Added first person visual effects to all weapons.
Added "instant rocket" mode to RL, toggleable with reload button. Various adjustments to offsets and scales. Fixed a bug where other armors wouldn't absorb damage if at least one of them is depleted. Reduced armor bonus pickup amount to 1, and made it absorb more damage the more you have, up to a 75% cap at max amount. Tweaked vibration on the Chainsaw. More particles for rockets and flak slugs. Reduced delay for rocket launcher refire. Fixed Pulse balls having no XY billboarding. Tweaked Pulse bolt visual effects. Reduced shake of Shock Rifle and Enhanced Shock Rifle to more bearable levels. Fixed clipping on the Ripper after offsets were changed.
This commit is contained in:
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9561ca57b1
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07915ea7c2
13 changed files with 454 additions and 109 deletions
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@ -149,12 +149,13 @@ Class UTRocket : Actor
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Eightball](25,50);
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numpt = Random[Eightball](35,70);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](4,12);
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](4,36);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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s.scale *= FRandom[Eightball](0.9,2.7);
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}
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}
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States
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@ -239,6 +240,7 @@ Class UTRocketLauncher : UTWeapon
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Actor LockedTarget;
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TextureID lockontex;
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int locktics;
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bool bSingleRocket;
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override void PostBeginPlay()
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{
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@ -259,7 +261,7 @@ Class UTRocketLauncher : UTWeapon
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{
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LockedTarget = null;
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LockedOn = false;
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Owner.A_PlaySound("utrl/seeklost",CHAN_6);
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Owner.A_PlaySound("utrl/seeklost",CHAN_WEAPON);
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}
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if ( LockedTarget ) crosshair = 99;
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else crosshair = 0;
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@ -303,7 +305,7 @@ Class UTRocketLauncher : UTWeapon
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Vector3 x, y, z, x2, y2, z2;
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-6.0*z;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-3.0*z;
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[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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Actor p;
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if ( weap.bAltFire )
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@ -362,6 +364,15 @@ Class UTRocketLauncher : UTWeapon
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if ( invoker.LockedOn ) A_PlaySound("utrl/seeklost",CHAN_6);
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invoker.LockedTarget = null;
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invoker.LockedOn = false;
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for ( int i=0; i<12; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,3,-3);
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UTViewSmoke(s).vvel = (FRandom[Eightball](0,1.2),FRandom[Eightball](-.4,.4),FRandom[Eightball](-.4,.4));
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s.target = self;
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s.scale *= 1.8;
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s.alpha *= 0.8;
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}
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}
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// lock-on check
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@ -385,8 +396,8 @@ Class UTRocketLauncher : UTWeapon
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invoker.LockedTarget = a;
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}
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}
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if ( invoker.LockedTarget ) A_PlaySound("utrl/seeklock",CHAN_6);
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else if ( invoker.LockedOn ) A_PlaySound("utrl/seeklost",CHAN_6);
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if ( invoker.LockedTarget ) A_PlaySound("utrl/seeklock",CHAN_WEAPON);
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else if ( invoker.LockedOn ) A_PlaySound("utrl/seeklost",CHAN_WEAPON);
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if ( invoker.LockedTarget ) invoker.LockedOn = true;
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}
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@ -420,12 +431,12 @@ Class UTRocketLauncher : UTWeapon
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{
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invoker.locktics = 0;
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A_CheckReload();
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A_WeaponReady();
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A_WeaponReady(WRF_ALLOWRELOAD);
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}
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EBLI A 1
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{
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A_CheckReload();
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A_WeaponReady();
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A_WeaponReady(WRF_ALLOWRELOAD);
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invoker.locktics++;
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if ( invoker.locktics > 42 )
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{
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@ -434,16 +445,25 @@ Class UTRocketLauncher : UTWeapon
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}
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}
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Wait;
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Reload:
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EBLI A 5
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{
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A_PlaySound("utrl/load",CHAN_6,0.3);
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if ( invoker.bSingleRocket = !invoker.bSingleRocket ) A_Print("Instant Rocket mode enabled");
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else A_Print("Instant Rocket mode disabled");
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}
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Goto Idle;
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Fire:
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AltFire:
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// one is loaded already
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EBLI A 3 A_LoadRocket(false);
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EBLI A 1 A_LoadRocket(false);
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EBLI A 2 A_JumpIf(!invoker.bAltFire&&invoker.bSingleRocket,"FireOne");
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EBLI A 0 A_LoadedRefire(1);
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Goto FireOne;
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// load two
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EBLI A 2;
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EBL1 A 0;
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EBR1 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR1 A 2 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR1 B 0 A_Refire(1);
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Goto FireOne;
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EBR1 B 2;
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@ -464,7 +484,7 @@ Class UTRocketLauncher : UTWeapon
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EBR1 G 2;
