Weapons built from traits, fashion, Hourglass, About tab, and Ithaca
- Every attack is now assembled from traits on its definition instead of per-weapon code: an anchor and path (thrusts, out-and-back, arcs), shared flight physics (gravity, drag, acceleration, homing, and one wall response: end, burst, stick, crawl, bounce, stop, pass, return, latch), and flags like bouncy, drifting, tethered, orbiting, instant and arming. Melee are projectiles too. - Shots have a lifetime and a fade (when damage bottoms out). Range is speed times lifetime. Ricochets and the Vacuum wind lifetime back. - The Vacuum pulls anyone's shots, and its airblast flips them out along the aim, claiming enemies' (fading into your colour). - New trinket: Hourglass, longer projectile lifetime and range. Ropes and chains lengthen with it and the Accelerator. - Fashion: 23 items worn on the head, face or torso, chosen in Profile. - Flamethrower flames hit continuously, the whip coils and sweeps, bouncing shots roll over ramps, and Ricochet relights grenade fuses. - Profile tab, colour tooltips, option hints on every setting, an About tab with credits and links, and the Ithaca font. - Loadouts lock once readied, tomatoes clear with the match, and the round-over pause is 4 seconds. - CC0 license. Tools and CLAUDE.md are no longer tracked, and the web shell moves to web/.
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@@ -43,7 +43,7 @@ public:
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void update();
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void shutdown();
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void heartbeat();
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void send(const std::string& bytes, bool isReliable);
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void send(const std::string& bytes, Delivery delivery);
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void kick_send(int member, const std::string& reason);
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bool is_linked();
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@@ -65,7 +65,7 @@ private:
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std::unique_ptr<Impl> impl;
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void request_send(Game& game, const std::string& request);
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void send_now(const std::string& bytes, bool isReliable);
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void send_now(const std::string& bytes, Delivery delivery);
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void ping_send();
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void message_handle(const std::string& text);
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void link_open();
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