1.1 release:
- Hexen compatibility (Combiner Patch will be updated soon). - Environment Map shader fixes from Doom Tournament. - Buffed Stunner so it's actually useful. This goes against what the Unreal Bible indicated but whatever, the weapon would be useless otherwise. - "Superweapons" now have +ALWAYSPICKUP for consistency. - Sneaky Strife stuff: - Dispersion Pistol and Stunner have reduced alert radius. - Rename Peacemaker sprites to avoid conflict with peasant sprites.
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693933ebfb
commit
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16 changed files with 339 additions and 281 deletions
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@ -157,7 +157,7 @@ Class PeaceRocket : Actor
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States
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{
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Spawn:
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PEAR A 1
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PEMR A 1
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{
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roll += 5.;
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A_SeekTargets();
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@ -340,10 +340,10 @@ Class PeaceBarrel : Actor
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States
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{
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Spawn:
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PEAM A -1;
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PEMM A -1;
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Stop;
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Bounce:
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PEAM A 0
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PEMM A 0
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{
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if ( BlockingFloor ) A_AlignSelf();
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else pitch = roll = 0;
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@ -351,59 +351,59 @@ Class PeaceBarrel : Actor
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}
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Goto Spawn;
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Death:
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PEAM A 1 A_CheckFloor(1);
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PEMM A 1 A_CheckFloor(1);
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Wait;
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PEAM A 4 A_AlignSelf();
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PEAM A 35
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PEMM A 4 A_AlignSelf();
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PEMM A 35
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{
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A_PlaySound((special1<=0)?"eightball/seeklost":"eightball/seeklock",CHAN_AUTO);
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A_AlertMonsters();
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return A_JumpIf(--special1<0,1);
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}
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Wait;
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PEAM A 0 A_JumpIf(bAMBUSH,"Detonate");
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PEAM A 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEAM B 3;
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PEAM C 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEAM D 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEAM E 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEAM F 3
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PEMM A 0 A_JumpIf(bAMBUSH,"Detonate");
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PEMM A 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM B 3;
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PEMM C 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM D 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM E 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM F 3
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{
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A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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}
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PEAM G 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEAM H 3
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PEMM G 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM H 3
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{
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A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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}
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PEAM I 3;
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PEAM J 3
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PEMM I 3;
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PEMM J 3
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{
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A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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}
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PEAM K 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEAM L 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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PEAM M 3;
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PEAM N 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEAM OPQ 3;
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PEAM R 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEAM STU 3;
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PEAM V 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEAM XYZ[\] 3;
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PEAM ] 35;
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PEAM ] 0 A_FireRocket(0);
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PEAL A 20;
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PEAL A 0 A_FireRocket(1);
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PEAL B 20;
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PEAL B 0 A_FireRocket(2);
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PEAL C 20;
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PEAL C 0 A_FireRocket(3);
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PEAL D 20;
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PEMM K 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEMM L 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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PEMM M 3;
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PEMM N 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEMM OPQ 3;
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PEMM R 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEMM STU 3;
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PEMM V 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEMM XYZ[\] 3;
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PEMM ] 35;
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PEMM ] 0 A_FireRocket(0);
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PEML A 20;
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PEML A 0 A_FireRocket(1);
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PEML B 20;
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PEML B 0 A_FireRocket(2);
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PEML C 20;
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PEML C 0 A_FireRocket(3);
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PEML D 20;
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Detonate:
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PEAM A 20;
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PEMM A 20;
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BlowUp:
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TNT1 A 0 A_BlowUp();
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SSMX ABCDEFGHIJ 2 Bright;
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@ -492,19 +492,19 @@ Class Peacemaker : UnrealWeapon
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States
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{
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Spawn:
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PEAP A -1;
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PEMP A -1;
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Stop;
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PEAP B -1;
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PEMP B -1;
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Stop;
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Select:
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PEAS A 1 A_Raise(int.max);
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PEMS A 1 A_Raise(int.max);
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Wait;
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Ready:
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PEAS ABCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE);
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PEAS K 0 A_PlaySound("peace/up",CHAN_ITEM,.4);
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PEAS KLMNOPQRST 2 A_WeaponReady(WRF_NOFIRE);
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PEMS ABCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE);
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PEMS K 0 A_PlaySound("peace/up",CHAN_ITEM,.4);
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PEMS KLMNOPQRST 2 A_WeaponReady(WRF_NOFIRE);
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Idle:
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PEAI A 1
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PEMI A 1
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{
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A_CheckReload();
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A_WeaponReady();
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@ -522,45 +522,45 @@ Class Peacemaker : UnrealWeapon
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}
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Wait;
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Fire:
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PEAC A 1 A_StartCount();
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PEAC # 1 A_CountUp(1);
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PEMC A 1 A_StartCount();
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PEMC # 1 A_CountUp(1);
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Wait;
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PEAF ABCD 2;
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PEAF E 0
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PEMF ABCD 2;
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PEMF E 0
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{
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A_PlaySound("peace/down",CHAN_ITEM,.4);
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UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
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}
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PEAF EFG 2;
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PEAF H 0
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PEMF EFG 2;
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PEMF H 0
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{
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UTMainHandler.DoSwing(self,(FRandom[Peace](0.08,0.12),FRandom[Peace](-1.2,-0.9)),4,0,6,SWING_Spring,3,1.5);
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}
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PEAF HI 2; // hello
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PEAF I -1 A_PeacemakerThrow();
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PEMF HI 2; // hello
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PEMF I -1 A_PeacemakerThrow();
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Stop;
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AltFire:
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PEAC A 1 A_StartCount();
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PEAC # 1 A_CountUp(1);
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PEMC A 1 A_StartCount();
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PEMC # 1 A_CountUp(1);
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Wait;
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PEAF ABCD 2;
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PEAF E 0
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PEMF ABCD 2;
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PEMF E 0
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{
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A_PlaySound("peace/down",CHAN_ITEM,.4);
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UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
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}
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PEAF EFG 2;
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PEAF H 0
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PEMF EFG 2;
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PEMF H 0
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{
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UTMainHandler.DoSwing(self,(FRandom[Peace](0.08,0.12),FRandom[Peace](-1.2,-0.9)),4,0,6,SWING_Spring,3,1.5);
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}
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PEAF HI 2; // howdy
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PEAF I -1 A_PeacemakerThrow(true);
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PEMF HI 2; // howdy
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PEMF I -1 A_PeacemakerThrow(true);
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Stop;
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Deselect:
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PEAD A 0 A_JumpIfNoAmmo("EmptyDeselect");
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PEAD ABCDEFGHI 1;
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PEAD J 1 A_Lower(int.max);
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PEMD A 0 A_JumpIfNoAmmo("EmptyDeselect");
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PEMD ABCDEFGHI 1;
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PEMD J 1 A_Lower(int.max);
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EmptyDeselect:
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TNT1 A 1 A_Lower(int.max);
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Wait;
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