Ammo quantity upgrade prototype
Not yet tested. Will crash until I also get rate_upgrade_opt up.
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@ -676,7 +676,8 @@ bullet_base = mknew{ }
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gun_base = mknew{
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shoot_ready = -32768,
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icon = 20
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icon = 20,
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ammobonus = 1,
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}
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-- gun_base subtypes are
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@ -707,6 +708,38 @@ function gun_base:actually_shoot(x, y)
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self.munition.new{}:spawn_at(x, y)
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end
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-- upgrade
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function gun_base:small_upgrade_opts()
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local ret = {
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self:ammo_upgrade_opt(),
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self:rate_upgrade_opt(),
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}
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local s = self.special_upgrade_opt
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if (s) add(ret, s(self))
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return ret
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end
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function gun_base:ammo_upgrade_opt()
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local a=self.maxammo
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local x=a\10+self.ammobonus
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return {
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icon=self.icon,
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hdr=self.hdr,
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body=[[----------AMMO
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more shots.
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is: ]]..tostr(a)..[[
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add: ]]..tostr(x)..[[
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----------
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total: ]]..tostr(a+x),
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action=function()
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self.maxammo+=x
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self.ammo+=x
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end,
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}
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end
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function bullet_base:hitship(_)
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self:die()
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return true
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