flak_m/zscript/enforcer.zsc
Marisa the Magician e8b9a55378 4.10 support:
- CORRECTPIXELSTRETCH where needed on models.
 - Replace CoordUtil.GetAxes with quaternion version.
2022-12-05 16:57:15 +01:00

731 lines
18 KiB
Text

Class EClip : MiniAmmo
{
Default
{
Tag "$T_CLIP"; // "Large Bullets" in UT, but I think that's an oversight, since it's the same as the Minigun ammo
Inventory.PickupMessage "$I_CLIP";
Inventory.Amount 20;
Ammo.DropAmount 5;
}
States
{
Spawn:
ECLP A -1;
Stop;
}
}
Class EnforcerLight : DynamicLight
{
int cnt;
Default
{
DynamicLight.Type "Point";
args 255,224,64,150;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( target.player )
{
Vector3 x, y, z, origin;
[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*12);
SetOrigin(origin,true);
}
else SetOrigin(target.pos,true);
if ( cnt++ > 2 ) Destroy();
}
}
Class BulletImpact : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOBLOCKMAP;
+DONTSPLASH;
+NOTELEPORT;
Scale 0.25;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_SprayDecal("Pock",-20);
int numpt = int(Random[Enforcer](5,10)*scale.x*4);
Vector3 x = dt_Utility.Vec3FromAngle(angle,pitch);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Enforcer](-.8,.8),FRandom[Enforcer](-.8,.8),FRandom[Enforcer](-.8,.8))).unit()*FRandom[Enforcer](0.1,1.2);
let s = Spawn("UTSmoke",pos+x*2);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Enforcer](128,192));
}
numpt = int(Random[Enforcer](3,8)*scale.x*4);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Enforcer](-1,1),FRandom[Enforcer](-1,1),FRandom[Enforcer](-1,1)).unit()*FRandom[Enforcer](2,8);
let s = Spawn("UTSpark",pos+x*2);
s.vel = pvel;
}
numpt = int(Random[Enforcer](2,5)*scale.x*4);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Enforcer](-1,1),FRandom[Enforcer](-1,1),FRandom[Enforcer](-1,1)).unit()*FRandom[Enforcer](2,8);
let s = Spawn("UTChip",pos+x*2);
s.vel = pvel;
}
if ( !Random[Enforcer](0,3) ) A_StartSound("flak/hit",CHAN_VOICE,attenuation:2.5);
else A_StartSound("bullet/hit",CHAN_VOICE,attenuation:3.0);
let s = Spawn("Splasher",Vec3Offset(0,0,2));
s.vel = (0,0,-4);
}
States
{
Spawn:
BIMP ABCDE 1 Bright;
Stop;
}
}
Class Splasher : Actor
{
Default
{
Radius 0.1;
Height 0;
+CORPSE;
+NOTELEPORT;
}
States
{
Spawn:
Crash:
TNT1 A 2;
Stop;
}
}
Class UTCasing : Actor
{
Mixin UTMissileFix;
int deadtimer, numbounces;
double pitchvel, anglevel;
double heat;
Default
{
Radius 2;
Height 2;
+NOBLOCKMAP;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+USEBOUNCESTATE;
+INTERPOLATEANGLES;
+NOTELEPORT;
Mass 1;
Gravity 0.35;
BounceType "Hexen";
WallBounceFactor 0.65;
BounceFactor 0.65;
BounceSound "bullet/casing";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
deadtimer = 0;
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
heat = 1.0;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( InStateSequence(CurState,ResolveState("Death")) )
{
deadtimer++;
if ( deadtimer > 300 ) A_FadeOut(0.05);
return;
}
heat -= 0.05;
if ( heat <= 0 ) return;
let s = Spawn("UTSmallSmoke",pos);
s.alpha *= heat;
}
States
{
Spawn:
PCAS A 1
{
angle += anglevel;
pitch += pitchvel;
}
Loop;
Bounce:
PCAS A 0
{
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
vel = (vel.unit()+(FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2))).unit()*vel.length();
if ( numbounces && ((numbounces > 3) || (Random[Junk](1,20) < 17) || (vel.z > -1.4)) )
{
ClearBounce();
ExplodeMissile();
}
numbounces++;
}
Goto Spawn;
Death:
PCAS A -1
{
pitch = 0;
angle = FRandom[Junk](0,360);
roll = FRandom[Junk](0,360);
}
Stop;
}
}
Class EnforcerMag : UTCasing
{
Default
{
