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Outfit/Weapon logic is borked #9852
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I too have encountered this headscratcher. |
I would be happy to change it if it is something that we can agree on. I looked on a git blame and it came from MZ direct commit. |
I remember discussing this with @warp-core at one point. I recall at the time that my idea was to flip the inheritance, although we figured there would be issues with that. Instead changing to composition as you described would likely be the better option. |
Yeah same I'm confused |
For sure something to do! |
@warp-core would like to know what it was that you were attempting to implement. And from the PR:
What changes? |
I was trying to add more than one weapon node to outfit to create a double effect gun or a gun that shoots two different projectiles that are not timed the same way, which is difficult to do with sub-munitions especially the timing thing
|
Cant we just have 2 weapons taking the same turret mount? (And you'd be surprised what you can do with submuns) |
Ye but no? I want an outfit that shoots two things not a dual turret mount, thats something different no?
Yes but we can also just make things easier |
Problem Description
So I was trying to implement something and an interesting detail caught my eye that makes no sense to me.
Why is the weapon class parent to the outfit class? That is in no way a representation of how that works in data or even in the game in general, I suggest to change this.
Related Issue Links
None found
Desired Solution
Remove the inheritance of outfit and make weapon a member in the outfit class.
Alternative Approaches
No, its that or leave it like it is.
Additional Context
No response
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