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EBL2 A 0 A_Refire(1);
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Goto FireOne;
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EBL2 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL2 A 3 A_PlaySound("utrl/load",CHAN_6);
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EBL2 B 0 A_Refire(1);
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Goto FireOne;
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EBL2 B 3;
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@ -486,7 +506,7 @@ Class UTRocketLauncher : UTWeapon
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EBR2 A 0 A_LoadedRefire(1);
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Goto FireTwo;
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// load three
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EBR2 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR2 A 2 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR2 B 0 A_Refire(1);
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Goto FireTwo;
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EBR2 B 2;
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@ -507,7 +527,7 @@ Class UTRocketLauncher : UTWeapon
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EBR2 G 2;
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EBL3 A 0 A_Refire(1);
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Goto FireTwo;
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EBL3 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL3 A 3 A_PlaySound("utrl/load",CHAN_6);
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EBL3 B 0 A_Refire(1);
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Goto FireTwo;
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EBL3 B 3;
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@ -529,7 +549,7 @@ Class UTRocketLauncher : UTWeapon
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EBR3 A 0 A_LoadedRefire(1);
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Goto FireThree;
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// load four
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EBR3 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR3 A 2 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR3 B 0 A_Refire(1);
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Goto FireThree;
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EBR3 B 2;
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@ -550,7 +570,7 @@ Class UTRocketLauncher : UTWeapon
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EBR3 G 2;
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EBL4 A 0 A_Refire(1);
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Goto FireThree;
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EBL4 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL4 A 3 A_PlaySound("utrl/load",CHAN_6);
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EBL4 B 0 A_Refire(1);
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Goto FireThree;
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EBL4 B 3;
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@ -572,7 +592,7 @@ Class UTRocketLauncher : UTWeapon
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EBR4 A 0 A_LoadedRefire(1);
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Goto FireFour;
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// load five
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EBR4 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR4 A 2 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR4 B 0 A_Refire(1);
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Goto FireFour;
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EBR4 B 2;
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@ -593,7 +613,7 @@ Class UTRocketLauncher : UTWeapon
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EBR4 G 2;
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EBL5 A 0 A_Refire(1);
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Goto FireFour;
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EBL5 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL5 A 3 A_PlaySound("utrl/load",CHAN_6);
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EBL5 B 0 A_Refire(1);
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Goto FireFour;
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EBL5 B 3;
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@ -615,7 +635,7 @@ Class UTRocketLauncher : UTWeapon
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EBR5 A 0 A_LoadedRefire(1);
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Goto FireFive;
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// load six
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EBR5 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR5 A 2 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR5 B 0 A_Refire(1);
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Goto FireFive;
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EBR5 B 2;
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@ -636,7 +656,7 @@ Class UTRocketLauncher : UTWeapon
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EBR5 G 2;
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EBL6 A 0 A_Refire(1);
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Goto FireFive;
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EBL6 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL6 A 3 A_PlaySound("utrl/load",CHAN_6);
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EBL6 B 0 A_Refire(1);
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Goto FireFive;
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EBL6 B 3;
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@ -657,43 +677,49 @@ Class UTRocketLauncher : UTWeapon
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EBF1 A 0 A_FireRockets(1);
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EBF1 ABCDEFGH 2;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
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EBL1 BCDEFG 2;
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EBLI A 0;
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Goto Idle;
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FireTwo:
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EBF2 A 0 A_FireRockets(2);
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EBF2 ABCDEFGHIJK 2;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
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EBL1 BCDEFG 2;
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EBLI A 0;
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Goto Idle;
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FireThree:
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EBF3 A 0 A_FireRockets(3);
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EBF3 ABCDEFGHIJ 2;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
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EBL1 BCDEFG 2;
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EBLI A 0;
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Goto Idle;
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FireFour:
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EBF4 A 0 A_FireRockets(4);
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EBF4 ABCDEFGHIJK 2;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
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EBL1 BCDEFG 2;
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EBLI A 0;
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Goto Idle;
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FireFive:
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EBF5 A 0 A_FireRockets(5);
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EBF5 ABCDEFGHIJKLM 2;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
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EBL1 BCDEFG 2;
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EBLI A 0;
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Goto Idle;
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FireSix:
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EBF6 A 0 A_FireRockets(6);
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EBF6 ABCDEFGHIJKLMNOP 2;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
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EBL1 BCDEFG 2;
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EBLI A 0;
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Goto Idle;
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Deselect:
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EBLD ABCDEFGHIJK 1;
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