Makin' progress I guess. Just more models and sounds.
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25 changed files with 58 additions and 46 deletions
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@ -1,4 +1,4 @@
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### Unnamed Weapon / Bigman Gun
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### Unnamed Weapon / Bigman Gun / Demolisher
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- Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm
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going to repurpose it as pretty much that.
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@ -6,26 +6,30 @@
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various overlays from Mine.utx just for kicks.
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- It's big. Pretty much as big as a Redeemer, so you need two hands to use it.
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- Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil.
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- Came up with a name for it.
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- Ammo models were improvised by editing the unused sconce part of the Jclip1
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texture.
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### Bonesaw?
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### Bonesaw? / Razorclaw
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- The closest thing to whatever was described in the Unreal bible. Original
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model looked like it could spin, so I did just that.
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- Has "stab" (grab) and "slice" (spin) animations, close enough.
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- Bible describes a "Skaarj Blade" upgrade, guess since I'm using the
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Razorjack texture for them then it's already upgraded.
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- Also came up with a name for it.
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### Flame Gun
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### Flame Gun / Fireblaster
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- Changed up to not make it redundant since the Flamethrower is in too. It
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shoots fireballs, so it's more of a long range single shot weapon compared
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to the medium range dps barrage that is the flamethrower.
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- Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray"
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attack mercs do.
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- The original was supposed to have 900 max ammo, give 100 per pickup and use
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10 per shot. This is dumb so I'm dividing all of that by 10.
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- The model had no UV mapping so I improvised a lot. Thankfully Blender's
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texture paint helped for most of it.
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- New name given, "flame gun" sounds too placeholder-y.
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- Uses same ammo as flamethrower.
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### Flamethrower / Napalm Gun
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@ -43,6 +47,7 @@
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- Actually I made an alternate model with the old texture. It had some shape
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changes to accomodate for it. I still think the texture sucks. It should be
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switchable, just like how you can change weapon sprites in Smooth Doom.
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- Ammo is just a recolored explosive barrel.
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### Quadshot
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@ -71,25 +76,26 @@
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with an electricity texture.
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- The weapon will use two ammo types. One for individual gems, and another for
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the total charge of each gem (which will be used for the altfire).
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- This weapon is kind of OP, so it needs to be in the BFG replacement pool.
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- Supposedly meant to use the same ammo as the stinger, but... I'm giving it
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a separate one.
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### Stunner
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- This one can be used as-is.
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- Made a separate pickup model with holes filled.
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- Has a similar regenerating ammo as the dispersion pistol.
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### "Teleport gun"
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- Them teleport capsules.
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- Although I can leave this as-is I think I should change the hand.
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- Might also use the UT 220 model just for kicks, since it has an automag
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hand already. Would do it as an alternate skin, like the Flamethrower.
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### Old Automag
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### Old Automag / Proto Automag
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- Gotta decide on which version of the skin to use. I personally prefer the
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black one, as it'll difference it from the standard automag.
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- May want to change the hand (which will involve re-animating the gun, welp).
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At least doing that I have an excuse to fix some holes in the mesh.
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- Gun is re-animated in order to use the same hand as the final automag.
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- Uses the old black skin, but the off-hand gun when dual wielding will use
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the newer skin.
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### Sentry
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@ -114,3 +120,4 @@
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barrel one by one like it. Plus an alt-fire that shoots all four, of course.
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- This will be the Redeemer equivalent, so it needs to be powerful as heck but
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have a low ammo count.
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- No ammo pickups.
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23
Readme.md
23
Readme.md
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@ -18,27 +18,33 @@ This mod requires GZDoom 4.1.0 or later, and runs on top of Doom Tournament.
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## Planned
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- Implement Stinger behavior described in the Unreal Bible.
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- Dispersion Pistol (slot 1) (replaces fist)
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- Dispersion Pistol Powerup (replaces Berserk)
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- Automag (slot 2) (replaces pistol)
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- Dual Automags
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- ASMD (slot 4) (replaces shotgun)
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- Eightball (slot 5) (replaces rocket launcher)
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- Razorjack (slot 7) (replaces chaingun)
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- Make altfire actually seek where player is aiming
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- GES Bio Rifle (slot 8) (replaces plasma rifle)
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- Rifle (slot 9) (replaces plasma rifle)
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- Restored rapid fire
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- Restored flashlight
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- Minigun (slot 0) (replaces chaingun)
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- Stunner (slot 1) (replaces chainsaw)
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- "Bonesaw" (slot 1) (replaces chainsaw)
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- Translocator (slot 1)
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- Old Automag (slot 2) (replaces pistol)
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- Razorclaw (slot 1) (replaces chainsaw)
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- Teleport Capsule (slot 1)
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- Proto Automag (slot 2) (replaces pistol)
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- Dual Protomags
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- Quadshot (slot 3) (replaces super shotgun)
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- Peacemaker (slot 5) (rare spawn near backpack)
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- Impaler (slot 4) (replaces bfg9000)
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- Flamethrower (slot 8) (replaces bfg9000)
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- Flame Gun (slot 7) (replaces bfg9000)
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- Bigman Handgun (slot 5) (replaces bfg9000)
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- Autocannon (slot 7) (replaces bfg9000)
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- Impaler (slot 4) (replaces plasma rifle)
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- Flamethrower (slot 8) (replaces plasma rifle)
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- Fireblaster (slot 7) (replaces rocket launcher)
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- Demolisher (slot 9) (replaces bfg9000)
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- Autocannon (slot 0) (replaces bfg9000)
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- Amplifier (replaces berserk)
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- Armor (replaces blue armor)
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@ -62,7 +68,6 @@ This mod requires GZDoom 4.1.0 or later, and runs on top of Doom Tournament.
