Quadshot implemented. Moving on to the other weapons.
This commit is contained in:
parent
642388e31b
commit
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8 changed files with 605 additions and 19 deletions
24
Readme.md
24
Readme.md
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@ -30,6 +30,7 @@ Doom Tournament (currently the devel branch is required).
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- Restored flashlight
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- Restored flashlight
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- Minigun (slot 0) (replaces chaingun)
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- Minigun (slot 0) (replaces chaingun)
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- SMP 7243 (slot 0) (replaces bfg9000)
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- SMP 7243 (slot 0) (replaces bfg9000)
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- Quadshot (slot 3) (replaces shotguns)
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- Backpack (replaces backpack, identical to Doom Tournament version)
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- Backpack (replaces backpack, identical to Doom Tournament version)
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- Unreal 1 HUD
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- Unreal 1 HUD
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- Translator (has to be spawned in, since it would only be useful for mappers)
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- Translator (has to be spawned in, since it would only be useful for mappers)
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@ -62,23 +63,26 @@ Doom Tournament (currently the devel branch is required).
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## In progress
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## In progress
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- N/A
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## Planned
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- Stunner (slot 4) (replaces chainsaw)
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- Razorclaw (slot 1) (replaces chainsaw)
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- Razorclaw (slot 1) (replaces chainsaw)
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- Teleport Capsules (slot 1)
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- Teleport Capsules (slot 1)
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- Protomag (slot 2) (replaces pistol)
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- Protomag (slot 2) (replaces pistol)
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- Dual Protomags
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- Dual Protomags
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- Quadshot (slot 3) (replaces shotguns)
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- Stunner (slot 4) (replaces chainsaw)
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- Peacemaker (slot 8) (rare spawn in backpacks)
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- Impaler (slot 7) (replaces plasma rifle)
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- Flamethrower (slot 6) (replaces plasma rifle)
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- Fireblaster (slot 5) (replaces rocket launcher)
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- Fireblaster (slot 5) (replaces rocket launcher)
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- Flamethrower (slot 6) (replaces plasma rifle)
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- Impaler (slot 7) (replaces plasma rifle)
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- Peacemaker (slot 8) (rare spawn in backpacks)
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- Demolisher (slot 9) (replaces bfg9000)
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- Demolisher (slot 9) (replaces bfg9000)
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- Autocannon (slot 0) (replaces bfg9000)
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- Autocannon (slot 0) (replaces bfg9000)
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## Planned
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- RTNP add-on
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- Monster pack (someday)
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- Map pack (maybe? who knows)
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## Known bugs
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## Known bugs
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- N/A
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- The Quadshot dry-firing and being unable to reload when you have less than 4
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shells left is intentional. In theory this shouldn't happen anyway as all
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ammo is in multiples of 4. Usually cheats and scripts would cause this.
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@ -22,6 +22,23 @@ Model "UShells2"
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FrameIndex QAMO A 0 0
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FrameIndex QAMO A 0 0
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}
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}
