Double capacity with backpack for all ammo (except Redeemer, it just gets one extra). Made Enhanced Shock Rifle ammo drain over time (1 unit per second). Uncapped health and armor numbers in the HUD. Fixed Jump Boots not persisting between levels. Increased duration of invisibility. Made translocator toggleable (currently requires manually selecting "apply changes" under the menu option).
684 lines
14 KiB
Text
684 lines
14 KiB
Text
Class UTRocketAmmo : Ammo
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{
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Default
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{
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Tag "Rocket Pack";
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Inventory.PickupMessage "You picked up a Rocket Pack.";
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Inventory.Amount 12;
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Inventory.MaxAmount 48;
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Ammo.BackpackAmount 12;
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Ammo.BackpackMaxAmount 96;
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Ammo.DropAmount 3;
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}
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States
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{
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Spawn:
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RPAK A -1;
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Stop;
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}
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}
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// There was no single rocket ammo in UT, so this one is also just improvised like the Redeemer ammo pickup
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Class UTRocketAmmo2 : UTRocketAmmo
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{
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Default
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{
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Tag "Single Rocket";
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Inventory.PickupMessage "You picked up a Single Rocket.";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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}
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States
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{
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Spawn:
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RCKT A -1;
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Stop;
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}
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}
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Class RocketLight : DynamicLight
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{
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Default
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{
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DynamicLight.Type "Point";
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Args 255,224,128,32;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target )
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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}
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}
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Class UTRocketTrail : Actor
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{
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Default
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{
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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Scale 0.7;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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let l = Spawn("RocketLight",pos);
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l.target = self;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target || target.InStateSequence(target.CurState,target.FindState("Death")) )
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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}
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States
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{
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Spawn:
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RFLA A -1 Bright;
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Stop;
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}
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}
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Class RocketExplLight : SlugLight
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{
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Default
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{
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Args 255,224,128,120;
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}
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}
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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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DamageFunction Random[Eightball](90,115);
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DamageType 'RocketDeath';
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Radius 2;
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Height 2;
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Speed 30;
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PROJECTILE;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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+SEEKERMISSILE;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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let l = Spawn("UTRocketTrail",pos);
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l.target = self;
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A_PlaySound("utrl/fly",CHAN_VOICE,1.0,true,2.5);
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}
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action void A_RocketExplode()
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{
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bFORCEXYBILLBOARD = true;
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A_SetRenderStyle(1.0,STYLE_Add);
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A_SprayDecal("RocketBlast",150);
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A_NoGravity();
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A_SetScale(0.75);
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A_Explode(Random[Eightball](80,100),100);
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A_QuakeEx(3,3,3,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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A_PlaySound("utrl/explode",CHAN_VOICE);
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A_AlertMonsters();
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Spawn("RocketExplLight",pos);
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int numpt = Random[Eightball](15,30);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](1,4);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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}
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numpt = Random[Eightball](10,20);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](2,8);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Eightball](25,50);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](4,12);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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}
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}
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States
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{
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Spawn:
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RCKT B 1
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{
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A_SetRoll(roll+30,SPF_INTERPOLATE);
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Vector3 dir = vel.unit();
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A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
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A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
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if ( tracer ) A_SeekerMissile(0,2,SMF_PRECISE);
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Spawn("UTSmoke",pos);
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}
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Wait;
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Death:
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TNT1 A 0 A_RocketExplode();
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SSMX ABCDEFGHIJ 2 Bright;
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Stop;
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}
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}
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Class UTGrenade : UTRocket
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{
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double rollvel, pitchvel, anglevel;
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Default
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{
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DamageFunction Random[Eightball](90,120);
