Cap gun and foam crossbow fixes (#3397)
Assigned sprite for cap gun cartridge. Added cap gun cartridge box. Fixed naming of cap gun speed loader so it shows easier in entity spawner. Fixed cap gun so it deals 0 damage.
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@@ -13,13 +13,24 @@
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# Boxes
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# Boxes
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- type: entity
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- type: entity
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id: BoxDonkSoftBox
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id: BoxDonkSoftBox
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name: "foamdart box"
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name: "foam dart box"
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parent: BoxDonkSoftBase
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parent: BoxDonkSoftBase
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components:
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components:
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- type: AmmoBox
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- type: AmmoBox
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capacity: 40
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capacity: 40
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fillPrototype: BulletDonkSoft
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fillPrototype: BulletDonkSoft
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- type: Sprite
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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sprite: Objects/Fun/toys.rsi
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state: foambox
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state: foambox
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- type: entity
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id: BoxCartridgeCap
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name: "cap gun cartridge box"
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parent: BoxDonkSoftBase
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components:
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- type: AmmoBox
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capacity: 20
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fillPrototype: CartridgeCap
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- type: Sprite
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sprite: Objects\Storage\boxes.rsi
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state: box
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@@ -8,8 +8,8 @@
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caliber: Cap
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caliber: Cap
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- type: Sprite
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- type: Sprite
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netsync: false
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netsync: false
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noRot: true
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directional: true
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sprite: Objects/Consumable/Trash/ash.rsi
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sprite: Objects\Weapons\Guns\Ammunition\Casings\ammo_casing.rsi
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layers:
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layers:
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- state: base
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- state: base
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map: ["enum.AmmoVisualLayers.Base"]
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map: ["enum.AmmoVisualLayers.Base"]
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@@ -17,8 +17,8 @@
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- type: entity
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- type: entity
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id: CartridgeCap
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id: CartridgeCap
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name: cartridge (cap)
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name: cap gun cartridge
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parent: CartridgeCapBase
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parent: CartridgeCapBase
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components:
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components:
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- type: Ammo
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- type: Ammo
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projectile: BulletCap
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projectile: BulletCap
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@@ -1,6 +1,6 @@
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- type: entity
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- type: entity
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id: CapAmmoBase
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id: CapAmmoBase
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name: "cap loader"
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name: "cap gun loader"
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parent: BaseItem
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parent: BaseItem
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abstract: true
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abstract: true
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components:
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components:
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@@ -23,7 +23,7 @@
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- type: entity
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- type: entity
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id: CapLoader
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id: CapLoader
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name: "capgun loader"
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name: "cap gun loader"
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parent: CapAmmoBase
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parent: CapAmmoBase
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components:
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components:
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- type: SpeedLoader
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- type: SpeedLoader
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@@ -229,3 +229,5 @@
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state: capbullet
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state: capbullet
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- type: Projectile
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- type: Projectile
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deleteOnCollide: true
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deleteOnCollide: true
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damages:
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Piercing: 0
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