Began working on Rocket Launcher.
Corrected some stuff and tweaked models and offsets again. Added gib impact sounds (Droplets compat). Made Translocator module throwing work like in UT (same math, even). Corrected sludge wall sticking, uses projection now rather than a cheap trace.
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19 changed files with 356 additions and 60 deletions
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@ -38,6 +38,10 @@ Class UTRocketAmmo2 : UTRocketAmmo
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Class UTRocket : Actor
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{
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Default
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{
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Obituary "%o was smacked down by %k's Rocket Launcher.";
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}
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States
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{
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Spawn:
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@ -48,6 +52,10 @@ Class UTRocket : Actor
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Class UTGrenade : Actor
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{
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Default
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{
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Obituary "%o was smacked down by %k's Rocket Launcher.";
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}
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States
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{
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Spawn:
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@ -58,12 +66,49 @@ Class UTGrenade : Actor
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Class UTRocketLauncher : UTWeapon
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{
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int loaded;
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Actor LockedTarget;
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// consumes 1 ammo
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action void A_LoadRocket()
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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}
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// refire that is ignored if there's no ammo
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action void A_LoadedRefire( statelabel flash = null )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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A_Refire(flash);
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}
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// fire all the rockets (or grenades)
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action void A_FireRockets( int num )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.bAltFire ) A_PlaySound("utrl/altfire",CHAN_WEAPON);
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else A_PlaySound("utrl/fire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(64,255,0,0),1);
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A_AlertMonsters();
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A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
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// TODO
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}
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// lock-on check (TODO)
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Actor CheckTarget()
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{
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return null;
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}
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Default
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{
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Tag "Rocket Launcher";
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//Obituary "%o was smacked down by %k's Rocket Launcher.";
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Inventory.PickupMessage "You got the Rocket Launcher.";
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Weapon.UpSound "utrl/select";
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Weapon.SlotNumber 9;
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@ -94,23 +139,253 @@ Class UTRocketLauncher : UTWeapon
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}
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Wait;
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Fire:
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EBF1 ABCDEFGH 1;
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EBF2 ABCDEFGHIJK 1;
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EBF3 ABCDEFGHIJ 1;
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EBF4 ABCDEFGHIJK 1;
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EBF5 ABCDEFGHIJKLM 1;
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EBF6 ABCDEFGHIJKLMNOP 1;
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EBR1 ABCDEFG 1;
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EBR2 ABCDEFG 1;
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EBR3 ABCDEFG 1;
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EBR4 ABCDEFG 1;
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EBR5 ABCDEFG 1;
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EBL1 ABCDEFG 1;
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EBL2 ABCDEFG 1;
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EBL3 ABCDEFG 1;
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EBL4 ABCDEFG 1;
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EBL5 ABCDEFG 1;
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EBL6 ABCDEF 1;
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AltFire:
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// one is loaded already
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EBLI A 3 A_LoadRocket();
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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 B 0 A_Refire(1);
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Goto FireOne;
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EBR1 B 2;
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EBR1 C 0 A_Refire(1);
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Goto FireOne;
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EBR1 C 2;
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EBR1 D 0 A_Refire(1);
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Goto FireOne;
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EBR1 D 2;
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EBR1 E 0 A_Refire(1);
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Goto FireOne;
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EBR1 E 2;
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EBR1 F 0 A_Refire(1);
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Goto FireOne;
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EBR1 F 2;
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EBR1 G 0 A_Refire(1);
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Goto FireOne;
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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 B 0 A_Refire(1);
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Goto FireOne;
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EBL2 B 3;
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EBL2 C 0 A_Refire(1);
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Goto FireOne;
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EBL2 C 3;
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EBL2 D 0 A_Refire(1);
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Goto FireOne;
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EBL2 D 3;
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EBL2 E 0 A_Refire(1);
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Goto FireOne;
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EBL2 E 3;
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EBL2 F 0 A_Refire(1);
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Goto FireOne;
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EBL2 F 3;
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EBL2 G 0 A_Refire(1);
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Goto FireOne;
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EBL2 G 3 A_LoadRocket();
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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 B 0 A_Refire(1);
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Goto FireTwo;
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EBR2 B 2;
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EBR2 C 0 A_Refire(1);
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Goto FireTwo;
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EBR2 C 2;
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EBR2 D 0 A_Refire(1);
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Goto FireTwo;
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EBR2 D 2;
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EBR2 E 0 A_Refire(1);
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Goto FireTwo;
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EBR2 E 2;
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EBR2 F 0 A_Refire(1);
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Goto FireTwo;
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EBR2 F 2;
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EBR2 G 0 A_Refire(1);
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Goto FireTwo;
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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 B 0 A_Refire(1);