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- Dampener (rare spawn near backpack)
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- Motion Detector (replaces computer map)
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- Light/Dark Flare (given at start, infinite use)
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- Minigun Sentry (rare spawn near backpack)
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## Known bugs
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@ -51,7 +51,7 @@ STING_CBIZ = "Biz:";
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O_STINGER = "%o fue perforad@[ao_esp] por el Arma Aguijón de %k.";
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/* Pickup messages */
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I_STINGERAMMOL = "Has recogido ";
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I_STINGERAMMOR = " Fragmentos de Tarydium.";
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I_STINGERAMMOR = " fragmentos de Tarydium.";
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I_STINGER = "Has obtenido el Arma Aguijón.";
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I_TRANSLATOR = "Has obtenido el Traductor Universal.";
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/* Tags */
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@ -46,7 +46,7 @@ OptionMenu "UnrealCreditsMenu"
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StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy", "White"
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StaticText " "
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StaticText "$STING_CTHANK", "Gold"
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StaticText "KynikossDragonn, The Cutting Room Floor", "White"
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StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor", "White"
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StaticText " "
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StaticText "Unreal", "Red"
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StaticText " "
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BIN
models/BigGAmmoBox_a.3d
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models/BigGAmmoBox_a.3d
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models/BigGAmmoBox_d.3d
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models/BigGAmmoBox_d.3d
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models/BigGAmmoSingle_a.3d
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models/BigGAmmoSingle_a.3d
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models/BigGAmmoSingle_d.3d
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models/BigGAmmoSingle_d.3d
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models/BigGAmmo_a.3d
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models/BigGAmmo_a.3d
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models/BigGAmmo_d.3d
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models/BigGAmmo_d.3d
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models/BigGShellC_a.3d
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models/BigGShellC_a.3d
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models/BigGShellC_d.3d
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models/BigGShellC_d.3d
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models/OldAutomag.blend
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models/OldAutomag.blend
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models/OldAutomag.blend1
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models/OldAutomag.blend1
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sounds/OldASel.ogg
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sounds/OldASel.ogg
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sounds/StunChrg.ogg
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sounds/StunChrg.ogg
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sounds/StunFire.ogg
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sounds/StunFire.ogg
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sounds/StunSel.ogg
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sounds/StunSel.ogg
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sounds/beam.ogg
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sounds/beam.ogg
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GameInfo
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{
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AddEventHandlers = "UnrealMainHandler", "UnrealStaticHandler"
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PlayerClasses = "UPlayerMale1", "UPlayerMale2", "UPlayerMale3", "UPlayerFemale1", "UPlayerFemale2"
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PlayerClasses = "UPlayerFemale1", "UPlayerFemale2", "UPlayerMale1", "UPlayerMale2", "UPlayerMale3"
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StatusBarClass = "UnrealHud"
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BorderFlat = "Border"
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BackpackType = "UnrealBackpack"
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@ -158,6 +158,28 @@ Class UPlayer : UTPlayer
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}
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}
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Class UPlayerFemale1 : UPlayer
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{
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Default
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{
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Player.SoundClass "ufemale";
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Player.DisplayName "$N_FEMALE1";
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Player.Portrait "";
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UTPlayer.VoiceType VOICE_FemaleTwo;
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-NOMENU;
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}
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}
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Class UPlayerFemale2 : UPlayer
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{
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Default
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{
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Player.SoundClass "ufemale";
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Player.DisplayName "$N_FEMALE2";
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Player.Portrait "";
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UTPlayer.VoiceType VOICE_FemaleOne;
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-NOMENU;
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}
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}
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Class UPlayerMale1 : UPlayer
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{
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Default
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-NOMENU;
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}
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}
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Class UPlayerFemale1 : UPlayer
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{
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Default
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{
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Player.SoundClass "ufemale";
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Player.DisplayName "$N_FEMALE1";
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Player.Portrait "";
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UTPlayer.VoiceType VOICE_FemaleTwo;
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-NOMENU;
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}
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}
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Class UPlayerFemale2 : UPlayer
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{
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Default
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{
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Player.SoundClass "ufemale";
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Player.DisplayName "$N_FEMALE2";
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Player.Portrait "";
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UTPlayer.VoiceType VOICE_FemaleOne;
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-NOMENU;
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}
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}
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Class UnrealInventory : Inventory
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{
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{
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if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
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{
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/*if ( !Random[Replacements](0,3) ) e.Replacement = 'Enforcer';
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/*if ( !Random[Replacements](0,3) ) e.Replacement = 'Automag';
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else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger';
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/*else e.Replacement = 'ShockRifle';*/
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/*else e.Replacement = 'ASMD';*/
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}
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else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
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{
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/*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon';
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/*else e.Replacement = 'UTRocketLauncher';*/
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/*else e.Replacement = 'Eightball';*/
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}
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else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack';
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}
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