Polish pause actions and duplicate weapons
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@@ -1259,12 +1259,22 @@ console.log('== weapon swap (R) ==');
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ctx.spawnPickup('weapon', p.x, p.y, { wid: 'repeater' });
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step(2, 16);
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check('picked up special', p.weapon.id === 'repeater');
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p.weapon.ammo = 5;
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ctx.spawnPickup('weapon', p.x, p.y, { wid: 'repeater' });
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step(2, 16);
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check('duplicate active weapon refills ammo instead of replacing it', p.weapon.id === 'repeater' && p.weapon.ammo > 5 && !p.holstered);
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check('duplicate active weapon does not create a dropped-weapon loop', !ctx.G.pickups.some(k => k.type === 'weapon'));
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p.weapon.ammo = 77;
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const playSwapToast = ctx.G.toasts[ctx.G.toasts.length - 1];
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tap('r');
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check('R swaps to pistol', p.weapon.id === 'bonepopper' && p.holstered && p.holstered.id === 'repeater');
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check('play weapon swap emits a toast', ctx.G.toasts[ctx.G.toasts.length - 1] !== playSwapToast);
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check('holster keeps remaining ammo', p.holstered.ammo === 77);
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p.holstered.ammo = 5;
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ctx.spawnPickup('weapon', p.x, p.y, { wid: 'repeater' });
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step(2, 16);
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check('duplicate holstered weapon refills ammo without forcing a swap', p.weapon.id === 'bonepopper' && p.holstered.id === 'repeater' && p.holstered.ammo > 5);
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p.holstered.ammo = 77;
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tap('r');
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check('R swaps back', p.weapon.id === 'repeater' && p.weapon.ammo === 77 && !p.holstered);
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// picking up another special drops the old one with its ammo
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