SSTICKBASH · TEAM FEEDBACK · RELOADS
Page 49 · team feedback #19 · live rigs

A RELOAD FOR
EVERY GUN.

Today 23 guns share 8 drills, so a shrink ray reloads like a rifle. Here every gun gets its own signature reload, drawn from the game’s real gun parts and played at the reload times you already picked (WEIGHTED). The back hand always holds the gun, the front hand does the work, and ammo gear stays on the big guns only.

THE TEAM SAID“Let’s give details for more guns, like reloading animation specific to some guns like we gave to minigun etc.”
YOU PICKEDEvery gun gets its own signature reload.
01 / 23PISTOLDROP · SLAP · SLIDE STOP
THE REEL: EVERY GUN, BACK TO BACKTAP IT TO OPEN THAT GUN ON THE BENCH
23live guns
(4 removed get none)
8→23shared drills today →
one signature each
10guns with a
real choice
0reload times
changed
01

THE GUNSMITH’S BENCH

Pick a gun off the rail. Its reload plays big on a DARK VIVID stage: the gun fires dry, reloads, fires again. Drag the bar to scrub, slow it down, or switch to PHONE 1:1 to see it at the size a phone shows it. The sound words are for this page only: in the game the drill itself is the cue (your pick B, no ring or word).

NEWa new signature for this gun KEEP+today’s drill was already its own; polished KEPTbuilt and decided; polished to match PICK2–3 ways: pick one
REVOLVERSPEED-LOADER
1FLICK OUT
0.00 s
02

PICK THE MOVE

Ten guns where the choice is real. The ways play side by side, in sync, at the same reload time (a loop: fire dry, reload, fire). One is our pick, marked with a star and why. The golden pistol and the portal gun never reload, so their choice is what plays instead.

03

THE CLOCK

Every gun keeps today’s reload time (WEIGHTED, WeaponDefs.reload, real seconds = game ÷ 0.7). Each bar is one reload; the striped part is how long the tell is on screen, the beat ticks are the drill’s moves, and the fist is how far away a bare-handed fighter can start and still land a punch before you can shoot again (3.6 m a game second + one dash). The silhouettes are each gun’s tell as one flat shape (the SILHOUETTE TEST): if the shape reads, the cue works.

RELOAD TIMESKeep today’s numbers for every gun. Only revolver B (one by one) would need more: +0.15 game s (1.43 → 1.64 s), shown at that length; it applies only if you pick B.
04

EDGE CASES

What happens to a reload when the fight gets in the way. Each check is a live scene: what the code does today (GunReload.cs, Fighter.cs), and how the new drills handle it. Two need your call; the rest we’d keep.

05

OUR PICKS, ALL TOGETHER

One view of the whole set with our recommendation on every decision. Press USE ALL OUR PICKS to fill every question you haven’t answered yet (your own picks stay), then COPY MY PICKS.

BUILD NOTES

  • One drill per gun. GunReload.DrillOf maps each gun id to its own drill (today: 8 shared types). Every beat is a share of the gun’s own reload, so the times don’t move.
  • Hands. As drop 4: the back hand holds the grip, the front hand works. The launchers keep page 35’s C kneel / A hand-off blend; the golden spin uses the back hand only.
  • Gun parts. New part motions in GunReload.Part: top-break upper, cylinder face, burst stripe bars, hopper lid, crank, cores, tanks, the sniper’s clip. Props reuse the part drawing (ink + light band), like today’s mags.
  • Gear. Unchanged from drop 5b: belt + cans, quiver + strap, chest bandolier, back tank + hose. Clean guns take from the pocket.
  • Wi-Fi. No new data: each phone draws the drill from the reload progress in the snapshot (protocol 35); falling props spawn locally when the drawn progress passes their beat.
  • Sounds. Each beat gets its own sound id with today’s stand-in as the fallback (GunReload.Snd), heard as today: no new cue.