Polish pause actions and duplicate weapons
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@@ -93,6 +93,25 @@ function collectPickup(k) {
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}
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case 'weapon': {
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const w = WEAPONS[k.wid];
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const match = p.weapon && p.weapon.id === w.id ? p.weapon :
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(p.holstered && p.holstered.id === w.id ? p.holstered : null);
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if (match) {
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// A duplicate becomes an ammo box for the matching carried instance;
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// it never replaces the weapon or creates a drop loop.
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if (match.ammo === Infinity || w.ammo === Infinity) {
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addScore(15);
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spawnText(p.x, p.y, 'AMMO FULL', '#d0b060');
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} else {
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const cap = w.ammo * 1.5;
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const wanted = Math.max(1, Math.ceil((w.refill || 1) * p.stats.ammoPickupMul));
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const add = Math.max(0, Math.min(wanted, cap - match.ammo));
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match.ammo += add;
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if (wanted > add) addScore(Math.round((wanted - add) * 2));
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spawnText(p.x, p.y, add > 0 ? '+' + add + ' ' + w.name.toUpperCase() + ' AMMO' : 'AMMO FULL', '#d0b060');
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}
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Sfx.ammo();
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break;
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}
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// drop the old special with its remaining ammo so it's never wasted
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const old = p.weapon.id !== 'bonepopper' ? p.weapon : p.holstered;
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if (old) {
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