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smarter allowed ammo types (shiptest-ss13#3429)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> deal with cell sizes, snowflaked gun inits for diffrent mags and evil subtypes a basic unit test to make sure it works you can now pass a arg to empty a guns, ammo boxes, and cells in new so we don't need 8 billion sub types for that. using that, gun cases now are easier to make and have a sub type which grabs guns from the tile its on for mappers. cool regex if stuff conflict merges cell_type = (\/[\w\/]+) or mag_type = (\/[\w\/]+) default_ammo_type = $1\n\tallowed_ammo_types = list(\n\t\t$1,\n\t) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: fix: ammo refactor: refactored ammo types to not be snowflaked when handling spawning subtyped guns /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
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