasObjectInGroup("Weapons") then
632-
Owner:ReloadFirearm()
632+
Owner:ReloadFirearms()
633633

634634
repeat
635635
local _ai, _ownr, _abrt = coroutine.yield() -- wait until next frame
@@ -2578,7 +2578,7 @@ function HumanBehaviors.ShootTarget(AI, Owner, Abort)
25782578
-- we might have a different weapon equipped now check if FirearmIsEmpty again
25792579
if Owner.FirearmIsEmpty then
25802580
-- TODO: check if ducking is appropriate while reloading (when we can make the actor stand up reliably)
2581-
Owner:ReloadFirearm()
2581+
Owner:ReloadFirearms()
25822582

25832583
-- increase the TargetLostTimer limit so we don't end this behavior before the reload is finished
25842584
if Owner.EquippedItem and IsHDFirearm(Owner.EquippedItem) then
@@ -2627,7 +2627,7 @@ function HumanBehaviors.ShootTarget(AI, Owner, Abort)
26272627
end
26282628

26292629
if Owner.FirearmIsEmpty then
2630-
Owner:ReloadFirearm()
2630+
Owner:ReloadFirearms()
26312631
end
26322632

26332633
return true
@@ -3073,7 +3073,7 @@ function HumanBehaviors.ShootArea(AI, Owner, Abort)
30733073

30743074
ShootTimer:Reset()
30753075
if Owner.FirearmIsEmpty then
3076-
Owner:ReloadFirearm()
3076+
Owner:ReloadFirearms()
30773077
end
30783078

30793079
break -- stop this behavior when the mag is empty

Base.rte/AI/NativeCrabAI.lua

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -171,7 +171,7 @@ function NativeCrabAI:Update(Owner)
171171
end
172172
else
173173
if Owner.FirearmIsEmpty then
174-
Owner:ReloadFirearm()
174+
Owner:ReloadFirearms()
175175
end
176176
end
177177
end
@@ -316,7 +316,7 @@ function NativeCrabAI:CreateAttackBehavior(Owner)
316316
self.NextBehaviorName = "ShootTarget"
317317
else
318318
if Owner.FirearmIsEmpty then
319-
Owner:ReloadFirearm()
319+
Owner:ReloadFirearms()
320320
end
321321

322322
return
@@ -335,7 +335,7 @@ function NativeCrabAI:CreateSuppressBehavior(Owner)
335335
self.NextBehaviorName = "ShootArea"
336336
else
337337
if self.FirearmIsEmpty then
338-
self:ReloadFirearm()
338+
self:ReloadFirearms()
339339
end
340340

341341
return

Base.rte/AI/NativeHumanAI.lua

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -318,7 +318,7 @@ function NativeHumanAI:Update(Owner)
318318
if self.ReloadTimer:IsPastSimMS(8000) then -- check if we need to reload
319319
if Owner.FirearmNeedsReload then
320320
self.ReloadTimer:Reset()
321-
Owner:ReloadFirearm()
321+
Owner:ReloadFirearms()
322322
elseif not HumanBehaviors.EquipPreferredWeapon(self, Owner) then -- make sure we equip a preferred or a primary weapon if we have one
323323
self.ReloadTimer:Reset()
324324
end
@@ -394,7 +394,7 @@ function NativeHumanAI:Update(Owner)
394394
end
395395
else
396396
if Owner.FirearmIsEmpty then
397-
Owner:ReloadFirearm()
397+
Owner:ReloadFirearms()
398398
elseif Owner.InventorySize > 0 and not Owner:EquipDeviceInGroup("Weapons - Primary", true) then
399399
Owner:EquipFirearm(true)
400400
end
@@ -800,7 +800,7 @@ function NativeHumanAI:CreateSuppressBehavior(Owner)
800800
self.NextBehaviorName = "ShootArea"
801801
else
802802
if Owner.FirearmIsEmpty then
803-
Owner:ReloadFirearm()
803+
Owner:ReloadFirearms()
804804
end
805805

806806
return

Base.rte/AI/NativeTurretAI.lua

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -207,7 +207,7 @@ function NativeTurretAI:CreateAttackBehavior(Owner)
207207
self.NextBehaviorName = "ShootTarget"
208208
else
209209
if Owner.FirearmIsEmpty then
210-
Owner:ReloadFirearm()
210+
Owner:ReloadFirearms()
211211
end
212212

213213
return
@@ -226,7 +226,7 @@ function NativeTurretAI:CreateSuppressBehavior(Owner)
226226
self.NextBehaviorName = "ShootArea"
227227
else
228228
if Owner.FirearmIsEmpty then
229-
self:ReloadFirearm()
229+
self:ReloadFirearms()
230230
end
231231

232232
return

Base.rte/Actors/Shared.ini

Lines changed: 1 addition & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -656,11 +656,4 @@ AddEffect = AEmitter
656656
MinThrottleRange = 0.5
657657
MaxThrottleRange = 0.5
658658
ParticlesPerMinute = 7200
659-
BurstSize = 12
660-
661-
662-
///////////////////////////////////////////////////////////////////////
663-
// Hats
664-
665-
666-
IncludeFile = Base.rte/Actors/Shared/Hats/Hats.ini
659+
BurstSize = 12

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