BounceSound "enforcer/bounce";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
heat = 0.;
}
States
{
Death:
PCAS A -1
{
pitch = RandomPick[Junk](-90,90);
angle = FRandom[Junk](0,360);
}
Stop;
}
}
Class Enforcer : UTWeapon
{
int ClipCount, SlaveClipCount;
bool SlaveActive, SlaveDown, SlaveReload, SlaveAltFire;
bool ClipOut, SlaveClipOut;
int SlaveRefire;
double AltAccuracy;
property ClipCount : ClipCount;
property SlaveClipCount : SlaveClipCount;
override int, int, bool, bool GetClipAmount()
{
if ( !flak_enforcerreload ) return Super.GetClipAmount();
if ( Amount > 1 ) return ClipOut?-1:ClipCount, SlaveClipOut?-1:SlaveClipCount, (ClipCount<5), (SlaveClipCount<5);
return ClipOut?-1:ClipCount, -1, (ClipCount<5), false;
}
override bool HandlePickup( Inventory item )
{
if ( item.GetClass() == GetClass() )
{
SetTag(StringTable.Localize("$T_ENFORCER2"));
return Super.HandlePickup(item);
}
return false;
}
override Inventory CreateTossable( int amt )
{
Inventory inv = Super.CreateTossable(amt);
if ( inv )
{
SetTag(StringTable.Localize("$T_ENFORCER"));
inv.SetTag(StringTable.Localize("$T_ENFORCER"));
if ( Owner && (Owner.player.ReadyWeapon == self) )
{
// delete the slave overlay
PSprite psp;
for ( psp = Owner.player.psprites; psp; psp = psp.next )
{
if ( (psp.Caller == self) && ((psp.id == 2) || (psp.id == -9998)) ) psp.Destroy();
slaveactive = false;
slavedown = false;
}
}
}
return inv;
}
action void A_EnforcerRefire( statelabel flash = null, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.05;
if ( slave )
{
if ( flak_enforcerreload && (invoker.slaveclipcount < 5) ) A_StartSound("enforcer/click",CHAN_LEFTWEAPONMISC);
if ( (invoker.slaveclipcount <= 0) || (weap.Ammo1.Amount <= 0) )
{
invoker.slaverefire = 0;
return;
}
bool pending = (player.PendingWeapon != WP_NOCHANGE) && (player.WeaponState & WF_REFIRESWITCHOK);
if ( (player.cmd.buttons&BT_ATTACK) && !invoker.slavealtfire && !pending && (player.health > 0) )
{
invoker.slaverefire++;
if ( player.ReadyWeapon.CheckAmmo(Weapon.PrimaryFire,true) )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftHold"));
}
else if ( (player.cmd.buttons&BT_ALTATTACK) && invoker.slavealtfire && !pending && (player.health > 0) )
{
invoker.slaverefire++;
if ( player.ReadyWeapon.CheckAmmo(Weapon.AltFire,true) )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftAltHold"));
}
else
{
invoker.slaverefire = 0;
player.ReadyWeapon.CheckAmmo(invoker.slavealtfire?Weapon.AltFire:Weapon.PrimaryFire,true);
}
}
else
{
if ( flak_enforcerreload && (invoker.clipcount < 5) ) A_StartSound("enforcer/click",CHAN_WEAPONMISC);
if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
}
action void A_LeftWeaponReady()
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( player.cmd.buttons&BT_ATTACK && !player.ReadyWeapon.bAltFire )
{
if ( flak_enforcerreload && (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) )
{
player.setpsprite(2,ResolveState("LeftReload"));
return;
}
invoker.slaverefire = 0;
invoker.slavealtfire = false;
player.setpsprite(2,ResolveState("LeftFire"));
}
else if ( player.cmd.buttons&BT_ALTATTACK && player.ReadyWeapon.bAltFire )
{
if ( flak_enforcerreload && (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) )
{
player.setpsprite(2,ResolveState("LeftReload"));
return;
}
invoker.slaverefire = 0;
invoker.slavealtfire = true;
player.setpsprite(2,ResolveState("LeftAltFire"));
}
}
action void A_EnforcerFire( bool alt = false, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( slave )
{
invoker.slaveclipcount--;
if ( !flak_enforcerreload && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = Min(invoker.default.slaveclipcount,weap.Ammo1.Amount);
