flak_m/zscript/eightball.zsc
Marisa Kirisame a3449b5c5b This branch is a staging area for changes that will make it to devel once they are fully implemented.
Everything in here is highly unstable and may not work.
Current commit contains various new features for the HUD, some cleanup, and additional changes for compatibility with Doomreal as it is developed.
The diff is kinda fucky on the font restructure due to flaky rename detection.
2019-08-31 03:12:46 +02:00

798 lines
17 KiB
Text

Class UTRocketAmmo : Ammo
{
Default
{
Tag "$T_ROCKETAMMO";
Inventory.PickupMessage "$I_ROCKETAMMO";
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 "$T_ROCKETAMMO2";
Inventory.PickupMessage "$I_ROCKETAMMO2";
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;
+NOTELEPORT;
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 : PaletteLight
{
Default
{
Args 0,0,0,120;
ReactionTime 20;
}
}
Class UTRocket : Actor
{
Vector3 InitialDir, Acceleration;
int ticcnt;
Default
{
Obituary "$O_EIGHTBALL";
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(100,160);
SSMX ABCDEFGHIJ 2 Bright;
Stop;
}
}
Class UTGrenade : UTRocket
{
double rollvel, pitchvel, anglevel;
Default
{
DamageType 'GrenadeDeath';
-NOGRAVITY;
+USEBOUNCESTATE;
-EXPLODEONWATER;
+CANBOUNCEWATER;
+NOEXPLODEFLOOR;
+DONTBOUNCEONSHOOTABLES;
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(120,140);
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 ( Owner.Health <= 0 )
{
LockedTarget = null;
LockedOn = false;
crosshair = 0;
return;
}
if ( LockedOn && (!LockedTarget || (LockedTarget.Health <= 0) || !LockedTarget.bIsMonster || LockedTarget.bKilled || LockedTarget.bCorpse || !LockedTarget.bShootable || (Owner.player.ReadyWeapon != self)) )
{
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();
invoker.special1++;
}
// 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;
invoker.special1 = 0;
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);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
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_CoordUtil.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_CoordUtil.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 "$T_EIGHTBALL";
Inventory.PickupMessage "$I_EIGHTBALL";
Weapon.UpSound "utrl/select";
Weapon.SlotNumber 9;
Weapon.SelectionOrder 1;
Weapon.AmmoType "UTRocketAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UTRocketAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 6;
UTWeapon.DropAmmo 3;
}
States
{
Spawn:
EBLP A -1;
Stop;
EBLP B -1;
Stop;
Select:
EBLS A 1 A_Raise(int.max);
Wait;
Ready:
EBLS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
Idle:
EBLI A 1
{
invoker.locktics = 0;
invoker.special1 = 0;
A_CheckReload();
A_WeaponReady(WRF_ALLOWRELOAD);
}
EBLI A 1
{
A_CheckReload();
A_WeaponReady(WRF_ALLOWRELOAD);
invoker.locktics++;
if ( invoker.locktics > 42 )
{
invoker.locktics = 0;
A_CheckTarget();
}
}
Wait;
Reload:
EBLI A 5
{
A_PlaySound("utrl/load",CHAN_6,0.3);
if ( invoker.bSingleRocket = !invoker.bSingleRocket )
A_Print(StringTable.Localize("$M_SINGLEROCKETON"));
else A_Print(StringTable.Localize("$M_SINGLEROCKETOFF"));
}
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;
}
}