Increased spread of rockets, increased tween time after firing (it looks weird for some fire animations, but it also did in UT anyway).
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parent
0a7587a19f
commit
b1b38561c1
16 changed files with 101 additions and 65 deletions
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@ -377,7 +377,7 @@ Class Enforcer : UTWeapon replaces Pistol
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if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
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A_Overlay(2,"LeftReady");
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}
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ENFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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ENFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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ENFI A 0 A_Overlay(-9999,"Dummy");
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ENFI AB 30;
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@ -389,7 +389,7 @@ Class Enforcer : UTWeapon replaces Pistol
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A_PlaySound("enforcer/select",CHAN_7);
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invoker.slaveactive = true;
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}
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2NFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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2NFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(invoker.slavedown,"LeftDeselect");
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LeftIdle:
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2NFI A 0 A_Overlay(-9998,"LeftDummy");
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2NFI AB 30;
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@ -405,7 +405,7 @@ Class Enforcer : UTWeapon replaces Pistol
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TNT1 A 1
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{
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if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) A_Overlay(PSP_WEAPON,"Reload");
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if ( CVar.GetCVar('flak_enforcerreload').GetBool() && ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
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else if ( CVar.GetCVar('flak_enforcerreload').GetBool() && ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
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else A_WeaponReady();
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if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) ) A_Overlay(2,"LeftReady");
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}
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@ -418,9 +418,9 @@ Class Enforcer : UTWeapon replaces Pistol
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invoker.slaveactive = false;
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A_Overlay(2,"LeftDeselect");
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}
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if ( CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slavereload || (invoker.slaveclipcount < 0)) ) A_Overlay(2,"LeftReload");
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if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect");
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A_LeftWeaponReady();
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else if ( CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slavereload || (invoker.slaveclipcount < 0)) ) A_Overlay(2,"LeftReload");
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else if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect");
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else A_LeftWeaponReady();
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}
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Wait;
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Fire:
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