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TM patch: #540 with #512 - #541

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Jackriip wants to merge 119 commits into
feature/hyperviolence-megafrom
tm/plasma-weapons
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Jackriip wants to merge 119 commits into
feature/hyperviolence-megafrom
tm/plasma-weapons

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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.

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.
…types, red-zone Old Furnace roll, laser empty sprites
… 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.
…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.
Pirate plasma gunners on #512's human NPCs now carry and change plasma
cartridges instead of the removed flasks. The basic-mob pirate loadouts
from the plasma branch are dropped; #512 has no basic-mob gun component.
- 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.
…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.
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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