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TM patch: #540 with #512 - #541

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Jackriip wants to merge 51 commits into
feature/hyperviolence-megafrom
tm/plasma-weapons
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Jackriip wants to merge 51 commits into
feature/hyperviolence-megafrom
tm/plasma-weapons

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Test-merge only. Do not merge.

#540 (plasma and frontier laser guns) and #512 (hyperviolence, human NPCs) conflict: #512 replaces the pirate gun system the plasma pirates were built on. This is #512 with #540 merged in and resolved, so the two can be test-merged together:

Close this once either one merges.

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.
…types, red-zone Old Furnace roll, laser empty sprites
… 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 limb comes off at once through tg's burn loss; a copy of the limb as it was
drawn glows, sags, drops its lower half and goes, then tg's ash shows under it.
Blocking poses only.
Ordinary hits alternate between a molten splatter and a flash with a ring.
A hit that kills or gives the limb a critical burn burns through instead,
with an exit spray out the far side and a cooling entry wound. Globs that
stick to the body move and fall with it. Rifle and pistol bursts are drawn
separately, the pistol at 0.6x. A held shield that blocks a bolt throws the
metal splash on the shooter's side.
The limb heats, sags and runs off on the body in its own sprite space, far
limbs behind the torso. Gobbets fall into a pool in front of the feet that
cools into a lasting slag decal (one per tile, capped, cleanable). The stump
bubbles, chars and stays until the limb comes back, and a melted arm takes
its jumpsuit sleeve with it. tg's ash pile and dismember splatter are not
shown; the blood loss stays. A body that moves keeps its melt and leaves a
short drip trail, while the pool stays where the melt started.
- Burn-through exits no longer leave a hard white disc floating over a body
  that drops on a kill; a soft glow carries the exit instead.
- Hits on a body's back throw a visible spray over the head and shoulders;
  only the part behind the torso stays hidden.
- The bolt stops with its nose where the burst draws and the burst shows a
  tick later, so the flash starts as the bolt arrives instead of before it.
- Bursts get a soft additive bloom on the flash that also shows in the dark,
  and a brighter brief light.
- A shield that blocks a plasma bolt shows only the plasma splash, not tg's
  block star; from behind the splash sits at the shoulders so it shows.
- Molten globs stuck to a body turn with it.
…ts go

What tg drops off the limb still drops when it comes off, but stays hidden
until it falls out of the melt (shown at once if anyone moves it); the
other foot keeps its shoe until then. Lying legs pool on the leg's line at
the foot, lying arms pool against the body, and drips from a walking body
land under where it is drawn.
…ops, light rings, shield side

The burst light moves off the offset spray canvas onto its own holder at the hit point.
A bolt that stops short of the next tick waits at its stop until the burst shows, so
bodies lying down get no empty frames. Back hits on a standing body stop the bolt above
the head. Faded burst pixels are no longer baked dark, and the ring behind a body stays
light. A shield block from the south splashes on the shield's side.
… effects, new hit sounds

Blocked bolts stop on the splash point, and the splash shows a tick later when the
bolt gets there. The bolt's last step drops the earlier steps queued that tick so it no
longer overshoots its stop. The burst light dims over four ticks before going out.
Splash sprites and the wall glow cool down the green ramp instead of through amber.
New hit sounds for pistol and rifle bolts, and a burn-through sizzle on critical burns
and kills.
Plasma weapons (#540) on top of hyperviolence and human NPCs (#512):

- Plasma pirates use #512's human pirates: yellow and red crews of the six
  gun factions can carry a Cinder, red crews a Furnace, and the red-zone
  Director Prime and Chief Auditor carry a Furnace. Plasma gunners change
  flasks for real and shout when they do.
- A pirate with a Furnace vents only where the gas can't catch (under 1 kPa
  or no oxygen). Anywhere else it stops firing and backs off once the coils
  are hot, and waits for them to cool, so it never boils indoors.
- A plasma melt stays dry: no blood spray from the lost limb, no wet stump,
  no thrown limb, and the stump is drawn seared. A melting arm keeps its
  sleeve until the sleeve burns.
- Loot, shop and test lists keep both sides; one var-id padding include.
Brings in #540's latest: one mark per wall hit, the green Furnace coil glow and
the chest-safe arm sleeve masks.

Under #512 a melted arm's jumpsuit and coat sleeves are cut by Hyperviolence's
lost-limb mask alone. The melt only decides when: the sleeves stay on while the
arm heats and go when burn_sleeve() runs. #540's own uniform and suit masks are
left out of the patch, and the melt's redraws go through hv_update_gore_overlays()
so #512's record of what it cut stays in step. This removes the jacket cuff that
hung in the air after an arm melt on a coated pirate.
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