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DamageType 'GrenadeDeath';
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-NOGRAVITY;
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+USEBOUNCESTATE;
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-BOUNCEAUTOOFF;
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+BOUNCEAUTOOFFFLOORONLY;
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-EXPLODEONWATER;
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+CANBOUNCEWATER;
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BounceType "Doom";
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BounceFactor 0.75;
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ReactionTime 85;
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Speed 20;
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}
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override void PostBeginPlay()
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{
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Actor.PostBeginPlay();
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rollvel = FRandom[Eightball](-8,8);
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pitchvel = FRandom[Eightball](-8,8);
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anglevel = FRandom[Eightball](-8,8);
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ReactionTime += Random[Eightball](0,20);
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}
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States
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{
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Spawn:
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RCKT A 1
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{
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A_SetAngle(angle+anglevel,SPF_INTERPOLATE);
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A_SetPitch(pitch+pitchvel,SPF_INTERPOLATE);
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A_SetRoll(roll+rollvel,SPF_INTERPOLATE);
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A_Countdown();
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}
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Wait;
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Bounce:
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RCKT A 0
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{
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A_PlaySound("utrl/bounce");
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rollvel = FRandom[Eightball](-16,16);
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pitchvel = FRandom[Eightball](-16,16);
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anglevel = FRandom[Eightball](-16,16);
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}
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Goto Spawn;
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}
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}
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Class UTRocketLauncher : UTWeapon
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{
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bool LockedOn;
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Actor LockedTarget;
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TextureID lockontex;
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int locktics;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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lockontex = TexMan.CheckForTexture("Crosshr6",TexMan.Type_Any);
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}
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override void PreRender( double lbottom )
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{
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if ( LockedTarget ) Screen.DrawTexture(lockontex,false,Screen.GetWidth()*0.5,Screen.GetHeight()*0.5);
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}
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override void Tick()
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{
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Super.Tick();
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if ( !Owner ) return;
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if ( LockedOn && (!LockedTarget || (LockedTarget.Health <= 0) || !LockedTarget.bIsMonster || LockedTarget.bKilled || LockedTarget.bCorpse || !LockedTarget.bShootable) )
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{
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LockedTarget = null;
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LockedOn = false;
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Owner.A_PlaySound("utrl/seeklost",CHAN_6);
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}
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if ( LockedTarget ) crosshair = 99;
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else crosshair = 0;
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}
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// consumes 1 ammo
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action void A_LoadRocket( bool checktarget = true )
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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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if ( weap.bAltFire )
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{
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invoker.LockedTarget = null;
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invoker.LockedOn = false;
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}
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if ( checktarget && !weap.bAltFire ) A_CheckTarget();
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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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Vector3 x, y, z, x2, y2, z2;
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+6.0*y-6.0*z;
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[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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Actor p;
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if ( weap.bAltFire )
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{
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// grenades
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for ( int i=0; i<num; i++ )
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{
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a = FRandom[Eightball](0,360);
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s = FRandom[Eightball](0,0.06*(num-1));
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Vector3 dir = (x2+cos(a)*y2*s+sin(a)*z2*s).unit();
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p = Spawn("UTGrenade",origin);
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p.vel = dir*p.speed*FRandom[Eightball](1.0,1.2);
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p.vel.z += 5;
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p.target = self;
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}
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}
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else if ( num <= 1 )
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{
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// single rocket
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = x2*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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}
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else if ( player.cmd.buttons&BT_ALTATTACK )
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{
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// rockets ("tight wad" as UT calls it)
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double step = 360/num;
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a = 90;
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s = num?1.2:0.0;
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for ( int i=0; i<num; i++ )
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{
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = (x2+cos(a)*y2*s*0.02+sin(a)*z2*s*0.02).unit()*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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a += step;
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}
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}
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else
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{
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// rockets (wide spread)
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double range = 2.5*(num-1);
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double step = range/(num-1);
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s = -range*0.5;
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for ( int i=0; i<num; i++ )
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{
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p = Spawn("UTRocket",origin+sin(s)*y);
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p.vel = (x2+sin(s)*y2).unit()*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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s += step;
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}
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}