}
else
{
invoker.clipcount--;
if ( !flak_enforcerreload && (invoker.clipcount <=0) ) invoker.clipcount = Min(invoker.default.clipcount,weap.Ammo1.Amount);
}
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_StartSound("enforcer/shoot",slave?CHAN_LEFTWEAPON:CHAN_WEAPON,CHANF_OVERLAP);
A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
if ( slave )
{
if ( alt ) A_Overlay(-3,"LeftAltMuzzleFlash");
else A_Overlay(-3,"LeftMuzzleFlash");
A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-3,STYLE_Add);
}
else
{
if ( alt ) A_Overlay(-2,"AltMuzzleFlash");
else A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
}
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
int ydir = slave?-1:1;
if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
else origin = level.Vec3Offset(origin,-z+ydir*y*4);
double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?invoker.altaccuracy:0.004);
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2));
if ( d.HitType == TRACE_HitActor )
{
int dmg = 17;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 3000;
if ( FRandom[Enforcer](0,1) < 0.2 ) mm *= 5;
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,mm);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
for ( int i=0; i<3; i++ )
{
let s = Spawn("UTViewSmoke",origin);
if ( alt ) UTViewSmoke(s).ofs = (10,ydir,-3);
else UTViewSmoke(s).ofs = (10,4*ydir,-1);
s.target = self;
s.alpha *= 0.5;
}
origin = level.Vec3Offset(origin,x*8+ydir*y*6-z*2);
let c = Spawn("UTCasing",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( Amount > 1 ) return StringTable.Localize("$O_ENFORCER2");
return StringTable.Localize("$O_ENFORCER");
}
override void Travelled()
{
Super.Travelled();
slaveactive = false;
}
override void OwnerDied()
{
Super.OwnerDied();
slavereload = slaverefire = 0;
if ( Owner.player.ReadyWeapon != self ) return;
let psp = Owner.player.FindPSprite(2);
if ( psp )
{
slaveactive = false;
Owner.player.SetPSprite(2,ResolveState("LeftDeselect"));
}
}
Default
{
Tag "$T_ENFORCER";
Inventory.PickupMessage "$I_ENFORCER";
Inventory.MaxAmount 2;
Inventory.InterHubAmount 2;
Weapon.UpSound "enforcer/select";
Weapon.SlotNumber 2;
Weapon.SelectionOrder 8;
Weapon.AmmoType "MiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "MiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 30;
Weapon.Kickback 180;
UTWeapon.DropAmmo 10;
UTWeapon.NameColor "C8 C8 FF";
Enforcer.ClipCount 20;
Enforcer.SlaveClipCount 20;
}
States
{
Spawn:
ENFP A -1;
Stop;
ENFP B -1;
Stop;
Select:
ENFS A 1 A_Raise(int.max);
Ready:
ENFS A 0
{
invoker.slaveclipout = invoker.clipout = false;
invoker.slavedown = false;
if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
{
invoker.slavereload = invoker.slaverefire = 0;
A_Overlay(2,"LeftReady");
}
}
ENFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
Idle:
ENFI A 0 A_Overlay(-9999,"Dummy");
ENFI AB 30;
ENFI A 0 A_Jump(50,"Twiddle");
Goto Idle+1;
LeftReady:
2NFS A 0
{
A_StartSound("enforcer/select",CHAN_LEFTWEAPON);
invoker.slaveactive = true;
}
2NFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(invoker.slavedown,"LeftDeselect");
LeftIdle:
2NFI A 0 A_Overlay(-9998,"LeftDummy");
2NFI AB 30;
2NFI A 0 A_Jump(50,"LeftTwiddle");
Goto LeftIdle+1;
Twiddle:
ENFT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto Idle+1;
LeftTwiddle:
2NFT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto LeftIdle+1;
Dummy:
TNT1 A 1
{
if ( flak_enforcerreload && (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
else if ( flak_enforcerreload && ((invoker.clipcount < min(invoker.default.clipcount,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