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Model "QCasing"
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{
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Path "models"
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Model 0 "QShell_d.3d"
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Skin 0 "JQuadAm2.png"
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Scale 0.03 -0.03 0.036
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AngleOffset 90
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ZOffset 1
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USEACTORPITCH
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USEACTORROLL
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DONTCULLBACKFACES
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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FrameIndex PCAS A 0 0
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}
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Model "Quadshot"
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Model "Quadshot"
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{
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{
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Path "models"
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Path "models"
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@ -31,9 +48,253 @@ Model "Quadshot"
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AngleOffset -90
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AngleOffset -90
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Scale 0.08 -0.08 0.096
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Scale 0.08 -0.08 0.096
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FrameIndex QUAP B 1 0
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FrameIndex QSPK B 1 0
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ZOffset 12
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ZOffset 12
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ROTATING
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ROTATING
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FrameIndex QUAP A 1 0
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FrameIndex QSPK A 1 0
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}
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Model "Quadshot"
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{
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Path "models"
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Model 2 "Flat_d.3d"
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Skin 2 "QuadMuz.png"
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AngleOffset 90
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Scale 0.07 0.07 0.07
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Offset 9.5 -50 -7
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FrameIndex QFLA A 2 0
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Scale 0.12 0.12 0.12
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Offset 9.5 -50 -8
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FrameIndex QFLA B 2 0
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}
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// Way too many goddamn frames on this even though I actually reduced them
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Model "Quadshot"
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{
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Path "models"
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Model 0 "QuadShot_d.3d"
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SurfaceSkin 0 0 "GunPick1.png"
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SurfaceSkin 0 1 "Automa1.png"
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SurfaceSkin 0 2 "JQuadAm1.png"
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AngleOffset -90
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Scale 0.32 -0.32 0.32
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Offset 12 -24 -14
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// Idle
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FrameIndex QUAI A 0 0
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FrameIndex QUAI B 0 1
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FrameIndex QUAI C 0 2
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FrameIndex QUAI D 0 3
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FrameIndex QUAI E 0 4
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// Twiddle
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FrameIndex QUAT A 0 5
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FrameIndex QUAT B 0 6
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FrameIndex QUAT C 0 7
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FrameIndex QUAT D 0 8
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FrameIndex QUAT E 0 9
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FrameIndex QUAT F 0 10
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FrameIndex QUAT G 0 11
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FrameIndex QUAT H 0 12
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FrameIndex QUAT I 0 13
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FrameIndex QUAT J 0 14
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FrameIndex QUAT K 0 15
