Tweaked weapon offsets yet again so they look a bit nicer (especially scale-wise).
99 lines
1.6 KiB
Text
99 lines
1.6 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 48;
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Ammo.DropAmount 12;
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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 UTRocketLauncher : UTWeapon
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{
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int loaded;
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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;
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Idle:
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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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}
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Wait;
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Fire:
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EBF1 ABCDEFGH 1;
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EBF2 ABCDEFGHIJK 1;
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EBF3 ABCDEFGHIJ 1;
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EBF4 ABCDEFGHIJK 1;
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EBF5 ABCDEFGHIJKLM 1;
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EBF6 ABCDEFGHIJKLMNOP 1;
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EBR1 ABCDEFG 1;
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EBR2 ABCDEFG 1;
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EBR3 ABCDEFG 1;
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EBR4 ABCDEFG 1;
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EBR5 ABCDEFG 1;
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EBL1 ABCDEFG 1;
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EBL2 ABCDEFG 1;
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EBL3 ABCDEFG 1;
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EBL4 ABCDEFG 1;
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EBL5 ABCDEFG 1;
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EBL6 ABCDEF 1;
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Goto Idle;
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Deselect:
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EBLD ABCDEFGHIJK 1;
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EBLD K 1 A_Lower(int.max);
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Wait;
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}
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}
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