I don’t want to set the world on fire

Actually, I do.  I got the molotov weapon implemented, though there are still a few bugs I’m trying to track down with it.  It just looks so awesome, I had to share.
Also fixed a couple issues with the whip, and made it so you can’t spam the attack button.
Also also, I discovered a weird, serious bug that so far hadn’t really presented itself.  The enemy was never noticing that it was on the ground because I’d stupidly misnamed a variable.  A simple typo could have been nigh-disastrous.  It’s a good thing I found it now.
I spent last night working with one of the guys from work to design the rest of the weapons.  The molotov ended up being more work than I was intending; I was hoping to get the rest of it done tonight, but I haven’t gotten more than a couple hours of sleep over the past day or so, and I can feel myself starting to come down with a cold (courtesy of the mandatory flu vaccination at work, I’m sure).
I’m going to go ahead and leave some EXEs with functional molotovs behind, and I’ll get some more done tomorrow.  In the meantime, I’m sure I’ll have that Ink Spots song stuck in my head.

EDIT 02OCT12 8:26pm-
Fixed everything with the molotovs.  Made it so they don’t get stuck on the edges anymore and don’t float around critter-blockers.  Made it so the further away you click, the further he throws it, and the more it spins as it moves through the air.  Made it so walking in fire damages the player (though you can’t tell, because the player is invincible, so far), and have a pretty good framework set up for future projectile weapons.  Didn’t get a whole lot of time to work on it today, so just a mini-update after a new upload.  More to come. I promise.