* Add multiple projectile types for shotguns
* remove extra blank line
* fix classname whitepace issue
* reduce trigger time
* Verbose names and No4 Bird
- Change classnames and string keys to be more verbose
- Change No7 Birdshot to No4 Birdshot
While No7 is one of the most common loads for target shooting and hunting small birds the extreme number of pellets is just too hard on FPS.
No4 is not typically used in target shooting, but it is a common load for hunting various birds so I think it's realistic to have it for civlian purposes and the number of pellets is substatially less so the FPS hit isn't so bad.
If someone else could test the No4 to see how it feels to them I'd appreciate it.
* add/change penetration
* fix indentation
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Begin transfer of SACLOS into Missile Guidance
* Allow seeker and attack profiles to have their own "OnFired" functions
* Fix bugs with SACLOS
* Implement Metis wire guidance. Add "Beam" guidance
* add missing parenthesis
* Update how Wire/Beam guidance works. Add compatability for SACLOS planes. Move all base missile changes out of missileguidance and into their own files.
* try to cleanup merge
* minor stuff
* Split interaction menu settings between interaction and self interaction
* consistent spacing
not sure which way is wanted here, but I might as well be consistent in
my own PR
* remove useless code, fix use of backgroundMenu
* clean up from Dystopian
* use existing stringtable
* remove redundent localize
* Use LLSTRING, split UseListMenu
* style fixes
* style fixes
* add movedToSQF to old settings
* condense ifs
* Don't use cursorKeepCentered as default
* Translation Entries (EN+DE)
* Add setting
* Obey setting in handler
* Add setting to movedToSQF list
* Replace elegant else-if with clunky SQF
* Revert adding solidStaminaBar to movedToSqf list
* Remove unnecessary fade applications
* Invert solid/fade setting for better translation
* Change translations to "fade"
* Invert fade/solid logic
* Dont unfade when disabled overall
* Dont unfade with AF disabled; fix old bug
* Fix explosive placement while underwater
* Apply suggestions from code review
Co-Authored-By: alganthe <alganthe@live.fr>
* Change placeApprove header to reflect changes
* Replace lineIntersectsWith in isInMedicalFacility
* Replace linesIntersects in isInRepairFacility, fix params
Public func, params should have an expected type.
* Replace linesIntersects in spallTrack
* Replace lineIntersects in getFirstObjectIntersection and findReflection
* Replace lineIntersects in advanced throwing
grenades can pass glass underwater now, I bet all of 0 person will be glad that horrendous bug is now fixed.
* Fix possible issue in pointing while underwater
* Fix possible issue while underwater in attach
* Replace count with isEqualTo in lineIntersectsSurfaces replacements
* Fix inverted conditions
* Fix drawArc
* Fix fnc_attach
* Reverse advanced_throwing and spallTrack lineIntersects changes
* Fix issues raised from code review