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356219ae5c
199 changed files with 3498 additions and 0 deletions
486
zscript/shockrifle.zsc
Normal file
486
zscript/shockrifle.zsc
Normal file
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@ -0,0 +1,486 @@
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Class ShockAmmo : Ammo
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{
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Default
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{
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Tag "Flak Shells";
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Inventory.Icon "I_ASMD";
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Inventory.PickupMessage "You picked up a Shock Core.";
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Inventory.PickupSound "ut/ammo";
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 10;
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}
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States
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{
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Spawn:
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SHOA A -1;
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Stop;
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}
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}
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Class ShockBeamTracer : LineTracer
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{
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Actor owner, ignore;
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override ETraceStatus TraceCallback()
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{
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( (Results.HitActor == owner) || (Results.HitActor == ignore) ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE || Results.HitActor is 'ShockHitbox' ) return TRACE_Stop;
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) )
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return TRACE_Stop;
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class ShockRifleWave : Actor
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{
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Default
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{
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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Scale 0.7;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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}
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override void Tick()
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{
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Super.Tick();
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alpha -= 1/50.;
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}
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States
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{
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Spawn:
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SWAV A 50 Bright;
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SWAV B 0 Bright;
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Stop;
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}
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}
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Class ShockBeamRing : Actor
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{
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Default
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{
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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Scale 0.5;
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ReactionTime 18;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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}
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override void Tick()
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{
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Super.Tick();
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alpha -= 1./ReactionTime;
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}
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States
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{
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Spawn:
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SRNG ABCDEFGHI 2 Bright;
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Stop;
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}
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}
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Class ShockBlastRing : ShockBeamRing
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{
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Default
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{
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Scale 3.0;
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ReactionTime 45;
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}
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States
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{
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Spawn:
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SRNG ABCDEFGHI 5 Bright;
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Stop;
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}
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}
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Class ShockBeam : Actor
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{
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ShockBeamTracer t;
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Vector3 tracedir;
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bool moving;
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double totaldist;
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Default
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{
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Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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Scale 0.4;
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DamageFunction Random[ASMD](30,45);
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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t = new("ShockBeamTracer");
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t.owner = target;
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t.ignore = self;
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moving = true;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !moving ) return;
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// step trace
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tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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t.Trace(pos,cursector,tracedir,1000,0);
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totaldist += t.Results.Distance;
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// spawn particles
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for ( int i=0; i<t.Results.Distance; i+=80 )
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Spawn("ShockBeamLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
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for ( int i=0; i<t.Results.Distance; i+=8 )
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{
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A_SpawnParticle("F0A0FF",SPF_FULLBRIGHT,15,2,0,tracedir.x*i,tracedir.y*i,tracedir.z*i,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:1,sizestep:-.1);
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A_SpawnParticle("A040FF",SPF_FULLBRIGHT,20,4,0,tracedir.x*i,tracedir.y*i,tracedir.z*i,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.75,sizestep:-.1);
