All misc items implemented. Enhanced Shock Rifle implemented.
Going to focus on the HUD now while at the same time doing the remaining weapons.
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310 changed files with 2236 additions and 77 deletions
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@ -3,7 +3,7 @@ Class Tier4Ammo : RandomSpawner replaces ClipBox
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Default
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{
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DropItem "PulseAmmo", 255, 1;
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//DropItem "RipperAmmo", 255, 1;
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DropItem "RipperAmmo", 255, 1;
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}
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}
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@ -12,11 +12,11 @@ Class Tier4Weapon : RandomSpawner replaces Chaingun
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Default
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{
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DropItem "PulseGun", 255, 1;
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//DropItem "Ripper", 255, 1;
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DropItem "Ripper2", 255, 1;
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}
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}
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Class PulseAmmo : Ammo
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Class PulseAmmo : UTAmmo
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{
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Default
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{
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@ -27,6 +27,7 @@ Class PulseAmmo : Ammo
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 25;
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UTAmmo.UsedInSlot AMMO_SLOT5;
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}
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States
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{
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@ -486,7 +487,7 @@ Class PulseGun : UTWeapon
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Release:
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PGNC A 0 A_PlaySound("pulse/down",CHAN_WEAPON);
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PGNC ABCDEFGHIJKLMNOPQRSTUVWXY 1;
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PGNI A 1;
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PGNC Y 0;
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Goto Idle;
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AltFire:
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PGBS ABCDE 1;
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@ -526,7 +527,8 @@ Class PulseGun : UTWeapon
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PGBE ABCDE 1;
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Goto Idle;
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Reload:
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PGNI A 1 A_JumpIf(invoker.clipcount >= 50,"Idle");
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PGNI A 1;
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PGNI A 0 A_JumpIf(invoker.clipcount >= 50,"Idle");
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PGNR A 1 A_Reloading();
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PGNR BCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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PGR2 ABCDEFGHIJKLMNOPQRSTUVWX 1;
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