The HUD is complete (actually, I forgot to add key display, will do that later).
All weapon pickup models have been added in. Modeldef has been subdivided to make things easier for me.
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81 changed files with 3060 additions and 2302 deletions
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@ -1,4 +1,4 @@
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Class Tier5Ammo : RandomSpawner replaces RocketAmmo
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Class Tier5Ammo : RandomSpawner2 replaces RocketAmmo
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{
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Default
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{
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@ -6,7 +6,7 @@ Class Tier5Ammo : RandomSpawner replaces RocketAmmo
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DropItem "UTRocketAmmo2", 255, 1;
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}
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}
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Class Tier5Ammo2 : RandomSpawner replaces RocketBox
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Class Tier5Ammo2 : RandomSpawner2 replaces RocketBox
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{
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Default
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{
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@ -15,7 +15,7 @@ Class Tier5Ammo2 : RandomSpawner replaces RocketBox
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}
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}
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Class Tier5Weapon : RandomSpawner replaces RocketLauncher
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Class Tier5Weapon : RandomSpawner2 replaces RocketLauncher
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{
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Default
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{
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@ -33,7 +33,7 @@ Class FlakAmmo : UTAmmo
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 100;
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Ammo.BackpackMaxAmount 50;
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Ammo.DropAmount 10;
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UTAmmo.UsedInSlot AMMO_SLOT8;
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}
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@ -456,7 +456,7 @@ Class FlakCannon : UTWeapon
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action void A_Loading( bool first = false )
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{
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if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
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else A_PlaySound("flak/reload",CHAN_WEAPON);
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else A_PlaySound("flak/reload",CHAN_5);
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}
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action void A_FireChunks()
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{
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@ -531,6 +531,7 @@ Class FlakCannon : UTWeapon
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Inventory.PickupMessage "You got the Flak Cannon.";
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Weapon.UpSound "flak/select";
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Weapon.SlotNumber 8;
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Weapon.SelectionOrder 2;
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Weapon.AmmoType "FlakAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "FlakAmmo";
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@ -564,12 +565,12 @@ Class FlakCannon : UTWeapon
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Fire:
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FLKF A 1 A_FireChunks();
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FLKF BCDEFGHIJ 1;
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FLKF JJ 4;
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FLKF J 4;
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Goto Loading;
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AltFire:
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FLKA A 1 A_FireSlug();
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FLKA BCDEFGHIJK 2;
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FLKA KKK 4;
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FLKA K 4;
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Goto Loading;
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Select:
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FLKS A 1 A_Raise(int.max);
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