flak_m/zscript/eightball.zsc
Marisa Kirisame 775172a7a8 Various changes to feel closer to vanilla UT, mainly in terms of projectile gravity and velocity.
Reduced the smoke on the minigun and casings for better performance.
Corrected the number of chunks (was 6, should be 8) fired by the flak cannon.
Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs.
Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT.
Misc. tweaks to health item textures.
Reduced the blur in the Redeemer view shader, it was too strong.
Fix expiration messages on powerups appearing on level changes.
Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
2019-01-24 22:50:46 +01:00

782 lines
17 KiB
Text

Class UTRocketAmmo : Ammo
{
Default
{
Tag "Rocket Pack";
Inventory.PickupMessage "You picked up a Rocket Pack.";
Inventory.Amount 12;
Inventory.MaxAmount 48;
Ammo.BackpackAmount 12;
Ammo.BackpackMaxAmount 96;
Ammo.DropAmount 3;
}
States
{
Spawn:
RPAK A -1;
Stop;
}
}
// There was no single rocket ammo in UT, so this one is also just improvised like the Redeemer ammo pickup
Class UTRocketAmmo2 : UTRocketAmmo
{
Default
{
Tag "Single Rocket";
Inventory.PickupMessage "You picked up a Single Rocket.";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
RCKT A -1;
Stop;
}
}
Class RocketLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,224,128,32;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
}
}
Class UTRocketTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
Scale 0.7;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let l = Spawn("RocketLight",pos);
l.target = self;
}
override void Tick()
{
Super.Tick();
if ( !target || target.InStateSequence(target.CurState,target.FindState("Death")) )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
}
States
{
Spawn:
RFLA A -1 Bright;
Stop;
}
}
Class RocketExplLight : SlugLight
{
Default
{
Args 255,224,128,120;
}
}
Class UTRocket : Actor
{
Vector3 InitialDir, Acceleration;
int ticcnt;
Default
{
Obituary "%o was smacked down by %k's Rocket Launcher.";
DamageType 'RocketDeath';
Radius 2;
Height 2;
Speed 15;
PROJECTILE;
+SKYEXPLODE;
+EXPLODEONWATER;
+SEEKERMISSILE;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
+INTERPOLATEANGLES;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let l = Spawn("UTRocketTrail",pos);
l.target = self;
A_PlaySound("utrl/fly",CHAN_VOICE,1.0,true,2.5);
if ( tracer ) vel *= 0.9;
Acceleration = vel.unit()*50;
}
action void A_RocketExplode( int dmg, int rad )
{
bFORCEXYBILLBOARD = true;
A_SetRenderStyle(1.0,STYLE_Add);
A_SprayDecal("RocketBlast",50);
A_NoGravity();
A_SetScale(0.75);
UTMainHandler.DoBlast(self,rad,80000);
A_Explode(dmg,rad);
A_QuakeEx(3,3,3,8,0,rad+50,"",QF_RELATIVE|QF_SCALEDOWN,falloff:rad,rollIntensity:0.2);
A_PlaySound("utrl/explode",CHAN_VOICE);
A_AlertMonsters();
Spawn("RocketExplLight",pos);
int numpt = Random[Eightball](15,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](1,3);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
}
numpt = Random[Eightball](10,20);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](2,6);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Eightball](35,70);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](2,12);
let s = Spawn("UTChip",pos);
s.vel = pvel;
s.scale *= FRandom[Eightball](0.9,2.7);
}
}
action void A_RocketSeek()
{
if ( invoker.InitialDir.length() < double.epsilon ) invoker.InitialDir = vel.unit();
if ( tracer && (tracer != target) )
{