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Goto FireTwo;
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EBL3 B 3;
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EBL3 C 0 A_Refire(1);
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Goto FireTwo;
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EBL3 C 3;
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EBL3 D 0 A_Refire(1);
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Goto FireTwo;
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EBL3 D 3;
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EBL3 E 0 A_Refire(1);
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Goto FireTwo;
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EBL3 E 3;
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EBL3 F 0 A_Refire(1);
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Goto FireTwo;
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EBL3 F 3;
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EBL3 G 0 A_Refire(1);
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Goto FireTwo;
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EBL3 G 3 A_LoadRocket();
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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 B 0 A_Refire(1);
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Goto FireThree;
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EBR3 B 2;
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EBR3 C 0 A_Refire(1);
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Goto FireThree;
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EBR3 C 2;
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EBR3 D 0 A_Refire(1);
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Goto FireThree;
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EBR3 D 2;
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EBR3 E 0 A_Refire(1);
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Goto FireThree;
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EBR3 E 2;
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EBR3 F 0 A_Refire(1);
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Goto FireThree;
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EBR3 F 2;
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EBR3 G 0 A_Refire(1);
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Goto FireThree;
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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 B 0 A_Refire(1);
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Goto FireThree;
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EBL4 B 3;
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EBL4 C 0 A_Refire(1);
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Goto FireThree;
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EBL4 C 3;
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EBL4 D 0 A_Refire(1);
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Goto FireThree;
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EBL4 D 3;
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EBL4 E 0 A_Refire(1);
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Goto FireThree;
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EBL4 E 3;
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EBL4 F 0 A_Refire(1);
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Goto FireThree;
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EBL4 F 3;
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EBL4 G 0 A_Refire(1);
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Goto FireThree;
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EBL4 G 3 A_LoadRocket();
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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 B 0 A_Refire(1);
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Goto FireFour;
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EBR4 B 2;
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EBR4 C 0 A_Refire(1);
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Goto FireFour;
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EBR4 C 2;
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EBR4 D 0 A_Refire(1);
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Goto FireFour;
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EBR4 D 2;
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EBR4 E 0 A_Refire(1);
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Goto FireFour;
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EBR4 E 2;
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EBR4 F 0 A_Refire(1);
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Goto FireFour;
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EBR4 F 2;
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EBR4 G 0 A_Refire(1);
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Goto FireFour;
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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 B 0 A_Refire(1);
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Goto FireFour;
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EBL5 B 3;
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EBL5 C 0 A_Refire(1);
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Goto FireFour;
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EBL5 C 3;
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EBL5 D 0 A_Refire(1);
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Goto FireFour;
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EBL5 D 3;
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EBL5 E 0 A_Refire(1);
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Goto FireFour;
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EBL5 E 3;
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EBL5 F 0 A_Refire(1);
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Goto FireFour;
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EBL5 F 3;
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EBL5 G 0 A_Refire(1);
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Goto FireFour;
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EBL5 G 3 A_LoadRocket();
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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 B 0 A_Refire(1);
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Goto FireFive;
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EBR5 B 2;
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EBR5 C 0 A_Refire(1);
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Goto FireFive;
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EBR5 C 2;
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EBR5 D 0 A_Refire(1);
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Goto FireFive;
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EBR5 D 2;
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EBR5 E 0 A_Refire(1);
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Goto FireFive;
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EBR5 E 2;
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EBR5 F 0 A_Refire(1);
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Goto FireFive;
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EBR5 F 2;
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EBR5 G 0 A_Refire(1);
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Goto FireFive;
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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 B 0 A_Refire(1);
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Goto FireFive;
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EBL6 B 3;
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EBL6 C 0 A_Refire(1);
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Goto FireFive;
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EBL6 C 3;
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EBL6 D 0 A_Refire(1);
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Goto FireFive;
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EBL6 D 3;
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EBL6 E 0 A_Refire(1);
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Goto FireFive;
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EBL6 E 3;
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EBL6 F 0 A_Refire(1);
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Goto FireFive;
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EBL6 F 3 A_LoadRocket();
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Goto FireSix;
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FireOne:
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EBF1 A 0 A_FireRockets(1);
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EBF1 ABCDEFGH 2;
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EBLI A 2;
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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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EBLI A 2;
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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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EBLI A 2;
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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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EBLI A 2;
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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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EBLI A 2;
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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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EBLI A 2;
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Goto Idle;
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Deselect:
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EBLD ABCDEFGHIJK 1;
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