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FrameIndex QUAT L 0 16
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FrameIndex QUAT M 0 17
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FrameIndex QUAT N 0 18
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FrameIndex QUAT O 0 19
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FrameIndex QUAT P 0 20
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FrameIndex QUAT Q 0 21
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FrameIndex QUAT R 0 22
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FrameIndex QUAT S 0 23
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FrameIndex QUAT T 0 24
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FrameIndex QUAT U 0 25
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// Select
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FrameIndex QUAS A 0 26
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FrameIndex QUAS B 0 27
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FrameIndex QUAS C 0 28
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FrameIndex QUAS D 0 29
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FrameIndex QUAS E 0 30
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FrameIndex QUAS F 0 31
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FrameIndex QUAS G 0 32
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FrameIndex QUAS H 0 33
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FrameIndex QUAS I 0 34
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FrameIndex QUAS J 0 35
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FrameIndex QUAS K 0 36
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// Down
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FrameIndex QUAD A 0 36
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FrameIndex QUAD B 0 37
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FrameIndex QUAD C 0 38
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FrameIndex QUAD D 0 39
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FrameIndex QUAD E 0 40
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FrameIndex QUAD F 0 41
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FrameIndex QUAD G 0 42
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FrameIndex QUAD H 0 43
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// Fire
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FrameIndex QUAF A 0 44
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FrameIndex QUAF B 0 45
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FrameIndex QUAF C 0 46
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FrameIndex QUAF D 0 47
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FrameIndex QUAF E 0 48
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FrameIndex QUAF F 0 49
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FrameIndex QUAF G 0 50
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FrameIndex QUAF H 0 51
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FrameIndex QUAF I 0 52
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FrameIndex QUAF J 0 53
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FrameIndex QUAF K 0 54
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// Pump
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FrameIndex QUAP A 0 54
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FrameIndex QUAP B 0 55
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FrameIndex QUAP C 0 56
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FrameIndex QUAP D 0 57
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FrameIndex QUAP E 0 58
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FrameIndex QUAP F 0 59
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FrameIndex QUAP G 0 60
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FrameIndex QUAP H 0 61
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FrameIndex QUAP I 0 62
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FrameIndex QUAP J 0 63
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FrameIndex QUAP K 0 64
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FrameIndex QUAP L 0 65
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FrameIndex QUAP M 0 66
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FrameIndex QUAP N 0 67
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FrameIndex QUAP O 0 68
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FrameIndex QUAP P 0 69
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FrameIndex QUAP Q 0 70
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FrameIndex QUAP R 0 71
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FrameIndex QUAP S 0 72
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FrameIndex QUAP T 0 73
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FrameIndex QUAP U 0 74
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FrameIndex QUAP V 0 75
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FrameIndex QUAP W 0 76
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FrameIndex QUAP X 0 77
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FrameIndex QUAP Y 0 78
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FrameIndex QUAP Z 0 79
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FrameIndex QUAP [ 0 80