Vector3 SeekingDir = level.Vec3Diff(pos,tracer.Vec3Offset(0,0,tracer.height/2)).unit();
if ( SeekingDir dot invoker.InitialDir > 0 )
{
double MagnitudeVel = Vel.length();
SeekingDir = (SeekingDir*0.5*MagnitudeVel+Vel).unit();
Vel = MagnitudeVel * SeekingDir;
invoker.Acceleration = 25 * SeekingDir;
}
}
}
States
{
Spawn:
RCKT B 1
{
roll += 30;
if ( invoker.ticcnt++ > 3 )
{
invoker.ticcnt = 0;
A_RocketSeek();
}
vel += invoker.Acceleration/TICRATE;
if ( vel.length() > 30. ) vel = Vel.unit()*30.;
Vector3 dir = vel.unit();
if ( waterlevel <= 0 ) vel = dir*min(vel.length()+1,24);
angle = atan2(dir.y,dir.x);
pitch = asin(-dir.z);
for ( int i=0; i<3; i++ )
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Eightball](-0.2,0.2),FRandom[Eightball](-0.2,0.2),FRandom[Eightball](-0.2,0.2));
s.vel += vel*0.1;
}
}
Wait;
Death:
TNT1 A 0 A_RocketExplode(Random[Eightball](90,120),160);
SSMX ABCDEFGHIJ 2 Bright;
Stop;
}
}
Class UTGrenade : UTRocket
{
double rollvel, pitchvel, anglevel;
Default
{
DamageType 'GrenadeDeath';
-NOGRAVITY;
+USEBOUNCESTATE;
-EXPLODEONWATER;
+CANBOUNCEWATER;
+NOEXPLODEFLOOR;
BounceType "Hexen";
WallBounceFactor 0.75;
BounceFactor 0.75;
ReactionTime 85;
Speed 15;
Gravity 0.35;
}
override void PostBeginPlay()
{
Actor.PostBeginPlay();
rollvel = FRandom[Eightball](-8,8);
pitchvel = FRandom[Eightball](-8,8);
anglevel = FRandom[Eightball](-8,8);
ReactionTime += Random[Eightball](0,20);
}
States
{
Spawn:
RCKT A 1
{
if ( !bNOGRAVITY )
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
}
let s = Spawn("UTSmoke",pos);
s.scale *= 2.0;
s.alpha *= 0.6;
s.vel = (FRandom[Eightball](-0.1,0.1),FRandom[Eightball](-0.1,0.1),FRandom[Eightball](-0.1,0.3));
s.vel += vel*0.05;
s.SetShade("000000");
A_Countdown();
}
Wait;
Bounce:
RCKT A 0
{
bHITOWNER = true;
A_PlaySound("utrl/bounce");
rollvel = FRandom[Eightball](-16,16);
pitchvel = FRandom[Eightball](-16,16);
anglevel = FRandom[Eightball](-16,16);
if ( vel.z > 10 ) vel.z = 0.5*(10+vel.z);
else if ( BlockingFloor && (vel.xy.length() < 0.5) )
{
vel *= 0;
bNOGRAVITY = true;
bMOVEWITHSECTOR = true;
ClearBounce();
}
}
Goto Spawn;
Death:
TNT1 A 0 A_RocketExplode(Random[Eightball](100,150),140);
Goto Super::Death+1;
}
}
Class UTRocketLauncher : UTWeapon
{
bool LockedOn;
Actor LockedTarget;
TextureID lockontex;
int locktics;
bool bSingleRocket;
override void PostBeginPlay()
{
Super.PostBeginPlay();
lockontex = TexMan.CheckForTexture("Crosshr6",TexMan.Type_Any);
}
override void PreRender( double lbottom )
{
if ( LockedTarget ) Screen.DrawTexture(lockontex,false,Screen.GetWidth()*0.5,Screen.GetHeight()*0.5);
}
override void Tick()
{
Super.Tick();
if ( !Owner ) return;
if ( LockedOn && (!LockedTarget || (LockedTarget.Health <= 0) || !LockedTarget.bIsMonster || LockedTarget.bKilled || LockedTarget.bCorpse || !LockedTarget.bShootable) )
{
LockedTarget = null;
LockedOn = false;
if ( Owner.player.ReadyWeapon == self )
Owner.A_PlaySound("utrl/seeklost",CHAN_WEAPON);
}
if ( LockedTarget ) crosshair = 99;
else crosshair = 0;
}
// consumes 1 ammo
action void A_LoadRocket( bool checktarget = true )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( weap.bAltFire )
{
invoker.LockedTarget = null;
invoker.LockedOn = false;
}
if ( checktarget && !weap.bAltFire ) A_CheckTarget();
}
// refire that is ignored if there's no ammo
action void A_LoadedRefire( statelabel flash = null )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
A_Refire(flash);
}
// fire all the rockets (or grenades)