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A_SpawnParticle("8020FF",SPF_FULLBRIGHT,25,6,0,tracedir.x*i,tracedir.y*i,tracedir.z*i,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.5,sizestep:-.1);
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A_SpawnParticle("602080",SPF_FULLBRIGHT,30,8,0,tracedir.x*i,tracedir.y*i,tracedir.z*i,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.25,sizestep:-.1);
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}
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if ( totaldist >= 10000.0 )
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{
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// reposition and explode on air
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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A_SprayDecal("ShockMark",16);
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ExplodeMissile(t.Results.HitLine,null);
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moving = false;
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let r = Spawn("ShockBeamRing",pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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}
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else if ( t.Results.HitType == TRACE_HitNone )
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{
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// reposition
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SetOrigin(t.Results.HitPos+t.Results.HitVector,true);
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angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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pitch = asin(-t.Results.HitVector.z);
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}
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else if ( t.Results.HitType == TRACE_HitActor )
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{
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// reposition and explode on actor
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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ExplodeMissile(null,t.Results.HitActor);
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if ( t.Results.HitActor is 'ShockHitbox' )
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{
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if ( target ) target.TakeInventory('ShockAmmo',2);
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let b = t.Results.HitActor.target;
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b.ExplodeMissile(null,self);
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b.A_Explode(Random[ASMD](150,160),250);
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b.A_QuakeEx(6,6,6,60,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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b.A_SprayDecal("BigShockMark1",100);
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b.A_SprayDecal("BigShockMark2",100);
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Spawn("ShockRifleWave",b.pos);
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Spawn("ShockBlastLight",b.pos);
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let r = Spawn("ShockBlastRing",b.pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
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}
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else
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{
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t.Results.HitActor.DamageMobj(self,target,Random[ASMD](35,50),'jolted');
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let r = Spawn("ShockBeamRing",pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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}
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moving = false;
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}
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else
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{
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// reposition and explode on wall
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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A_SprayDecal("ShockMark",16);
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ExplodeMissile(t.Results.HitLine,null);
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moving = false;
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Vector3 HitNormal = t.Results.HitVector;
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if ( t.Results.HitType == TRACE_HitWall )
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{
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t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,pos);
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// calculate normal
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HitNormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
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if ( t.Results.Side == 1 ) HitNormal *= -1;
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}
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else if ( t.Results.HitType == TRACE_HitFloor )
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HitNormal = t.Results.HitSector.floorplane.Normal;
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else if ( t.Results.HitType == TRACE_HitCeiling )
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HitNormal = t.Results.HitSector.ceilingplane.Normal;
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let r = Spawn("ShockBeamRing",pos);
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r.angle = atan2(HitNormal.y,HitNormal.x);
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r.pitch = asin(-HitNormal.z);
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}
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}
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action void A_BeamExplode()
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{
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Spawn("ShockBeamLight",pos);
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A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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A_PlaySound("shock/hit",CHAN_VOICE);
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}
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States
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{
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Spawn:
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TNT1 A 1;
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Wait;
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Death:
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TNT1 A 0 A_BeamExplode();
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AEXP ABCDEFGHIJKL 1 Bright;
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TNT1 A 100;
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Stop;
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}
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}
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Class ShockBallLight : DynamicLight
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{
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Default
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{
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DynamicLight.Type "Point";
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Args 160,128,255,120;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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args[LIGHT_INTENSITY] = Random[ASMD](10,14)*10;
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}
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}
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Class ShockBeamLight : ShockExplLight
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{
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Default