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FrameIndex QUAP \ 0 81
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// AltFire
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FrameIndex QUAA A 0 82
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FrameIndex QUAA B 0 83
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FrameIndex QUAA C 0 84
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FrameIndex QUAA D 0 85
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FrameIndex QUAA E 0 86
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FrameIndex QUAA F 0 87
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FrameIndex QUAA G 0 88
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FrameIndex QUAA H 0 89
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FrameIndex QUAA I 0 90
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FrameIndex QUAA J 0 91
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FrameIndex QUAA K 0 92
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FrameIndex QUAA L 0 93
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FrameIndex QUAA M 0 94
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FrameIndex QUAA N 0 95
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FrameIndex QUAA O 0 96
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FrameIndex QUAA P 0 97
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FrameIndex QUAA Q 0 98
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FrameIndex QUAA R 0 99
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FrameIndex QUAA S 0 100
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// Reload
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FrameIndex QUAR A 0 101
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FrameIndex QUAR B 0 102
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FrameIndex QUAR C 0 103
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FrameIndex QUAR D 0 104
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FrameIndex QUAR E 0 105
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FrameIndex QUAR F 0 106
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FrameIndex QUAR G 0 107
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FrameIndex QUAR H 0 108
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FrameIndex QUAR I 0 109
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FrameIndex QUAR J 0 110
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FrameIndex QUAR K 0 111
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FrameIndex QUAR L 0 112 // open
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FrameIndex QUAR M 0 113
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FrameIndex QUAR N 0 114
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FrameIndex QUAR O 0 115
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FrameIndex QUAR P 0 116
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FrameIndex QUAR Q 0 117
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FrameIndex QUAR R 0 118
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FrameIndex QUAR S 0 119
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FrameIndex QUAR T 0 120
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FrameIndex QUAR U 0 121
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FrameIndex QUAR V 0 122 // drop
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FrameIndex QUAR W 0 123
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FrameIndex QUAR X 0 124
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FrameIndex QUAR Y 0 125
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FrameIndex QUAR Z 0 126
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FrameIndex QUAR [ 0 127
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FrameIndex QUAR \ 0 128
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FrameIndex QUAR ] 0 129
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FrameIndex QUR2 A 0 130
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FrameIndex QUR2 B 0 131
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FrameIndex QUR2 C 0 132
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FrameIndex QUR2 D 0 133
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FrameIndex QUR2 E 0 134
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FrameIndex QUR2 F 0 135
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FrameIndex QUR2 G 0 136
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FrameIndex QUR2 H 0 137
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FrameIndex QUR2 I 0 138
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FrameIndex QUR2 J 0 139
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FrameIndex QUR2 K 0 140
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FrameIndex QUR2 L 0 141
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FrameIndex QUR2 M 0 142
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FrameIndex QUR2 N 0 143
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FrameIndex QUR2 O 0 144
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FrameIndex QUR2 P 0 145
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FrameIndex QUR2 Q 0 146
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FrameIndex QUR2 R 0 147
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FrameIndex QUR2 S 0 148 // load
