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Laser guns, laser NPCs and laser turrets now fire tg's hitscan beam with the existing laser tracer instead of a travelling bolt. Damage is unchanged. Disablers, X-ray, pulse, emitters, the ship defense turret, the accelerator cannon, laser eyes and mech lasers stay bolts.
…puff, hiss-by and far sound
…types, red-zone Old Furnace roll, laser empty sprites
… in the resale test, update the wiki page
… body The splash states are six 0.1 s frames, but the splash lived 0.5 s, so the last frame (the cooling pane glow on glass, the last droplets on walls) never showed. Splashes now live 0.6 s. The flesh splash's steam came from the shared steam pool, whose holder draws above every mob. A bolt hitting the far side of a body put its steam over the chest while the splash itself was hidden. The steam now uses its own pool whose holders take the splash's layer.
tg's range-out hop leaves a projectile a tile less twice its overshoot short of where it ran out, so the gutter-out appeared up to a tile behind the bolt's last drawn spot. The gutter now adds that shortfall back along the bolt's path. The wisp named a state the copied projectile icon does not have, so it never drew, and the switch to it flashed the bolt's emissive core upright for a frame. The core, light, icon and transform now change together in one update, the wisp uses the effects icon, and it fades in its own frames instead of being faded a second time.
Hits no longer add fire stacks. Bolts carry higher wound bonuses so they leave real burn wounds, melt a hurt arm or leg (the rifle also one with a critical burn, never a healthy limb in one hit), and break structures and doors faster. The pistol bolt goes from 30 to 32 damage to keep its time to kill without the fire.
The copy that carries the bolt out of the pinch now holds on the ball, shows a tick after the snap and closes onto the bolt's path over the first tile, all on the client's clock. It no longer follows the server's moves, which stalled it at the muzzle and left gaps at the handover. The snapped ball shows a little longer.
The copy no longer rides the hidden bolt, whose sprite skips a tile for a frame as it crosses into a new turf: it flies its own path from the ball onto the bolt's line and on with it, and shows as the ball snaps. The ball's light goes with it.
…he wall face, and shrink the pistol's splash The bolt's light sits on its head instead of its middle, and a wall's glow stops lighting itself as it cools to char.
The bolt waits level with the ball and leaves as it snaps, so its barrel copy only closes sideways onto its line and hands over a tenth of a second later instead of chasing it.
The bolt leaves from the snap even when the timer lands late, the copy keeps to where the bolt is seen, and it goes in the same tick the bolt shows so the two never show together.
…ong the face, and deepen the pinch ring
…oter, so the shooter's head hides it
…cases - A shot that boils the Furnace now costs its plasma: the shot is charged before the heat step, since a boil re-chambers the gun. - A cartridge swap seats the new cartridge first, so the old one goes to the freed hand instead of the floor. - Outpost shop listings keep cartridges and plasma guns with different plasma apart. - Lighting something with a plasma gun re-chambers it and heats a Furnace. - The Old Furnace can't be duplicated or scrapped. - No barrel pinch on point-blank shots, where the hit lands first.
- Slag cools at the body's own species heat limit, so ethereals' normal body heat no longer keeps it cooking. - Re-attaching a severed slagged limb keeps its slag and heat and doesn't dose the blood again. - The slag surgery's dressing won't go on over slag, and an emptied wound moves on to the dressing without a failed step. - A septic slagged burn's scanner advice says to excise the slag before cryo. - Cuts only "sear shut" when nothing on the limb still bleeds, and a melted limb gets no sear message. - A shield splash uses the shield that actually blocked the bolt, noted as it blocks, so a shield the block breaks still gets its splash. - Plasma scar text no longer says green.
…d wiki - The distant firing sound skips listeners in another packed encounter, as playsound() does. Its range and volume defines move to the shared defines. - The near-miss hiss skips the mob the bolt was fired at and anyone behind a wall. - The sound credits mark which files were edited from the originals. - The wiki says only the wound analyzer speeds up picking slag.
- Pirate plasma shots play the distant firing sound like a player's. - A red-zone boss handed a Furnace drops whatever was in its other hand, so Director Prime no longer holds a two-handed rifle and a syringe gun.
- The far-sound test checks against the volume defines. - The cache weapon class and shop ladder tests know the plasma and frontier guns, and the Furnace's rotating black market shelf. - New tests: a live-fire boil costs a bolt and a vent and a breaking boil drops the cartridge, a hand swap returns the old cartridge to the hand, shop listings split by plasma, a breaking shield still splashes, the slag dressing won't go on over slag, ethereal slag cools, and a reattached limb keeps its burn.
A plasma bolt melts an arm or leg only when at least 10 of its own burn gets through armour, and the damage the limb must reach never drops below half its max.
A limb with no flesh (robotic, or no BIO_FLESH: skeletons, golems, plasmamen) still melts off through tg's dismember, but leaves a slag pool, sparks and a welder hiss instead of gobbets, a stump and the wet melt sound. Cuts on such a limb aren't seared.
Venting does nothing below the first coil step, so a cold Furnace no longer wastes plasma or locks its trigger, and a short chamber cools the barrel in proportion to the plasma it let out.
Only pirate ship crews and boarders fire plasma guns, not ruin pirates.
… hashes The plasma cartridge joins the ammo category, rated yellow like the Cinder it feeds; pressing one by hand stays public on purpose, since the gun is the gate. The loot Cinder and Furnace take their shop guns' ratings, the built-in lenses copy their guns, and the abstract bases are marked abstract.
The burn-through tests fired 5-damage bolts, below the 10 landed burn a melt now needs. The melt cases fire at the floor; the negative cases do too, so they still test what they name.
…o tm/plasma-weapons
- A dry melt (robot or boneless limb) holds back the #512 spray and reel and leaves a seared stump, as the flesh melt does. - A limp slows an AI-driven body's next step, as it slows a player's; tg's limp only touched client.move_delay, so NPCs never limped. - A plasma burn re-times its glow on the first tick after its body's Life() was paused, so a dormant NPC's glow matches its heat when it wakes. - A human NPC's locked gun falls out of a melted hand as an untouchable look-alike that sinks into the slag, instead of vanishing in the hand. - A raised Phalanx buckler that stops a plasma bolt shows the shield splash. - Tests for plasma wounds, melts, dormant cooling and the limp on human NPCs.
…s when the shield breaks
…ll short through clothes
…sparks that don't drift The dry melt dropped cold slag at the tile centre, where the standing body hid it, and used tg's drifting sparks, whose light wandered the floor for two seconds. The pool now runs out where the flesh melt's does, glows, crusts and sets into slag; the sparks burst once on the spot and still heat the floor.
…set the shooter on fire
The copy flew a fixed path on the client's clock and was swapped for the bolt by a server timer. When the server ran slow the copy got up to a tile and a half ahead, so on short shots it sat on the target and the bolt then showed further back and flew in again. The copy now repeats each movement step the bolt makes, with the same timing, closing sideways onto the bolt's line over the first tile, and hands over once the bolt has covered that tile.
A finished cog fades for half a second, then its Destroy() removed every managed vis overlay on the user, including the cog of a do_after that had started in the meantime. Picking plasma slag one bead after another showed no cog for the second pick, so the slag seemed to come out seconds after the work ended.
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Test-merge only. Do not merge.
#540 (plasma and frontier laser guns) and #512 (hyperviolence, human NPCs) conflict: #512 replaces the pirate gun system the plasma pirates were built on. This is #512 with #540 merged in and resolved, so the two can be test-merged together:
Close this once either one merges.