Implemented Autocannon.
Assortment of tweaks to other things.
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f6ed8c5281
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19 changed files with 316 additions and 54 deletions
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@ -8,7 +8,7 @@ Class BigAmmo : Ammo
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Inventory.Amount 10;
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Inventory.MaxAmount 12;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 24;
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Ammo.BackpackMaxAmount 20;
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Ammo.DropAmount 10;
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Inventory.RespawnTics 2100;
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+INVENTORY.IGNORESKILL;
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@ -131,6 +131,7 @@ Class BigBlast : Actor
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A_Explode(50+special1,150);
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A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
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A_PlaySound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
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A_SprayDecal("RazorBlast",-172);
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UTMainHandler.DoBlast(self,150,80000);
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let r = Spawn("FatRing",pos);
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r.angle = angle;
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@ -364,17 +365,6 @@ Class BigGun : UnrealWeapon
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s.alpha *= 0.6;
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}
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}
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action void A_BigRefire( statelabel flash = null )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap || !player ) return;
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if ( invoker.clipcount <= 0 )
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{
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A_ClearRefire();
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return;
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}
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A_Refire(flash);
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}
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action bool A_BigCheckForReload( bool bDryFire = false )
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{
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let weap = Weapon(invoker);
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@ -481,6 +471,7 @@ Class BigGun : UnrealWeapon
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BIGF DEF 2;
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BIGF G 2 A_Eject();
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BIGF HIJKLMNOP 2;
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BIGI A 0 A_Refire("Fire");
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Goto Idle;
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AltFire:
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BIGF A 0
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@ -495,9 +486,9 @@ Class BigGun : UnrealWeapon
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BIGF DEF 1;
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BIGF G 1 A_Eject();
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BIGF HIJK 1;
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BIGF L 0 A_BigRefire(1);
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BIGF L 0 A_Refire(1);
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Goto AltRelease;
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BIGF L 1;
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BIGF L 1 A_JumpIf(invoker.clipcount<=0,"AltRelease");
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Goto AltHold;
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AltRelease:
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BIGF LMNOP 3;
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@ -515,6 +506,7 @@ Class BigGun : UnrealWeapon
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Reload:
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BIGR A 0
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{
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A_ClearRefire();
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A_Overlay(-9999,"Null");
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0,10,SWING_Spring,70,0.8);
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}
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@ -570,6 +562,9 @@ Class BigGun : UnrealWeapon
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BGMF A 2 Bright
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{
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let l = Spawn("SniperLight",pos);
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l.args[0] = 255;
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l.args[1] = 176;
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l.args[2] = 16;
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l.target = self;
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}
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Stop;
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