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FrameIndex QUR2 T 0 149
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FrameIndex QUR2 U 0 150
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FrameIndex QUR2 V 0 151
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FrameIndex QUR2 W 0 152
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FrameIndex QUR2 X 0 153
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FrameIndex QUR2 Y 0 154
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FrameIndex QUR2 Z 0 155
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FrameIndex QUR2 [ 0 156
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FrameIndex QUR2 \ 0 157
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FrameIndex QUR2 ] 0 158
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FrameIndex QUR3 A 0 159
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FrameIndex QUR3 B 0 160
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FrameIndex QUR3 C 0 161
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FrameIndex QUR3 D 0 162
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FrameIndex QUR3 E 0 163
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FrameIndex QUR3 F 0 164
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FrameIndex QUR3 G 0 165
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FrameIndex QUR3 H 0 166
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FrameIndex QUR3 I 0 167
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FrameIndex QUR3 J 0 168
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FrameIndex QUR3 K 0 169
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FrameIndex QUR3 L 0 170
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FrameIndex QUR3 M 0 171
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FrameIndex QUR3 N 0 172
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FrameIndex QUR3 O 0 173
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FrameIndex QUR3 P 0 174 // load
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FrameIndex QUR3 Q 0 175
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FrameIndex QUR3 R 0 176
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FrameIndex QUR3 S 0 177
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FrameIndex QUR3 T 0 178
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FrameIndex QUR3 U 0 179
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FrameIndex QUR3 V 0 180
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FrameIndex QUR3 W 0 181
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FrameIndex QUR3 X 0 182
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FrameIndex QUR3 Y 0 183
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FrameIndex QUR3 Z 0 184
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FrameIndex QUR3 [ 0 185
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FrameIndex QUR3 \ 0 186
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FrameIndex QUR3 ] 0 187
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FrameIndex QUR4 A 0 188
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FrameIndex QUR4 B 0 189
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FrameIndex QUR4 C 0 190
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FrameIndex QUR4 D 0 191
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FrameIndex QUR4 E 0 192
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FrameIndex QUR4 F 0 193 // close
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FrameIndex QUR4 G 0 194
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FrameIndex QUR4 H 0 195
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FrameIndex QUR4 I 0 196
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FrameIndex QUR4 J 0 197
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FrameIndex QUR4 K 0 198
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FrameIndex QUR4 L 0 199
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FrameIndex QUR4 M 0 200
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FrameIndex QUR4 N 0 201
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FrameIndex QUR4 O 0 202
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FrameIndex QUR4 P 0 203
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FrameIndex QUR4 Q 0 204
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}
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}
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Binary file not shown.
Binary file not shown.
20
sndinfo.txt
20
sndinfo.txt
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@ -229,6 +229,26 @@ umini/fire regf1
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umini/altfire altf1
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umini/altfire altf1
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umini/unwind windd2
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umini/unwind windd2
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quadshot/select quadsel
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quadshot/fire quadfire
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quadshot/alt quadalt
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quadshot/pump1 qpump1
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quadshot/pump2 qpump2
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quadshot/open quadopen