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// lose lock-on
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if ( invoker.LockedOn ) A_PlaySound("utrl/seeklost",CHAN_6);
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invoker.LockedTarget = null;
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invoker.LockedOn = false;
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}
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// lock-on check
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action void A_CheckTarget()
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{
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let t = ThinkerIterator.Create("Actor");
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Actor a;
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double closest = double.max;
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invoker.LockedTarget = null;
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while ( a = Actor(t.Next()) )
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{
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if ( !a.bSHOOTABLE || (a.Health <= 0) || a.bKilled || !a.bIsMonster || a.bCorpse || (a == self) || isTeammate(a) || !CheckSight(a) ) continue;
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Vector3 viewdir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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Vector3 reldir = level.Vec3Diff(Vec2OffsetZ(0,0,player.viewz),a.Vec2OffsetZ(0,0,a.pos.z+a.height*0.5));
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double reldist = reldir.length();
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if ( reldist > 2000 ) continue;
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if ( reldir.unit() dot viewdir < 0.99 ) continue;
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if ( reldist < closest )
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{
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closest = reldist;
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invoker.LockedTarget = a;
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}
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}
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if ( invoker.LockedTarget ) A_PlaySound("utrl/seeklock",CHAN_6);
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else if ( invoker.LockedOn ) A_PlaySound("utrl/seeklost",CHAN_6);
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if ( invoker.LockedTarget ) invoker.LockedOn = true;
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}
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Default
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{
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Tag "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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Weapon.SelectionOrder 1;
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Weapon.AmmoType "UTRocketAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "UTRocketAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 6;
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}
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States
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{
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Spawn:
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EBLP A -1;
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Stop;
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EBLP B -1;
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Stop;
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Select:
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EBLS A 1 A_Raise(int.max);
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Wait;
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Ready:
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EBLS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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EBLI A 1
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{
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invoker.locktics = 0;
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A_CheckReload();
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A_WeaponReady();
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}
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EBLI A 1
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{
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A_CheckReload();
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A_WeaponReady();
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invoker.locktics++;
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if ( invoker.locktics > 42 )
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{
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invoker.locktics = 0;
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A_CheckTarget();
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}
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}
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Wait;
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Fire:
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AltFire:
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// one is loaded already
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EBLI A 3 A_LoadRocket(false);
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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;
|
|
EBL3 D 3;
|
|
EBL3 E 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 E 3;
|
|
EBL3 F 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 F 3;
|
|
EBL3 G 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 G 3 A_LoadRocket();
|
|
EBR3 A 0 A_LoadedRefire(1);
|
|
Goto FireThree;
|
|
// load four
|
|
EBR3 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
|
|
EBR3 B 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 B 2;
|
|
EBR3 C 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 C 2;
|
|
EBR3 D 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 D 2;
|
|
EBR3 E 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 E 2;
|
|
EBR3 F 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 F 2;
|
|
EBR3 G 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 G 2;
|
|
EBL4 A 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
|
|
EBL4 B 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 B 3;
|
|
EBL4 C 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 C 3;
|
|
EBL4 D 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 D 3;
|
|
EBL4 E 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 E 3;
|
|
EBL4 F 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 F 3;
|
|
EBL4 G 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 G 3 A_LoadRocket();
|
|
EBR4 A 0 A_LoadedRefire(1);
|
|
Goto FireFour;
|
|
// load five
|
|
EBR4 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
|
|
EBR4 B 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 B 2;
|
|
EBR4 C 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 C 2;
|
|
EBR4 D 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 D 2;
|
|
EBR4 E 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 E 2;
|
|
EBR4 F 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 F 2;
|
|
EBR4 G 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 G 2;
|
|
EBL5 A 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
|
|
EBL5 B 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 B 3;
|
|
EBL5 C 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 C 3;
|
|
EBL5 D 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 D 3;
|
|
EBL5 E 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 E 3;
|
|
EBL5 F 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 F 3;
|
|
EBL5 G 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 G 3 A_LoadRocket();
|
|
EBR5 A 0 A_LoadedRefire(1);
|
|
Goto FireFive;
|
|
// load six
|
|
EBR5 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
|
|
EBR5 B 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 B 2;
|
|
EBR5 C 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 C 2;
|
|
EBR5 D 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 D 2;
|
|
EBR5 E 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 E 2;
|
|
EBR5 F 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 F 2;
|
|
EBR5 G 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 G 2;
|
|
EBL6 A 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
|
|
EBL6 B 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 B 3;
|
|
EBL6 C 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 C 3;
|
|
EBL6 D 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 D 3;
|
|
EBL6 E 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 E 3;
|
|
EBL6 F 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 F 3 A_LoadRocket();
|
|
Goto FireSix;
|
|
FireOne:
|
|
EBF1 A 0 A_FireRockets(1);
|
|
EBF1 ABCDEFGH 2;
|
|
EBLI A 10;
|
|
Goto Idle;
|
|
FireTwo:
|
|
EBF2 A 0 A_FireRockets(2);
|
|
EBF2 ABCDEFGHIJK 2;
|
|
EBLI A 10;
|
|
Goto Idle;
|
|
FireThree:
|
|
EBF3 A 0 A_FireRockets(3);
|
|
EBF3 ABCDEFGHIJ 2;
|
|
EBLI A 10;
|
|
Goto Idle;
|
|
FireFour:
|
|
EBF4 A 0 A_FireRockets(4);
|
|
EBF4 ABCDEFGHIJK 2;
|
|
EBLI A 10;
|
|
Goto Idle;
|
|
FireFive:
|
|
EBF5 A 0 A_FireRockets(5);
|
|
EBF5 ABCDEFGHIJKLM 2;
|
|
EBLI A 10;
|
|
Goto Idle;
|
|
FireSix:
|
|
EBF6 A 0 A_FireRockets(6);
|
|
EBF6 ABCDEFGHIJKLMNOP 2;
|
|
EBLI A 10;
|
|
Goto Idle;
|
|
Deselect:
|
|
EBLD ABCDEFGHIJK 1;
|
|
EBLD K 1 A_Lower(int.max);
|
|
Wait;
|
|
}
|
|
}
|