# Description
This PR is yet another step on an ongoing set of refactors for guns.
This restores the functionality for weapons to operate as "Manually
Cycled", IE: Bolt Action or Pump Action. I've also fixed some older bugs
related to firearms, such as manually loading cartridges not updating
the ammo display, and manually cycling the gun not ejecting the
cartridge. And even further, fixing instances where guns would fail to
correctly eject cartridges using ejection force variables set by the gun
itself.
There's also some other small balancing changes to other guns that make
use of the DamageModifier datafield added in my previous rework. Namely
the Cobra and Mosin both use this datafield now. The .25 cartridge has
had its damage reduced to 15 per shot(from 19), so that it is properly
smaller than the .35 cartridge. This is largely to address issues of the
FPA-90 and R25 rifles being kinda overpowered in their damage output. To
keep this nerf from affecting the Cobra however, the Cobra has picked up
an innate damage modifier that restores it to the original damage
output.
The Mosin's been rebalanced around its hunting rifle powerhouse
aesthetic, it has a beefy damage modifier that brings it up to 42 damage
per shot. This is acting as a fun tradeoff for it having only a 5 round
internal magazine, and being changed to a bolt action weapon. It's still
insanely cheap, to a point a traitor or a head revolutionary can afford
40 of them. This 42 damage calculation is specifically set such that you
can consistently drop "wound into crit" unarmored crew in 2 shots (84+
HEAVY bleed will drop them consistently), while shooting security
requires the full 5 rounds.
The general gist of what these bolt action guns is that they'll
typically have better characteristics for "Single source damage" than
their non-bolt action counterparts. While for Shotguns, we can now make
shotguns follow various common shotgun tropes that players expect from
video games, such as the "Super shotgun" that obliterates anything at
pointblank, or the "Street sweeper" that trades some of its accuracy for
extra room coverage. Or the "hunting shotgun" that beats all of them at
midrange.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/00ae2b34-f3f2-4fd9-adad-7147507a6c31
</p>
</details>
# Changelog
🆑
- add: Added "Bolt Action" or "Pump Action" gun options.
- add: Added new sound fx for shotshells when landing on the ground or
colliding with objects after being thrown.
- tweak: Kammerer and Enforcer are now pump action shotguns, featuring a
choke that gives them 50% tighter spreads in return for needing to be
pumped (press Z) after each shot.
- tweak: Mosin Nagant is now a proper bolt action rifle. The bolt must
be worked manually (press Z) after each shot. The fun tradeoff is that
it now hits like a truck with 42 damage a shot.
- tweak: Bulldog shotgun now has a wide choke, it fires 33% more
projectiles per shotshell, while also having a 50% wider spread. Cover
the station hallways in lead. Pairs nicely with birdshot if you really
want to sweep rooms.
- tweak: R25 and FPA-90 both now deal 15 damage per shot, instead of 19.
- fix: Fixed guns not correctly ejecting cartridges(they were instead
dropping them at your feet).
- fix: Fixed guns not updating the ammo counter UI when loaded manually.
(cherry picked from commit a86362b8ad712678f1316e2cd55f5e888736f718)