action void A_FireRockets( int num )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.bAltFire ) A_PlaySound("utrl/altfire",CHAN_WEAPON);
else A_PlaySound("utrl/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(64,255,0,0),1);
A_AlertMonsters();
A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
for ( int i=0; i<num; i++ )
UTMainHandler.DoSwing(self,(FRandom[Eightball](0.4,-0.8),FRandom[Eightball](-0.5,0.5)),1,-0.2,Random[Eightball](3,4),SWING_Spring,Random[Eightball](2,5),Random[Eightball](2,4));
Vector3 x, y, z, x2, y2, z2;
double a, s;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-3.0*z;
[x2, y2, z2] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
Actor p;
if ( weap.bAltFire )
{
// grenades
for ( int i=0; i<num; i++ )
{
a = FRandom[Eightball](0,360);
s = FRandom[Eightball](0,(num>1)?12:0);
Vector3 dir = (x2+cos(a)*y2*s*0.004+sin(a)*z2*s*0.004).unit();
p = Spawn("UTGrenade",origin+cos(a)*y*s+sin(a)*z*s);
p.vel = x*(vel dot x)*0.4 + dir*p.speed*FRandom[Eightball](1.0,1.2);
p.vel.z += 3.5;
p.target = self;
}
}
else if ( num <= 1 )
{
// single rocket
p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
p.vel = x2*p.speed;
p.target = self;
p.tracer = invoker.LockedTarget;
}
else if ( player.cmd.buttons&BT_ALTATTACK )
{
// rockets ("tight wad" as UT calls it)
double step = 360/num;
a = 90;
s = (num>1)?6:0;
for ( int i=0; i<num; i++ )
{
p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
p.vel = x2*p.speed;
p.target = self;
p.tracer = invoker.LockedTarget;
a += step;
}
}
else
{
// rockets (wide spread)
double range = 3.6*(num-1);
double step = range/(num-1);
s = -range*0.5;
for ( int i=0; i<num; i++ )
{
p = Spawn("UTRocket",origin+sin(s)*y);
p.vel = (x2+sin(s)*y2).unit()*p.speed;
p.target = self;
p.tracer = invoker.LockedTarget;
s += step;
}
}
// lose lock-on
if ( invoker.LockedOn ) A_PlaySound("utrl/seeklost",CHAN_6);
invoker.LockedTarget = null;
invoker.LockedOn = false;
for ( int i=0; i<12; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,3,-3);
UTViewSmoke(s).vvel = (FRandom[Eightball](0,1.2),FRandom[Eightball](-.4,.4),FRandom[Eightball](-.4,.4));
s.target = self;
s.scale *= 1.8;
s.alpha *= 0.8;
}
}
// lock-on check
action void A_CheckTarget()
{
let t = ThinkerIterator.Create("Actor");
Actor a;
double closest = double.max;
invoker.LockedTarget = null;
while ( a = Actor(t.Next()) )
{
if ( !a.bSHOOTABLE || (a.Health <= 0) || a.bKilled || !a.bIsMonster || a.bCorpse || (a == self) || isTeammate(a) || !CheckSight(a) ) continue;
Vector3 viewdir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 reldir = level.Vec3Diff(Vec2OffsetZ(0,0,player.viewz),a.Vec2OffsetZ(0,0,a.pos.z+a.height*0.5));
double reldist = reldir.length();
if ( reldist > 2000 ) continue;
if ( reldir.unit() dot viewdir < 0.99 ) continue;
if ( reldist < closest )
{
closest = reldist;
invoker.LockedTarget = a;
}
}
if ( invoker.LockedTarget ) A_PlaySound("utrl/seeklock",CHAN_WEAPON);
else if ( invoker.LockedOn ) A_PlaySound("utrl/seeklost",CHAN_WEAPON);
if ( invoker.LockedTarget ) invoker.LockedOn = true;
}
Default
{
Tag "Rocket Launcher";
Inventory.PickupMessage "You got the Rocket Launcher.";
Weapon.UpSound "utrl/select";
Weapon.SlotNumber 9;
Weapon.SelectionOrder 1;
Weapon.AmmoType "UTRocketAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UTRocketAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 6;
UTWeapon.DropAmmo 3;
}
States
{
Spawn:
EBLP A -1;
Stop;
EBLP B -1;
Stop;
Select:
EBLS A 1 A_Raise(int.max);
Wait;
