A couple more things, including an ambient glow shader effect, some more item replacements, and menu options.

Damage Amplifier has been implemented. Armor items are being worked on. Powerups will come later, then I'll continue doing more weapons.
This commit is contained in:
Marisa the Magician 2018-05-20 02:10:30 +02:00
commit 5248ac8fd6
108 changed files with 920 additions and 175 deletions

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3
credits.txt Normal file
View file

@ -0,0 +1,3 @@
Models, textures and audio (C)1999 Epic Games.
Porting and adjustments by Marisa Kirisame.

View file

@ -50,17 +50,29 @@ Brightmap Texture "FIZZHP23"
{
Map "brightmaps/fullbright.png"
}
Brightmap Texture "models/jhbox1.png"
/*Brightmap Texture "models/jhbox1.png"
{
Map "brightmaps/jhbox1.png"
}*/
HardwareShader Texture "models/jhbox1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/bossheadT.png"
/*Brightmap Texture "models/bossheadT.png"
{
Map "brightmaps/bossheadT.png"
}*/
HardwareShader Texture "models/bossheadT.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/JBRifle2.png"
/*Brightmap Texture "models/JBRifle2.png"
{
Map "brightmaps/JBRifle2.png"
}*/
HardwareShader Texture "models/JBRifle2.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/JBRifle21.png"
{
@ -78,13 +90,21 @@ Brightmap Texture "models/JBRifle24.png"
{
Map "brightmaps/JBRifle24.png"
}
Brightmap Texture "models/JBammo1.png"
/*Brightmap Texture "models/JBammo1.png"
{
Map "brightmaps/JBammo1.png"
}*/
HardwareShader Texture "models/JBammo1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/ASMD_t.png"
/*Brightmap Texture "models/ASMD_t.png"
{
Map "brightmaps/ASMD_t.png"
}*/
HardwareShader Texture "models/ASMD_t.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/ASMD_t1.png"
{
@ -98,9 +118,13 @@ Brightmap Texture "models/ASMD_t4.png"
{
Map "brightmaps/ASMD_t4.png"
}
Brightmap Texture "models/JShockCore.png"
/*Brightmap Texture "models/JShockCore.png"
{
Map "brightmaps/JShockCore.png"
}*/
HardwareShader Texture "models/JShockCore.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/Jwarhead2.png"
{
@ -110,21 +134,33 @@ Brightmap Texture "models/Jwarhead4.png"
{
Map "brightmaps/Jwarhead4.png"
}
Brightmap Texture "models/Jwhpick1.png"
/*Brightmap Texture "models/Jwhpick1.png"
{
Map "brightmaps/Jwhpick1.png"
}*/
HardwareShader Texture "models/Jwhpick1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/JPammo_01.png"
/*Brightmap Texture "models/JPammo_01.png"
{
Map "brightmaps/JPammo_01.png"
}*/
HardwareShader Texture "models/JPammo_01.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/JPulseGun_02.png"
{
Map "brightmaps/JPulseGun_02.png"
}
Brightmap Texture "models/JPulsePickup_01.png"
/*Brightmap Texture "models/JPulsePickup_01.png"
{
Map "brightmaps/JPulseGun_02.png"
}*/
HardwareShader Texture "models/JPulsePickup_01.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
Brightmap Texture "models/AmmoLedBase.png"
{
@ -134,3 +170,155 @@ Brightmap Texture "models/FlakAmmoLEDBase.png"
{
Map "brightmaps/fullbright.png"
}
HardwareShader Texture "models/AToxSuit1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/GoldSkin2.png"
{
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
HardwareShader Texture "models/JFA1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JMedBox1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JThighPads_01.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JVial0.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jarmor2.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jflakslugel1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jhboxbeta1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jmissile_01_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
/*Brightmap Texture "models/AUbelt1.png"
{
Map "brightmaps/AUbelt1.png"
}*/
HardwareShader Texture "models/AUbelt1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
/*Brightmap Texture "models/jinvis.png"
{
Map "brightmaps/jinvis.png"
}*/
HardwareShader Texture "models/jinvis.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
/*Brightmap Texture "models/Judamage1.png"
{
Map "brightmaps/Judamage1.png"
}*/
HardwareShader Texture "models/Judamage1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
/*Brightmap Texture "models/Jlboot2.png"
{
Map "brightmaps/Jlboot2.png"
}*/
HardwareShader Texture "models/Jlboot2.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
/*Brightmap Texture "models/JRelicSkull_01b.png"
{
Map "brightmaps/JRelicSkull_01b.png"
}*/
HardwareShader Texture "models/JRelicSkull_01b.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
/*Brightmap Texture "models/JRelicSkull_01g.png"
{
Map "brightmaps/JRelicSkull_01g.png"
}*/
HardwareShader Texture "models/JRelicSkull_01g.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
/*Brightmap Texture "models/JRelicSkull_01r.png"
{
Map "brightmaps/JRelicSkull_01r.png"
}*/
HardwareShader Texture "models/JRelicSkull_01r.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
HardwareShader Texture "models/BlueSkin2.png"
{
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
HardwareShader Texture "models/RedSkin2.png"
{
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
PulseLight "UTRedKeyLight"
{
Color 1.0 0.0 0.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
}
PulseLight "UTBlueKeyLight"
{
Color 0.0 0.0 1.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
}
PulseLight "UTGoldKeyLight"
{
Color 1.0 0.8 0.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
}
Object "UTRedSkull"
{
Frame "USKL" { light "UTRedKeyLight" }
}
Object "UTBlueSkull"
{
Frame "USKL" { light "UTBlueKeyLight" }
}
Object "UTGoldSkull"
{
Frame "USKL" { light "UTGoldKeyLight" }
}
Object "UTRedKey"
{
Frame "UKEY" { light "UTRedKeyLight" }
}
Object "UTBlueKey"
{
Frame "UKEY" { light "UTBlueKeyLight" }
}
Object "UTGoldKey"
{
Frame "UKEY" { light "UTGoldKeyLight" }
}

