Tweaked weapon offsets yet again so they look a bit nicer (especially scale-wise).
104 lines
1.5 KiB
Text
104 lines
1.5 KiB
Text
Class RifleAmmo : Ammo
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{
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Default
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{
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Tag "Box of Rifle Rounds";
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Inventory.PickupMessage "You picked up a Box of Rifle Rounds.";
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 50;
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Ammo.DropAmount 10;
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}
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States
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{
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Spawn:
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SBOX A -1;
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Stop;
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}
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}
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Class RifleAmmo2 : RifleAmmo
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{
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Default
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{
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Tag "Rifle Round";
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Inventory.PickupMessage "You got a Rifle Round.";
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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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SRND A -1;
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Stop;
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}
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}
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Class SniperRifle : UTWeapon
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{
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Default
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{
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Tag "Sniper Rifle";
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Inventory.PickupMessage "You got the Sniper Rifle.";
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Weapon.UpSound "sniper/select";
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Weapon.SlotNumber 0;
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Weapon.SelectionOrder 5;
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Weapon.AmmoType "RifleAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "RifleAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 8;
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}
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States
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{
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Spawn:
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SRFP A -1;
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Stop;
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SRFP B -1;
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Stop;
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Select:
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SRFS A 1 A_Raise(int.max);
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Wait;
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Ready:
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SRFS A 1;
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SRFS B 2;
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SRFS C 1;
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SRFS D 2;
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SRFS E 1;
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SRFS F 2;
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SRFS G 1;
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SRFS H 2;
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SRFS I 1;
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SRFS J 2;
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SRFS K 1;
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SRFS L 2;
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SRFS M 1;
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SRFS N 2;
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SRFS O 1;
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SRFS P 2;
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SRFS Q 1;
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Idle:
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SRFI 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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SRF1 ABCDEFGHIJ 2;
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Goto Idle;
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SRF2 ABCDEFGHIJ 2;
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Goto Idle;
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SRF3 ABCDEFGHIJ 2;
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Goto Idle;
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SRF4 ABCDEFGHIJ 2;
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Goto Idle;
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SRF5 ABCDEFGHIJ 2;
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Goto Idle;
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Deselect:
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SRFD ABCDEFG 2;
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SRFD G 1 A_Lower(int.max);
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Wait;
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}
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}
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