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{
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ReactionTime 15;
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Args 0,0,0,80;
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}
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}
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Class ShockBeamHitLight : ShockExplLight
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{
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Default
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{
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ReactionTime 24;
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Args 0,0,0,120;
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}
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}
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Class ShockBlastLight : ShockExplLight
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{
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Default
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{
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ReactionTime 50;
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Args 0,0,0,300;
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}
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}
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Class ShockExplLight : DynamicLight
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{
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double lifetime;
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Default
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{
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DynamicLight.Type "Point";
|
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ReactionTime 30;
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Args 160,128,255,150;
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}
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override void PostBeginPlay()
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||||
{
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Super.PostBeginPlay();
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lifetime = 1.0;
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}
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override void Tick()
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{
|
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Super.Tick();
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args[LIGHT_RED] = 160*lifetime;
|
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args[LIGHT_GREEN] = 128*lifetime;
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args[LIGHT_BLUE] = 255*lifetime;
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lifetime -= 1./ReactionTime;
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if ( lifetime <= 0 ) Destroy();
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}
|
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}
|
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Class ShockHitbox : Actor
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{
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Default
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{
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Radius 16;
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Height 16;
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
|
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos-(0,0,height*0.5),true);
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}
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}
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Class ShockBall : Actor
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{
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Actor l, b;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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l = Spawn("ShockBallLight",pos);
|
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l.target = self;
|
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b = Spawn("ShockHitbox",pos);
|
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b.target = self;
|
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}
|
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action void A_BallExplode()
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{
|
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A_Explode(Random[ASMD](50,60),70);
|
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A_SprayDecal("ShockMarkBig",16);
|
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Spawn("ShockExplLight",pos);
|
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A_SetScale(1.0);
|
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let r = Spawn("ShockBeamRing",pos);
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r.angle = angle;
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r.pitch = pitch;
|
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r.scale *= 1.5;
|
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A_PlaySound("shock/hit",CHAN_VOICE);
|
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A_PlaySound("shock/ball",CHAN_WEAPON);
|
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A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
|
||||
}
|
||||
Default
|
||||
{
|
||||
Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
|
||||
RenderStyle "Add";
|
||||
DamageType 'jolted';
|
||||
Radius 4;
|
||||
Height 4;
|
||||
Scale 0.4;
|
||||
Speed 20;
|
||||
PROJECTILE;
|
||||
+FORCEXYBILLBOARD;
|
||||
+SKYEXPLODE;
|
||||
+FORCERADIUSDMG;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ABAL ABCD 2 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
TNT1 A 0 A_BallExplode();
|
||||
AEXP ABCDEFGHIJKL 2 Bright;
|
||||
TNT1 A 300;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class ShockRifle : UTWeapon
|
||||
{
|
||||
action void A_Selecting()
|
||||
{
|
||||
A_PlaySound("shock/select",CHAN_WEAPON);
|
||||
}
|
||||
action void A_ShockFire()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||
A_PlaySound("shock/fire",CHAN_WEAPON);
|
||||
A_QuakeEx(3,3,3,4,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||
Vector3 x, y, z;
|
||||
double a, s;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+3.0*y-4.0*z;
|
||||
Actor p = Spawn("ShockBeam",origin);
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
p.target = self;
|
||||
}
|
||||
action void A_ShockAlt()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||
A_PlaySound("shock/altfire",CHAN_WEAPON);
|
||||
A_QuakeEx(3,3,3,8,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||
Vector3 x, y, z;
|
||||
double a, s;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+3.0*y-4.0*z;
|
||||
Actor p = Spawn("ShockBall",origin);
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
||||
p.target = self;
|
||||
}
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "Shock Rifle";
|
||||
Inventory.PickupMessage "You got the ASMD Shock Rifle.";
|
||||
Weapon.SlotNumber 4;
|
||||
Weapon.AmmoType "ShockAmmo";
|
||||
Weapon.AmmoUse 1;
|
||||
Weapon.AmmoType2 "ShockAmmo";
|
||||
Weapon.AmmoUse2 1;
|
||||
Weapon.AmmoGive 20;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ASMP A -1;
|
||||
Stop;
|
||||
ASMP B -1;
|
||||
Stop;
|
||||
Ready:
|
||||
ASMS A 1 A_Selecting();
|
||||
ASMS BCDEFGHIJKLMNO 1;
|
||||
Idle:
|
||||
ASMI A 1
|
||||
{
|
||||
A_CheckReload();
|
||||
A_WeaponReady();
|
||||
}
|
||||
Wait;
|
||||
Fire:
|
||||
ASMF A 1 A_ShockFire();
|
||||
ASMF BCDEFGHIJ 2;
|
||||
Goto Idle;
|
||||
AltFire:
|
||||
ASMA A 1 A_ShockAlt();
|
||||
ASMA BCDEFGHIJ 2;
|
||||
Goto Idle;
|
||||
Deselect:
|
||||
ASMD ABCDEFG 1;
|
||||
ASMD G 1 A_Lower(int.max);
|
||||
Wait;
|
||||
Select:
|
||||
ASMS A 1 A_Raise(int.max);
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
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Reference in a new issue