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quadshot/load1 quadloa1
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quadshot/load2 quadloa2
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quadshot/load3 quadloa3
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quadshot/load4 quadloa4
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$random quadshot/load { quadshot/load1 quadshot/load2 quadshot/load3 quadshot/load4 }
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quadshot/close quadclos
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quadshot/shell1 qshell1
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quadshot/shell2 qshell2
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quadshot/shell3 qshell3
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quadshot/shell4 qshell4
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quadshot/shell5 qshell5
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quadshot/shell6 qshell6
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$random quadshot/shell { quadshot/shell1 quadshot/shell2 quadshot/shell3 quadshot/shell4 quadshot/shell5 quadshot/shell6 }
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translator/event transa3
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translator/event transa3
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detector/start detact
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detector/start detact
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@ -1,3 +1,3 @@
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Sprite "QAMOA0",1,1{}
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Sprite "QAMOA0",1,1{}
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Sprite "QUAPA0",1,1{}
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Sprite "QSPKA0",1,1{}
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Sprite "QUASA0",1,1{}
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Sprite "QUASA0",1,1{}
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@ -2,9 +2,9 @@ Class Betamag : UnrealWeapon
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{
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{
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Default
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Default
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{
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{
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Tag "$T_BETAMAG";
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Tag "$T_PROTOMAG";
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Inventory.Icon "I_ClipAm";
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Inventory.Icon "I_ClipAm";
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Inventory.PickupMessage "$I_BETAMAG";
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Inventory.PickupMessage "$I_PROTOMAG";
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Inventory.MaxAmount 1;
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Inventory.MaxAmount 1;
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Inventory.InterHubAmount 2;
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Inventory.InterHubAmount 2;
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Weapon.UpSound "betamag/select";
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Weapon.UpSound "betamag/select";
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@ -6,9 +6,9 @@ Class UShells : Ammo
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Inventory.Icon "I_ShotSh";
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Inventory.Icon "I_ShotSh";
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Inventory.PickupMessage "";
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Inventory.PickupMessage "";
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Inventory.Amount 12;
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Inventory.Amount 12;
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Inventory.MaxAmount 60;
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Inventory.MaxAmount 48;
|
||||||
Ammo.BackpackAmount 12;
|
Ammo.BackpackAmount 12;
|
||||||
Ammo.BackpackMaxAmount 120;
|
Ammo.BackpackMaxAmount 96;
|
||||||
Ammo.DropAmount 6;
|
Ammo.DropAmount 6;
|
||||||
}
|
}
|
||||||
override String PickupMessage()
|
override String PickupMessage()
|
||||||
|
|
@ -37,10 +37,211 @@ Class UShells2 : UShells
|
||||||
|
|
||||||
Class QCasing : UCasing
|
Class QCasing : UCasing
|
||||||
{
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
BounceSound "quadshot/shell";
|
||||||
|
}
|
||||||
|
override void PostBeginPlay()
|
||||||
|
{
|
||||||
|
Super.PostBeginPlay();
|
||||||
|
heat = 0.; // no smoke
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Class QuadshotTracer : LineTracer
|
||||||
|
{
|
||||||
|
Actor ignoreme;
|
||||||
|
|
||||||
|
override ETraceStatus TraceCallback()
|
||||||
|
{
|
||||||
|
if ( Results.HitType == TRACE_HitActor )
|
||||||
|
{
|
||||||
|
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
|
||||||
|
if ( Results.HitActor.bSHOOTABLE )
|
||||||
|
{
|
||||||
|
int amt = FlakAccumulator.GetAmount(Results.HitActor);
|
||||||
|
// getgibhealth isn't clearscope, fuck
|
||||||
|
int gibhealth = -int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor);
|
||||||
|
if ( Results.HitActor.GibHealth != int.min ) gibhealth = -abs(Results.HitActor.GibHealth);
|
||||||
|
// go through actors that are already gibbed
|
||||||
|
if ( Results.HitActor.health-amt <= gibhealth ) return TRACE_Skip;
|
||||||
|
return TRACE_Stop;
|
||||||
|
}
|
||||||
|
return TRACE_Skip;
|
||||||
|
}
|
||||||
|
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
|
||||||
|
{
|
||||||
|
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
|
||||||
|
return TRACE_Stop;
|
||||||
|
return TRACE_Skip;
|
||||||
|
}
|
||||||
|
return TRACE_Stop;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Class QuadShot : UnrealWeapon
|
Class QuadShot : UnrealWeapon
|
||||||
{
|
{
|
||||||
|
int clipcount;
|
||||||
|
QuadshotTracer t;
|
||||||
|
|
||||||
|
action void ProcessTraceHit( Linetracer t )
|
||||||
|
{
|
||||||
|
if ( t.Results.HitType == TRACE_HitActor )
|
||||||
|
{
|
||||||
|
int dmg = Random[Quadshot](8,12);
|
||||||
|
FlakAccumulator.Accumulate(t.Results.HitActor,dmg,invoker,self,'shot');
|
||||||
|
double mm = 2400;
|
||||||
|
UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector+(0,0,0.025),mm*FRandom[Quadshot](0.4,1.2));
|
||||||
|
if ( t.Results.HitActor.bNOBLOOD )
|
||||||
|
{
|
||||||
|
let p = Spawn("BulletImpact",t.Results.HitPos);
|
||||||
|
p.scale *= FRandom[Quadshot](0.2,0.4);
|
||||||
|
p.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x)+180;
|
||||||
|
p.pitch = asin(t.Results.HitVector.z);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
t.Results.HitActor.TraceBleed(dmg,self);
|
||||||
|
t.Results.HitActor.SpawnBlood(t.Results.HitPos,atan2(t.Results.HitVector.y,t.Results.HitVector.x)+180,dmg);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if ( t.Results.HitType != TRACE_HitNone )
|
||||||
|
{
|
||||||
|
Vector3 hitnormal = -t.Results.HitVector;
|
||||||
|
if ( t.Results.HitType == TRACE_HitFloor )
|
||||||
|
{
|
||||||
|
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.top.Normal;
|
||||||
|
else hitnormal = t.Results.HitSector.floorplane.Normal;
|
||||||
|
}
|
||||||
|
else if ( t.Results.HitType == TRACE_HitCeiling )
|
||||||
|
{
|
||||||
|
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.bottom.Normal;
|
||||||
|
else hitnormal = t.Results.HitSector.ceilingplane.Normal;
|
||||||
|
}
|
||||||
|
else if ( t.Results.HitType == TRACE_HitWall )
|
||||||
|
{
|
||||||
|
hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
|
||||||
|
if ( !t.Results.Side ) hitnormal *= -1;
|
||||||
|
}
|
||||||
|
let p = Spawn("BulletImpact",t.Results.HitPos+hitnormal*0.01);
|
||||||
|
p.scale *= FRandom[Quadshot](0.2,0.4);
|
||||||
|
p.angle = atan2(hitnormal.y,hitnormal.x);
|
||||||
|
p.pitch = asin(-hitnormal.z);
|
||||||
|
if ( t.Results.HitLine ) t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
action void A_QuadshotFire( bool bAlt = false )
|
||||||
|
{
|
||||||
|
Weapon weap = Weapon(invoker);
|
||||||
|
if ( !weap ) return;
|
||||||
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||||
|
if ( bAlt && (invoker.clipcount > 2) )
|
||||||
|
{
|
||||||
|
// fall back to normal fire strength
|
||||||
|
player.SetPSprite(PSP_WEAPON,invoker.FindState("Fire"));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Vector3 x, y, z, x2, y2, z2;
|
||||||
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2);
|
||||||
|
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
||||||
|
double a, s;
|
||||||
|
Vector3 dir;
|
||||||
|
FLineTraceData d;
|
||||||
|
if ( bAlt )
|
||||||
|
{
|
||||||
|
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
||||||
|
A_PlaySound("quadshot/alt",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
|
||||||
|
A_PlaySound("quadshot/alt",CHAN_7,!Dampener.Active(self)?1.:.2);
|
||||||
|
double spread = (4-invoker.clipcount);
|
||||||
|
for ( int i=invoker.clipcount; i<4; i++ )
|
||||||
|
{
|
||||||
|
for ( int i=0; i<3; i++ )
|
||||||
|
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](2,4),FRandom[Quadshot](-0.2,0.5),Random[Quadshot](3,4),SWING_Spring,Random[Quadshot](1,6),FRandom[Quadshot](0.8,1.4));
|
||||||
|
weap.DepleteAmmo(weap.bAltFire,true,1);
|
||||||
|
for ( int i=0; i<10; i++ )
|
||||||
|
{
|
||||||
|
a = FRandom[Quadshot](0,360);
|
||||||
|
s = FRandom[Quadshot](0,0.09+0.05*spread);
|
||||||
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||||
|
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
|
||||||
|
invoker.t.ignoreme = self;
|
||||||
|
invoker.t.Trace(origin,CurSector,dir,10000,0);
|
||||||
|
ProcessTraceHit(invoker.t);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
vel += (0,0,(0.3+0.3*spread))-x*(1.5+1.1*spread);
|
||||||
|
invoker.clipcount = 4;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
||||||
|
A_PlaySound("quadshot/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
|
||||||
|
A_PlaySound("quadshot/fire",CHAN_7,!Dampener.Active(self)?1.:.2);
|
||||||
|
for ( int i=0; i<3; i++ )
|
||||||
|
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](2,3),FRandom[Quadshot](-0.2,0.5),Random[Quadshot](2,3),SWING_Spring,Random[Quadshot](0,3),FRandom[Quadshot](0.8,1.4));
|
||||||
|
weap.DepleteAmmo(weap.bAltFire,true,1);
|
||||||
|
for ( int i=0; i<10; i++ )
|
||||||
|
{
|
||||||
|
a = FRandom[Quadshot](0,360);
|
||||||
|
s = FRandom[Quadshot](0,0.08);
|
||||||
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||||
|
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
|
||||||
|
invoker.t.ignoreme = self;
|
||||||
|
invoker.t.Trace(origin,CurSector,dir,10000,0);
|
||||||
|
ProcessTraceHit(invoker.t);
|
||||||
|
}
|
||||||
|
vel += (0,0,0.3)-x*1.5;
|
||||||
|
invoker.clipcount++;
|
||||||
|
}
|
||||||
|
if ( bAlt ) A_Overlay(-2,"MuzzleFlashAlt");
|
||||||
|
else A_Overlay(-2,"MuzzleFlash");
|
||||||
|
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
||||||
|
A_OverlayRenderstyle(-2,STYLE_Add);
|
||||||
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
|
invoker.FireEffect();
|
||||||
|
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
|
||||||
|
int numpt = bAlt?40:15;
|
||||||
|
for ( int i=0; i<numpt; i++ )
|
||||||
|
{
|
||||||
|
let s = Spawn("UTStaticViewSmoke",origin);
|
||||||
|
UTViewSmoke(s).ofs = (10,2,-2);
|
||||||
|
UTViewSmoke(s).vvel += (FRandom[Quadshot](-0.05,0.25),FRandom[Quadshot](-0.3,0.3),FRandom[Sniper](-0.3,0.3));
|
||||||
|
s.target = self;
|
||||||
|
s.scale *= 1.2;
|
||||||
|
s.alpha *= 0.4;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
action void A_DropShells()
|
||||||
|
{
|
||||||
|
Vector3 x, y, z;
|
||||||
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4-y*8-z*8);
|
||||||
|
for ( int i=0; i<4; i++ )
|
||||||
|
{
|
||||||
|
let c = Spawn("QCasing",origin);
|
||||||
|
c.vel = x*FRandom[Junk](-1.5,0.25)-y*FRandom[Junk](1,4)-z*FRandom[Junk](1,4);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
action bool A_QuadshotCheckForReload( bool bDryFire = false )
|
||||||
|
{
|
||||||
|
let weap = Weapon(invoker);
|
||||||
|
if ( invoker.clipcount > 3 )
|
||||||
|
{
|
||||||
|
if ( weap.Ammo1.Amount > 3 )
|
||||||
|
{
|
||||||
|
player.SetPSprite(PSP_WEAPON,invoker.FindState("Reload"));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else if ( bDryFire )
|
||||||
|
{
|
||||||
|
player.SetPSprite(PSP_WEAPON,invoker.FindState("DryFire"));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
Default
|
Default
|
||||||
{
|
{
|
||||||
Tag "$T_QUADSHOT";
|
Tag "$T_QUADSHOT";
|
||||||
|
|
@ -59,9 +260,109 @@ Class QuadShot : UnrealWeapon
|
||||||
States
|
States
|
||||||
{
|
{
|
||||||
Spawn:
|
Spawn:
|
||||||
QUAP A -1;
|
QSPK A -1;
|
||||||
Stop;
|
Stop;
|
||||||
QUAP B -1;
|
QSPK B -1;
|
||||||
|
Stop;
|
||||||
|
Select:
|
||||||
|
QUAS A 1 A_Raise(int.max);
|
||||||
|
Wait;
|
||||||
|
Ready:
|
||||||
|
QUAS ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
|
||||||
|
Goto Idle;
|
||||||
|
Dummy:
|
||||||
|
TNT1 A 1
|
||||||
|
{
|
||||||
|
A_CheckReload();
|
||||||
|
if ( !A_QuadshotCheckForReload() )
|
||||||
|
A_WeaponReady();
|
||||||
|
}
|
||||||
|
Wait;
|
||||||
|
Idle:
|
||||||
|
QUAI A 0 A_Overlay(-9999,"Dummy");
|
||||||
|
QUAI A 50;
|
||||||
|
QUAI A 0 A_Jump(40,"Twiddle");
|
||||||
|
Goto Idle+1;
|
||||||
|
Twiddle:
|
||||||
|
#### # 2;
|
||||||
|
QUAT ABCDEFGHIJKLMNOPQRSTU 2;
|
||||||
|
Goto Idle+1;
|
||||||
|
Fire:
|
||||||
|
#### # 1
|
||||||
|
{
|
||||||
|
if ( !A_QuadshotCheckForReload(true) )
|
||||||
|
{
|
||||||
|
A_Overlay(-9999,"Null");
|
||||||
|
A_QuadshotFire();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
QUAF ABCDEFGHIJK 1;
|
||||||
|
Goto Pump;
|
||||||
|
DryFire:
|
||||||
|
#### # 1
|
||||||
|
{
|
||||||
|
A_Overlay(-9999,"Null");
|
||||||
|
A_PlaySound("automag/click",CHAN_WEAPON,Dampener.Active(self)?.05:.5);
|
||||||
|
}
|
||||||
|
QUAF AJK 2;
|
||||||
|
Goto Idle;
|
||||||
|
AltFire:
|
||||||
|
#### # 1
|
||||||
|
{
|
||||||
|
if ( !A_QuadshotCheckForReload(true) )
|
||||||
|
{
|
||||||
|
A_Overlay(-9999,"Null");
|
||||||
|
A_QuadshotFire(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
QUAA ABCDEFGHIJKLMNOPQRS 1;
|
||||||
|
Goto Idle;
|
||||||
|
Pump:
|
||||||
|
QUAP ABCD 1;
|
||||||
|
QUAP E 0 A_PlaySound("quadshot/pump1",CHAN_6,Dampener.Active(self)?.1:1.);
|
||||||
|
QUAP EFGHIJKLM 1;
|
||||||
|
QUAP N 0 A_PlaySound("quadshot/pump2",CHAN_6,Dampener.Active(self)?.1:1.);
|
||||||
|
QUAP NOPQRSTUVWXYZ[\ 1;
|
||||||
|
QUAP \ 0;
|
||||||
|
QUAI A 0; // force no tween
|
||||||
|
Goto Idle;
|
||||||
|
Reload:
|
||||||
|
QUAR A 0 A_Overlay(-9999,"Null");
|
||||||
|
QUAR ABCDEFGHIJK 1;
|
||||||
|
QUAR L 0 A_PlaySound("quadshot/open",CHAN_6,Dampener.Active(self)?.1:1.);
|
||||||
|
QUAR LMNOPQRSTU 1;
|
||||||
|
QUAR V 0 A_DropShells();
|
||||||
|
QUAR VWXYZ[\] 1;
|
||||||
|
QUR2 ABCDEFGHIJKLMNOPQR 1;
|
||||||
|
QUR2 S 0 A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
|
||||||
|
QUR2 STUVWXYZ[\] 1;
|
||||||
|
QUR3 ABCDEFGHIJKLMNO 1;
|
||||||
|
QUR3 P 0 A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
|
||||||
|
QUR3 PQRSTUVWXYZ[\] 1;
|
||||||
|
QUR4 ABCDE 1;
|
||||||
|
QUR4 F 0 A_PlaySound("quadshot/close",CHAN_6,Dampener.Active(self)?.1:1.);
|
||||||
|
QUR4 FGHIJKLMNOPQ 1;
|
||||||
|
QUAI A 0 { invoker.clipcount = 0; }
|
||||||
|
Goto Idle;
|
||||||
|
Deselect:
|
||||||
|
#### # 1 A_Overlay(-9999,"Null");
|
||||||
|
QUAD ABCDEFG 1;
|
||||||
|
QUAD G 1 A_Lower(int.max);
|
||||||
|
Wait;
|
||||||
|
MuzzleFlash:
|
||||||
|
QFLA A 3 Bright
|
||||||
|
{
|
||||||
|
let l = Spawn("EnforcerLight",pos);
|
||||||
|
l.target = self;
|
||||||
|
}
|
||||||
|
Stop;
|
||||||
|
MuzzleFlashAlt:
|
||||||
|
QFLA B 3 Bright
|
||||||
|
{
|
||||||
|
let l = Spawn("EnforcerLight",pos);
|
||||||
|
l.target = self;
|
||||||
|
l.args[3] += 20;
|
||||||
|
}
|
||||||
Stop;
|
Stop;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue