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Rework Bionic weapon selection and make BIONIC_GUNS work for NPCs. Fix NPC Aiming. #1705
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276849a
Rework bionic weapon/gun framework
KheirFerrum 670762d
Fixes guns in general
KheirFerrum a89129b
Update npcmove.cpp
KheirFerrum d80815d
Reload toggled CBMs out of combat
KheirFerrum f407de6
Don't need to nest it so deep.
KheirFerrum b788347
Reduce item generation for comparison.
KheirFerrum 3a75c7f
Refactor
KheirFerrum 8ac26cd
Merge branch 'upload' into Fix-bionic-guns
KheirFerrum bff27ef
Merge branch 'upload' into Fix-bionic-guns
KheirFerrum acfce67
Merge branch 'upload' into Fix-bionic-guns
KheirFerrum c5e9530
Rework
KheirFerrum 3f4b1ab
shots_remaining moved
KheirFerrum 28dd9ce
g->u to get_player_character()
KheirFerrum 7c8adc8
Modify shots_remaining.
KheirFerrum 7c304d2
Remove unused variables
KheirFerrum ec3086d
Change cache to use enums
KheirFerrum 3c07faa
Convert to using bionic_id
KheirFerrum 77862cd
Update src/character.h
KheirFerrum 298388d
Use key directly
KheirFerrum 188d379
Shots_remaining update and comments
KheirFerrum 86c21c1
Update bionics.cpp
KheirFerrum 3b600c5
Update src/npcmove.cpp
KheirFerrum 2e82c53
Streamline functions
KheirFerrum efe8bae
Merge branch 'upload' into Fix-bionic-guns
KheirFerrum 72d2060
modes.clear()
KheirFerrum fe59696
Rename enums
KheirFerrum 30e30f3
Fake shots
KheirFerrum 1b38ab8
No need to find, just return the value if any
KheirFerrum 289683b
flag_NO_UNWIELD
KheirFerrum a9c2272
Swap to mutable array
KheirFerrum d573e68
shots_remaining reorganize
KheirFerrum 62cfbc9
npc_ai_info_cache defaults to -1
KheirFerrum 488eb9d
Reorganize
KheirFerrum ee7988b
Update melee.cpp
KheirFerrum 4b4f825
Fix things
KheirFerrum 851a5f1
Clean up
KheirFerrum 1bdc7ae
Update deserialization
KheirFerrum 382ca65
Remove unused static ids
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I don't like having it require a flag. Are not all bionic weapon/gun items going to be usable?
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My biggest concern is that this might cause NPCs to pick an item that they have no business using like rockets and similarly destructive weaponry. I could remove this though and define it using the
fake_item
's firing modes.The other issue is that disallowing this from that end leads to the illusion that those items are NPC usable when NPCs actually will not use them.