Ready:
EBLS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
Idle:
EBLI A 1
{
invoker.locktics = 0;
A_CheckReload();
A_WeaponReady(WRF_ALLOWRELOAD);
}
EBLI A 1
{
A_CheckReload();
A_WeaponReady(WRF_ALLOWRELOAD);
invoker.locktics++;
if ( invoker.locktics > 42 )
{
invoker.locktics = 0;
A_CheckTarget();
}
}
Wait;
Reload:
EBLI A 5
{
A_PlaySound("utrl/load",CHAN_6,0.3);
if ( invoker.bSingleRocket = !invoker.bSingleRocket ) A_Print("Instant Rocket mode enabled");
else A_Print("Instant Rocket mode disabled");
}
Goto Idle;
Fire:
AltFire:
// one is loaded already
EBLI A 1 A_LoadRocket(false);
EBLI A 2 A_JumpIf(!invoker.bAltFire&&invoker.bSingleRocket,"FireOne");
EBLI A 0 A_LoadedRefire(1);
Goto FireOne;
// load two
EBLI A 2;
EBL1 A 0;
EBR1 A 2 A_PlaySound("utrl/rotate",CHAN_6,0.1);
EBR1 B 0 A_Refire(1);
Goto FireOne;
EBR1 B 2;
EBR1 C 0 A_Refire(1);
Goto FireOne;
EBR1 C 2;
EBR1 D 0 A_Refire(1);
Goto FireOne;
EBR1 D 2;
EBR1 E 0 A_Refire(1);
Goto FireOne;
EBR1 E 2;
EBR1 F 0 A_Refire(1);
Goto FireOne;
EBR1 F 2;
EBR1 G 0 A_Refire(1);
Goto FireOne;
EBR1 G 2;
EBL2 A 0 A_Refire(1);
Goto FireOne;
EBL2 A 3 A_PlaySound("utrl/load",CHAN_6);
EBL2 B 0 A_Refire(1);
Goto FireOne;
EBL2 B 3;
EBL2 C 0 A_Refire(1);
Goto FireOne;
EBL2 C 3;
EBL2 D 0 A_Refire(1);
Goto FireOne;
EBL2 D 3;
EBL2 E 0 A_Refire(1);
Goto FireOne;
EBL2 E 3;
EBL2 F 0 A_Refire(1);
Goto FireOne;
EBL2 F 3;
EBL2 G 0 A_Refire(1);
Goto FireOne;
EBL2 G 3 A_LoadRocket();
EBR2 A 0 A_LoadedRefire(1);
Goto FireTwo;
// load three
EBR2 A 2 A_PlaySound("utrl/rotate",CHAN_6,0.1);
EBR2 B 0 A_Refire(1);
Goto FireTwo;
EBR2 B 2;
EBR2 C 0 A_Refire(1);
Goto FireTwo;
EBR2 C 2;
EBR2 D 0 A_Refire(1);
Goto FireTwo;
EBR2 D 2;
EBR2 E 0 A_Refire(1);
Goto FireTwo;
EBR2 E 2;
EBR2 F 0 A_Refire(1);
Goto FireTwo;
EBR2 F 2;
EBR2 G 0 A_Refire(1);
Goto FireTwo;
EBR2 G 2;
EBL3 A 0 A_Refire(1);
Goto FireTwo;
EBL3 A 3 A_PlaySound("utrl/load",CHAN_6);
EBL3 B 0 A_Refire(1);
Goto FireTwo;
EBL3 B 3;
EBL3 C 0 A_Refire(1);
Goto FireTwo;
EBL3 C 3;
EBL3 D 0 A_Refire(1);
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_6,0.1);
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_6);
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_6,0.1);
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_6);
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_6,0.1);
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_6);
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;
EBL1 A 0 A_CheckReload();
EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
EBL1 BCDEFG 2;
EBLI A 0;
Goto Idle;
FireTwo:
EBF2 A 0 A_FireRockets(2);
EBF2 ABCDEFGHIJK 2;
EBL1 A 0 A_CheckReload();
EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
EBL1 BCDEFG 2;
EBLI A 0;
Goto Idle;
FireThree:
EBF3 A 0 A_FireRockets(3);
EBF3 ABCDEFGHIJ 2;
EBL1 A 0 A_CheckReload();
EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
EBL1 BCDEFG 2;
EBLI A 0;
Goto Idle;
FireFour:
EBF4 A 0 A_FireRockets(4);
EBF4 ABCDEFGHIJK 2;
EBL1 A 0 A_CheckReload();
EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
EBL1 BCDEFG 2;
EBLI A 0;
Goto Idle;
FireFive:
EBF5 A 0 A_FireRockets(5);
EBF5 ABCDEFGHIJKLM 2;
EBL1 A 0 A_CheckReload();
EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
EBL1 BCDEFG 2;
EBLI A 0;
Goto Idle;
FireSix:
EBF6 A 0 A_FireRockets(6);
EBF6 ABCDEFGHIJKLMNOP 2;
EBL1 A 0 A_CheckReload();
EBL1 A 2 A_PlaySound("utrl/load",CHAN_6);
EBL1 BCDEFG 2;
EBLI A 0;
Goto Idle;
Deselect:
EBLD ABCDEFGHIJK 1;
EBLD K 1 A_Lower(int.max);
Wait;
}
}