* Rebalance HoS's Energy Shotgun * SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system. * Prevent recharge cooldown if 0 power is used. * Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges. * Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun. * Clean up the client ammo UI fix. * Update the self recharger component to comply with maintainer request. Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Remove code that was made redundant by a hotfix from another PR. * Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared. * Fix another internal issue * Code cleanup + fix the rapid recharge verb to remove pause. * cleanup --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> |
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|---|---|---|
| .. | ||
| AmmoShotEvent.cs | ||
| BeforeGunShootEvent.cs | ||
| GetAmmoCountEvent.cs | ||
| GunCycledEvent.cs | ||
| GunGetAmmoSpreadEvent.cs | ||
| GunMuzzleFlashAttemptEvent.cs | ||
| GunRefreshModifiersEvent.cs | ||
| HitScanReflectAttempt.cs | ||
| MuzzleFlashEvent.cs | ||
| OnEmptyGunShotEvent.cs | ||
| RequestShootEvent.cs | ||
| RequestStopShootEvent.cs | ||
| ShotAttemptedEvent.cs | ||
| TakeAmmoEvent.cs | ||
| UpdateClientAmmoEvent.cs | ||