View file

@ -1,16 +1,23 @@
OptionValue "UTMenuType"
OptionValue "BetaToggle"
{
0, "Final"
0, "Normal"
1, "Beta"
}
OptionMenu "UTOptionMenu"
{
Title "UT Options"
StaticText "Menu Options", "Gold"
Option "Menu Type", "flak_protomenu", "UTMenuType"
Option "Menu Type", "flak_protomenu", "BetaToggle"
Command "Apply Changes", "event refreshmenu"
StaticText " "
StaticText "Item Options", "Gold"
Option "UDamage Style", "flak_betaudamage", "BetaToggle"
StaticText " "
StaticText "Weapon Options", "Gold"
Option "Enforcer Reloading", "flak_enforcerreload", "YesNo"
Option "Pulsegun Reloading", "flak_pulsereload", "YesNo"
Option "Redeemer Target Visuals", "flak_redeemerreadout", "YesNo"
}
AddOptionMenu "OptionsMenu"

View file

@ -1,3 +1,50 @@
Model "UTTeleportFog"
{
Path "models"
Model 0 "Tele2_d.3d"
Skin 0 "JTele2_01.png"
Scale 0.24 0.2 0.2
PitchOffset 90
ZOffset 10
DONTCULLBACKFACES
FrameIndex TELE A 0 0
FrameIndex TELE B 0 2
FrameIndex TELE C 0 4
FrameIndex TELE D 0 6
FrameIndex TELE E 0 8
FrameIndex TELE F 0 10
FrameIndex TELE G 0 12
FrameIndex TELE H 0 14
FrameIndex TELE I 0 16
FrameIndex TELE J 0 18
FrameIndex TELE K 0 20
FrameIndex TELE L 0 22
FrameIndex TELE M 0 24
FrameIndex TELE N 0 26
FrameIndex TELE O 0 28
FrameIndex TELE P 0 30
FrameIndex TELE Q 0 32
FrameIndex TELE R 0 34
FrameIndex TELE S 0 36
FrameIndex TELE T 0 38
FrameIndex TELE U 0 40
FrameIndex TELE V 0 42
FrameIndex TELE W 0 44
FrameIndex TELE X 0 46
FrameIndex TELE Y 0 48
FrameIndex TELE Z 0 50
FrameIndex TEL2 A 0 52
FrameIndex TEL2 B 0 54
FrameIndex TEL2 C 0 56
FrameIndex TEL2 D 0 58
FrameIndex TEL2 E 0 60
FrameIndex TEL2 F 0 62
FrameIndex TEL2 G 0 64
FrameIndex TEL2 H 0 66
FrameIndex TEL2 I 0 68
}
//=============================================================================
// ITEMS
//=============================================================================
@ -108,6 +155,104 @@ Model "UTShieldBelt"
FrameIndex BELT A 0 0
}
Model "UDamage"
{
Path "models"
Model 0 "UDamage_d.3d"
Skin 0 "GoldSkin2.png"
Scale 0.192 0.16 0.16
PitchOffset 90
ZOffset 24
ROTATING
FrameIndex UDAM A 0 0
}
Model "UDamage"
{
Path "models"
Model 1 "UDamageB_d.3d"
Skin 1 "Judamage1.png"
Scale 0.192 0.16 0.16
PitchOffset 90
ZOffset 24
ROTATING
FrameIndex UDAM B 1 0
}
Model "UTRedSkull"
{
Path "models"
Model 0 "RelicSkull_d.3d"
Skin 0 "JRelicSkull_01r.png"
Scale 0.12 0.1 0.1
PitchOffset 90
ZOffset 12
ROTATING
FrameIndex USKL A 0 15
}
Model "UTGoldSkull"
{
Path "models"
Model 0 "RelicSkull_d.3d"
Skin 0 "JRelicSkull_01g.png"
Scale 0.12 0.1 0.1
PitchOffset 90
ZOffset 12
ROTATING
FrameIndex USKL B 0 15
}
Model "UTBlueSkull"
{
Path "models"
Model 0 "RelicSkull_d.3d"
Skin 0 "JRelicSkull_01b.png"
Scale 0.12 0.1 0.1
PitchOffset 90
ZOffset 12
ROTATING
FrameIndex USKL C 0 15
}
Model "UTRedKey"
{
Path "models"
Model 0 "DomR_d.3d"
Skin 0 "RedSkin2.png"
Scale 0.048 0.04 0.04
PitchOffset 90
ZOffset 16
ROTATING
FrameIndex UKEY A 0 0
}
Model "UTGoldKey"
{
Path "models"
Model 0 "MercSymbol_d.3d"
Skin 0 "GoldSkin2.png"
Scale 0.096 0.08 0.08
PitchOffset 90
ZOffset 16
ROTATING
FrameIndex UKEY B 0 0
}
Model "UTBlueKey"
{
Path "models"
Model 0 "DomB_d.3d"
Skin 0 "BlueSkin2.png"
Scale 0.048 0.04 0.04
PitchOffset 90
ZOffset 16
ROTATING
FrameIndex UKEY C 0 0
}
//=============================================================================
// GES BIORIFLE
//=============================================================================
@ -901,7 +1046,7 @@ Model "FlakAmmo2"
{
Path "models"
Model 0 "flakslugm_d.3d"
Skin 0 "jflakslugel1.png"
Skin 0 "jflakslugel1_.png"
PitchOffset 90
Scale 0.048 0.04 0.04
ZOffset 2
@ -1647,7 +1792,7 @@ Model "WarheadAmmo"
{
Path "models"
Model 0 "missile_d.3d"
Skin 0 "jmissile_01.png"
Skin 0 "jmissile_01_.png"
Scale -0.21 0.2 0.2
PitchOffset 90
ZOffset 21

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@ -14,17 +14,19 @@ Currently implemented:
- Beta Super Health (medkit)
- Health Pack (stimpak)
- Health Vial (health bonus)
- Some configuration options
- Damage Amplifier (invulnerability sphere)
- Mesh replacements for the keys
In progress:
- Armor system
- Something to replace armor bonus (armor bonus)
- Thigh Pads (green armor)
- Body Armor (blue armor)
- Shield Belt (megasphere)
- Damage Amplifier (invulnerability sphere)
- Invisibility (blursphere)
- Searchlight (light amplification visor)
- Jump Boots (berserk)
- Toxin Suit (radsuit)
To be done:
@ -39,4 +41,10 @@ To be done:
- Rocket Launcher (slot 9)
- Sniper Rifle (slot 0)
- UT HUD
- An alternate invulnerability sphere replacement that actually is invulnerability
- Something to replace berserk (candidates: make it spawn another enforcer, with a small chance of a limited ammo instagib shockrifle instead)
- Something to replace computer map (just a mesh replacement maybe)
- Replace the barrels (there are perfect candidates in Unreal 1)
- ... maybe more

View file

@ -0,0 +1,12 @@
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
#define PI 3.14159265
vec4 ProcessLight( vec4 color )
{
float glow = (1.0+sin(timer*2*PI))*0.25;
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
}
vec4 ProcessTexel()
{
return getTexel(vTexCoord.st);
}

View file

@ -0,0 +1,15 @@
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
// combining with brightmaps requires the brightmap to be embedded into the
// alpha channel of the diffuse texture
#define PI 3.14159265
vec4 ProcessLight( vec4 color )
{
float bright = getTexel(vTexCoord.st).a;
float glow = (1.0+sin(timer*2*PI))*0.25;
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
}
vec4 ProcessTexel()
{
return vec4(getTexel(vTexCoord.st).rgb,1.0);
}

View file

@ -1,7 +1,7 @@
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
vec4 Process( vec4 color )
vec4 ProcessTexel()
{
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
return getTexel(norm.xz*0.5)*color;
return getTexel(norm.xz*0.5);
}

View file

@ -0,0 +1,15 @@
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
#define PI 3.14159265
vec4 ProcessLight( vec4 color )
{
float glow = (1.0+sin(timer*4*PI))*0.25;
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
}
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
vec4 ProcessTexel()
{
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
return getTexel(norm.xz*0.5);
}

View file

@ -1,33 +1,122 @@
misc/secret CapSound
$pitchshiftrange 0
// player sounds
ut/maledie1 deathc1
ut/maledie2 deathc3
ut/maledie3 deathc4
$random ut/maledie { ut/maledie1 ut/maledie2 ut/maledie3 }
ut/malexdie1 deathc51
ut/malexdie2 deathc52
ut/malexdie3 deathc53
$random ut/malexdie { ut/malexdie1 ut/malexdie2 ut/malexdie3 }
ut/gibp newgib
ut/malepain1 injurl2
ut/malepain2 injurl04
ut/malepain3 injurm04
ut/malepain4 injurh5
ut/land land1
ut/malegrunt land10
ut/malejump jump1
ut/malehump land01
ut/malesurf gasp02
ut/malegasp hgasp1
ut/maledrowned1 uwinjr41
ut/drowned uwinjr42
$random ut/maledrowned { ut/maledrowned1 ut/drowned }
ut/maledrowning drownm02
$playeralias player male *death ut/maledie
$playeralias player male *xdeath ut/malexdie
$playeralias player male *gibbed ut/gibp
$playeralias player male *pain100 ut/malepain1
$playeralias player male *pain75 ut/malepain2
$playeralias player male *pain50 ut/malepain3
$playeralias player male *pain25 ut/malepain4
$playeralias player male *grunt ut/malegrunt
$playeralias player male *land ut/land
$playeralias player male *jump ut/malejump
$playeralias player male *usefail ut/malehump
$playeralias player male *surface ut/malesurface
$playeralias player male *gasp ut/malegasp
$playeralias player male *death-drowning ut/maledrowned
$playeralias player male *xdeath-drowning ut/maledrowned
$playeralias player male *pain100-drowning ut/maledrowning
$playeralias player male *pain75-drowning ut/maledrowning
$playeralias player male *pain50-drowning ut/maledrowning
$playeralias player male *pain25-drowning ut/maledrowning
ut/femaledie1 decap01
ut/femaledie2 death1d
ut/femaledie3 death2a
ut/femaledie4 death3c
$random ut/femaledie { ut/femaledie1 ut/femaledie2 ut/femaledie3 }
ut/femalexdie1 death41
ut/femalexdie2 death42
$random ut/femalexdie { ut/femalexdie1 ut/femalexdie2 }
ut/femalepain1 linjur2
ut/femalepain2 linjur3
ut/femalepain3 linjur4
ut/femalepain4 hinjur4
ut/femalegrunt lland1
ut/femalejump fjump1
ut/femalesurf lgasp1
ut/femalegasp hgasp3
ut/femaledrowned1 uwhit01
$random ut/femaledrowned { ut/femaledroenwd1 ut/drowned }
ut/femaledrowning mdrown2f
$playeralias player female *death ut/femaledie
$playeralias player female *xdeath ut/femalexdie
$playeralias player female *gibbed ut/gibp
$playeralias player female *pain100 ut/femalepain1
$playeralias player female *pain75 ut/femalepain2
$playeralias player female *pain50 ut/femalepain3
$playeralias player female *pain25 ut/femalepain4
$playeralias player female *grunt ut/femalegrunt
$playeralias player female *land ut/land
$playeralias player female *jump ut/femalejump
$playeralias player female *usefail ut/femalegrunt
$playeralias player female *surface ut/femalesurf
$playeralias player female *gasp ut/femalegasp
$playeralias player female *death-drowning ut/femaledrowned
$playeralias player female *xdeath-drowning ut/femaledrowned
$playeralias player female *pain100-drowning ut/femaledrowning
$playeralias player female *pain75-drowning ut/femaledrowning
$playeralias player female *pain50-drowning ut/femaledrowning
$playeralias player female *pain25-drowning ut/femaledrowning
// everything else
misc/secret capsound
misc/i_pkup ammopick
misc/k_pkup ammosnd
misc/w_pkup weaponpk
misc/p_pkup genpicks
misc/spawn RespSnd2
misc/chat NewBeep
misc/chat2 NewBeep
misc/teleport Resp2A
$pitchshift misc/secret 0
$pitchshift misc/i_pkup 0
$pitchshift misc/k_pkup 0
$pitchshift misc/w_pkup 0
$pitchshift misc/p_pkup 0
$pitchshift misc/spawn 0
$pitchshift misc/chat 0
$pitchshift misc/chat2 0
$pitchshift misc/teleport 0
misc/ut_keg UTSuperH
misc/ut_heal UTHealth
misc/spawn respsnd2
misc/chat newbeep
misc/chat2 newbeep
misc/teleport resp2a
misc/ut_keg utsuperh
misc/ut_heal uthealth
misc/ut_shard shardpck
misc/ut_armor ArmorUT
belt/pickup BeltSnd
belt/absorb Sbelthe2
boot/pickup BootSnd
boot/jump BootJmp
$pitchshift misc/ut_keg 0
$pitchshift misc/ut_heal 0
$pitchshift misc/ut_shard 0
$pitchshift misc/ut_armor 0
misc/ut_armor armorut
belt/pickup beltsnd
belt/absorb sbelthe2
boot/pickup bootsnd
boot/jump bootjmp
invis/pickup invisibl
udamage/pickup amppckup
udamage/fire1 ampfire
udamage/fire2 ampfire2
udamage/drain ampout
misc/gibbed1 gib1
misc/gibbed2 gib2
misc/gibbed3 gib3
misc/gibbed4 gib4
misc/gibbed5 gib5
$random misc/gibbed { misc/gibbed1 misc/gibbed2 misc/gibbed3 misc/gibbed4 misc/gibbed5 }
flak/select pdown
flak/load hidraul2
@ -42,49 +131,28 @@ flak/bounce3 hit3
$random flak/bounce { flak/bounce1 flak/bounce2 flak/bounce3 }
$limit flak/bounce 64
flak/explode expl04
$pitchshift flak/select 0
$pitchshift flak/load 0
$pitchshift flak/reload 0
$pitchshift flak/fire 0
$pitchshift flak/altfire 0
$pitchshift flak/hit 0
$pitchshift flak/meat 0
$pitchshift flak/bounce 0
$pitchshift flak/explode 0
shock/select tazersel
shock/fire tazefire
shock/altfire tazealtf
shock/hit expl03
shock/ball expla02
shock/blast specexpl
$pitchshift shock/select 0
$pitchshift shock/fire 0
$pitchshift shock/altfire 0
$pitchshift shock/hit 0
$pitchshiftrange 5
shock/ball expla02
$pitchshift shock/ball 5
$pitchshift shock/blast 0
$pitchshiftrange 0
warhead/explode warexplo
warhead/fly warfly
warhead/select warhpick
warhead/fire warhshot
$pitchshift warhead/explode 0
$pitchshift warhead/fly 0
$pitchshift warhead/select 0
$pitchshift warhead/fire 0
ges/hit gelhit
ges/select gelselec
ges/fire gelshot
ges/charge bioaltrp
ges/explode explg02
$pitchshift ges/hit 0
$limit ges/hit 64
$pitchshift ges/select 0
$pitchshift ges/fire 0
$pitchshift ges/charge 0
$pitchshift ges/explode 0
$limit ges/explode 64
pulse/bolt pulseblt
@ -94,10 +162,3 @@ pulse/fire pulsefir
pulse/fly pulsefly
pulse/select pulsepck
pulse/reload pulserel
$pitchshift pulse/bolt 0
$pitchshift pulse/down 0
$pitchshift pulse/hit 0
$pitchshift pulse/fire 0
$pitchshift pulse/fly 0
$pitchshift pulse/select 0
$pitchshift pulse/reload 0

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