else A_WeaponReady();
if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
{
invoker.slavereload = invoker.slaverefire = 0;
A_Overlay(2,"LeftReady");
}
}
Wait;
LeftDummy:
TNT1 A 1
{
if ( flak_enforcerreload && invoker.slavereload ) player.SetPSprite(2,ResolveState("LeftReload"));
else if ( invoker.slavedown ) player.SetPSprite(2,ResolveState("LeftDeselect"));
else A_LeftWeaponReady();
}
Wait;
Fire:
ENFF A 0 A_Overlay(-9999,null);
Hold:
ENFF A 0 A_EnforcerFire();
ENFF ABCDEFGHIJ 1;
ENFF J 2;
ENFF J 0 A_EnforcerRefire();
ENFF J 2;
ENFI A 0;
Goto Idle;
LeftFire:
2NFI A 0 A_Overlay(-9998,null);
2NFI A 5;
2NFI A 0 A_EnforcerRefire(1,true);
Goto LeftIdle;
LeftHold:
2NFF A 0 A_EnforcerFire(false,true);
2NFF ABCDEFGHIJ 1;
2NFF J 2;
2NFF J 0 A_EnforcerRefire("LeftHold",true);
2NFF J 2;
2NFI A 0;
Goto LeftIdle;
AltFire:
ENFA A 0
{
invoker.altaccuracy = 0.08;
A_Overlay(-9999,null);
}
ENFA ABCDEF 1;
AltHold:
ENFA G 0 A_EnforcerFire(true);
ENFA GHIJKLMN 1;
ENFA N 1;
ENFA G 0 A_EnforcerRefire();
ENFA OPQRSTU 1;
Goto Idle;
LeftAltFire:
2NFI A 0 A_Overlay(-9998,null);
2NFI A 5;
2NFI A 0 A_EnforcerRefire(1,true);
Goto LeftIdle;
2NFA ABCDEF 1;
LeftAltHold:
2NFA G 0 A_EnforcerFire(true,true);
2NFA GHIJKLMN 1;
2NFA N 1;
2NFA G 0 A_EnforcerRefire("LeftAltHold",true);
2NFA OPQRSTU 1;
Goto LeftIdle;
Reload:
ENFR A 0
{
if ( invoker.clipcount >= invoker.default.clipcount )
{
invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
return ResolveState("Idle");
}
return ResolveState(null);
}
ENFR A 0
{
invoker.clipout = true;
invoker.clipcount = 0;
A_Overlay(-9999,null);
A_StartSound("enforcer/click",CHAN_WEAPONMISC);
}
ENFR ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
ENR2 AB 1;
ENR2 B 30
{
invoker.clipout = false;
invoker.clipcount = min(invoker.default.clipcount,invoker.Ammo1.Amount);
A_StartSound("enforcer/reload",CHAN_WEAPON);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
Vector3 x, y, z, origin;
[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
let c = Spawn("EnforcerMag",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
}
ENFS A 0 A_StartSound("enforcer/select",CHAN_WEAPON);
Goto Ready;
LeftReload:
2NFR A 0
{
if ( invoker.slaveclipcount >= invoker.default.slaveclipcount )
{
invoker.slavereload = 0;
return ResolveState("LeftIdle");
}
invoker.slaveclipout = true;
invoker.slaveclipcount = 0;
A_Overlay(-9998,null);
A_StartSound("enforcer/click",CHAN_LEFTWEAPONMISC);
return ResolveState(null);
}
2NFR ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
2NR2 AB 1;
2NR2 B 30
{
invoker.slaveclipout = false;
invoker.slaveclipcount = min(invoker.default.slaveclipcount,invoker.Ammo1.Amount);
A_StartSound("enforcer/reload",CHAN_LEFTWEAPON);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = false;
Vector3 x, y, z, origin;
[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
let c = Spawn("EnforcerMag",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
}
2NFS A 0 A_StartSound("enforcer/select",CHAN_LEFTWEAPON);
Goto LeftReady;
Deselect:
ENFD A 0
{
A_Overlay(-9999,null);
invoker.slavedown = true;
}
ENFD ABDEGHJK 1;
ENFD L 1
{
if ( !player.FindPSprite(2) )
A_Lower(int.max);
}
Wait;
LeftDeselect:
2NFD A 0
{
A_Overlay(-9998,null);
invoker.slaveactive = false;
}
2NFD ABDEGHJK 1;
2NFD L 0;
Stop;
MuzzleFlash:
EMUZ A 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AltMuzzleFlash:
EMUZ B 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
LeftMuzzleFlash:
EMUZ C 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
LeftAltMuzzleFlash:
EMUZ D 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
}
}