Epic Mod! ... But seriously, we need individual keymapper setting for each cannons. Like making a cannon shoot exploding cannonball and another one shooting non-exploding one.
Would be great when creating vehicles
(Powerful tank cannon and weak, rapid-firing machineguns).
The problem is in figuring out which cannon ball came from which cannon. Right now the mod just attaches the same script to every cannon ball. Too bad iterator blocks (coroutines) cannot be properly decompiled.
Edit: Actually, `Transform boltObject` seems to be the thing we need. Now just to intercept Shoot() method calls.