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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.
…puff, hiss-by and far sound
…types, red-zone Old Furnace roll, laser empty sprites
… in the resale test, update the wiki page
… 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 ball now forms and swells in front of the bolt: the bolt shows only after the swell, starting at the ball, and catches up to the real shot. A flash lights the hands under the ball, a small green light sits on the ball (it still shows when the body hides the ball facing north), and the ball and ring glow in the dark. The ring opens a pixel ahead of the ball along the shot. Transparent edge pixels carry the ball's colour so no dark fringe shows on smoothed clients.
…a hard ref to the body
# Conflicts: # voidcrew/modules/plasma_weapons/icons/attributions.txt
A hit that melts a limb plays the burn-through burst and its sizzle. Bolts sear 1.6 blood flow so a fresh moderate cut closes. The ash test uses a slagged plasma critical and checks a tg critical alone no longer melts. The slag pick test counts the tool's own brute instead of reading the limb. The slag bead is tinted black and green.
A fresh bolt on a still-hot wound restarts the glow from full heat, so the glow no longer goes out while the slag is still cooking. Partial slag removal (shedding, picks) no longer rebuilds the victim's overlays every tick. Wound sprites only draw on human-shaped limbs, not monkeys. The pick test checks the slag bead has no materials, grind or juice results, or reagents.
The glow objects are made and animated in the same tick, before the client has drawn them, so the client began the colour ramp from its last key (deep green) and brightened instead of cooling. Each track now opens with a zero-time key holding the starting colour, for the glow and its emissive.
…hape, and burn coat sleeves too
…Voidcrew into feature/plasma-wounds
The bolt's copy now sits in the real bolt's vis_contents and queues its offset with each of the bolt's moves, so it holds at the ball, closes on the bolt at 1.4x its speed and hands over only after lying on it for two ticks. The real bolt is hidden by its icon, not its alpha, so a hit fades both together. Shot north, the bolt shows once its tail clears the head. The ball and ring draw above the lighting in front of the body, out of the ambient-occlusion shadow that darkened the floor around them. The bolt's light grows on the copy from the pinch light's size to its own.
…ep green, fading and pulsing the whole way down
…he molten off as slag A blocked bolt now bursts flat on the shield's own pixels for the holder's facing and hand: molten coats the shield, runs down, beads on the lower rim and drips to the floor as cooling slag, gone in about two seconds. Shots the shield meets in view draw over the holder; shots from behind or with the body in the way draw under the holder, bolt included. Riot shields, bucklers and energy shields each have their own look; the coat comes off if the holder turns or lets go of the shield.
…lasma wounds, and sound slots for custom sounds
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Adds two plasma guns, two frontier laser guns, a refillable plasma flask, and plasma pirates.
Builds on
feature/hitscan-lasers. That branch's commits are included here, so merge it first.Guns
How plasma works
Effects
Media
Recorded in a real client at real speed, four facings.
Hits on people (splatter, flash and ring, burn-through):

Melting limbs (arm with gloves and a held crowbar, leg, lying, walking off mid-melt):




Shield block and wall/glass hits in the dark:


Assets
The gun sprites and the plasma, RCW and laser pistol sounds are from Mojave Sun (CC BY-NC-SA 3.0). The bolt, effect, burst and melt sprites, and the plasma hit, burn-through and melt sounds, are new. Each file's source and licence is listed in
voidcrew/modules/plasma_weapons/icons/attributions.txtandsound/attributions.txt. There's a new player wiki page atwiki/content/plasma-and-laser-guns.md.Also in this PR
__byond_var_id_padding.dm(the same file the hyperviolence branches carry) so the CI build stays clear of DM's broken variable id 65535.Not playtested
It compiles cleanly under the normal and CI define sets, and the plasma unit tests pass. Every effect, burst and melt was recorded in a real client in all four facings. Still needs a human playtest: