Impact Hammer fully implemented. Began working on Chainsaw.
Tweaked the shake effect on all weapons. Covered up some seams on redeemer texture. Moved the model slightly to cover up a gap. Corrected the chainsaw and translocator HUD icons.
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parent
1ddda70712
commit
72eb6ca8d1
17 changed files with 254 additions and 21 deletions
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@ -1,5 +1,20 @@
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Class UTChainsaw : UTWeapon replaces Chainsaw
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{
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double sawcnt;
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action void A_SawHit()
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{
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A_QuakeEx(3,3,3,2,0,1,"",QF_RELATIVE,rollIntensity:0.15);
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invoker.sawcnt += 1./TICRATE;
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if ( invoker.sawcnt < 0.15 ) return;
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invoker.sawcnt = 0;
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invoker.FireEffect();
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}
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action void A_SawSwipe()
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{
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A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
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invoker.FireEffect();
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}
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Default
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{
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Tag "Chainsaw";
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@ -16,5 +31,75 @@ Class UTChainsaw : UTWeapon replaces Chainsaw
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Stop;
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CSWP B -1;
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Stop;
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Select:
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CSWS A 1 A_Raise(int.max);
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Wait;
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Ready:
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CSWS ABCDEFGHIJLMNO 1 A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
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Idle:
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CSWI A 0 A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
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CSWI ABCDEFGHIJ 1
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{
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A_WeaponReady();
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A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
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}
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Goto Idle+1;
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Fire:
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CSWJ A 1 A_PlaySound("chainsaw/fire",CHAN_6,looping:true);
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CSWJ BCDEF 1 A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
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Hold:
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CSWJ G 1 A_SawHit();
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CSWJ H 0 A_Refire(1);
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Goto Release;
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CSWJ H 1 A_SawHit();
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CSWJ I 0 A_Refire(1);
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Goto Release;
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CSWJ I 1 A_SawHit();
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CSWJ J 0 A_Refire(1);
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Goto Release;
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CSWJ J 1 A_SawHit();
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CSWJ K 0 A_Refire(1);
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Goto Release;
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CSWJ K 1 A_SawHit();
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CSWJ L 0 A_Refire(1);
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Goto Release;
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CSWJ L 1 A_SawHit();
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CSWJ M 0 A_Refire(1);
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Goto Release;
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CSWJ M 1 A_SawHit();
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CSWJ N 0 A_Refire(1);
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Goto Release;
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CSWJ N 1 A_SawHit();
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CSWJ O 0 A_Refire(1);
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Goto Release;
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CSWJ O 1 A_SawHit();
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CSWJ P 0 A_Refire(1);
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Goto Release;
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CSWJ P 1 A_SawHit();
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CSWJ Q 0 A_Refire(1);
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Goto Release;
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CSWJ Q 1 A_SawHit();
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CSWJ R 0 A_Refire(1);
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Goto Release;
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CSWJ R 1 A_SawHit();
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CSWJ S 0 A_Refire(1);
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Goto Release;
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CSWJ S 1 A_SawHit();
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CSWJ G 0 A_Refire("Hold");
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Release:
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CSWJ FEDCBA 1 A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
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Goto Idle;
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AltFire:
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CSWA A 0 A_PlaySound("chainsaw/fire",CHAN_6);
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CSWA ABCDEFG 2 A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
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CSWA H 2 A_SawSwipe();
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CSWA IJK 2 A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
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CSWA K 0 A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
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Goto Ready;
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Deselect:
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CSWD A 0 A_PlaySound("chainsaw/lower",CHAN_6);
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CSWD ABCDEF 2;
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CSWD F 1 A_Lower(int.max);
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Wait;
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}
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}
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