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About the pull request
Selfevident.
Explain why it's good for the game
In all honesty, this is a personal gripe. I have poor eyesight and a laptop with small screen, so this annoys me more than it should.
Xeno traps, by design, look almost like regular weeded tiles, save for small part of the actual trap in the middle of the weed square. If properly hidden underneath big enough pile of items, the only way to tell without rightclicking is to mouseover it and read the name in the bottom left corner (which is not all that large). With the current sprite for the weed node being a square of weeds with a small node in the middle of it, nodes behave exactly the same. That is not a problem per se: the challenge of telling a trap from a node is no different from the challenge of telling a trap from regular weeds. The problem lies in the fact that their supposedly telltale names are the same save for two letters, and h/n and l/d do not even look all that much different at a glance.
To make things worse, these two things require exactly opposite approach. Nodes are completely immune to bullets, and the correct course of action is to come close and take them out with a bayonet. Traps will stun you with acid if you come close with a bayonet, and the correct course of action is to take them out from a distance with a single bullet. Confusing one for another can be irritating at best and fatal for your character at worst.
May this little change make life less painful for all the scout players that ever tried to stab an acid trap.
Changelog
🆑
spellcheck: Changed names of "resin node" and "resin hole" to "weed node" and "resin trap" respectfully.
/:cl: