Quadshot tweaks.
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2 changed files with 36 additions and 9 deletions
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@ -83,6 +83,5 @@ Doom Tournament (currently the devel branch is required).
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## Known bugs
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## Known bugs
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- The Quadshot dry-firing and being unable to reload when you have less than 4
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- The Quadshot will visibly load 4 shells even when there's less available,
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shells left is intentional. In theory this shouldn't happen anyway as all
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this is a limitation of the animation.
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ammo is in multiples of 4. Usually cheats and scripts would cause this.
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@ -229,7 +229,7 @@ Class QuadShot : UnrealWeapon
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let weap = Weapon(invoker);
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let weap = Weapon(invoker);
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if ( invoker.clipcount > 3 )
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if ( invoker.clipcount > 3 )
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{
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{
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if ( weap.Ammo1.Amount > 3 )
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if ( weap.Ammo1.Amount > 0 )
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{
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{
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player.SetPSprite(PSP_WEAPON,invoker.FindState("Reload"));
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player.SetPSprite(PSP_WEAPON,invoker.FindState("Reload"));
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return true;
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return true;
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@ -318,6 +318,11 @@ Class QuadShot : UnrealWeapon
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QUAA ABCDEFGHIJKLMNOPQRS 1;
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QUAA ABCDEFGHIJKLMNOPQRS 1;
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Goto Idle;
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Goto Idle;
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Pump:
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Pump:
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QUAP A 0
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{
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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}
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QUAP ABCD 1;
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QUAP ABCD 1;
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QUAP E 0 A_PlaySound("quadshot/pump1",CHAN_6,Dampener.Active(self)?.1:1.);
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QUAP E 0 A_PlaySound("quadshot/pump1",CHAN_6,Dampener.Active(self)?.1:1.);
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QUAP EFGHIJKLM 1;
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QUAP EFGHIJKLM 1;
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@ -329,20 +334,43 @@ Class QuadShot : UnrealWeapon
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Reload:
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Reload:
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QUAR A 0 A_Overlay(-9999,"Null");
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QUAR A 0 A_Overlay(-9999,"Null");
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QUAR ABCDEFGHIJK 1;
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QUAR ABCDEFGHIJK 1;
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QUAR L 0 A_PlaySound("quadshot/open",CHAN_6,Dampener.Active(self)?.1:1.);
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QUAR L 0
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{
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A_PlaySound("quadshot/open",CHAN_6,Dampener.Active(self)?.1:1.);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayAttacking3();
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}
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QUAR LMNOPQRSTU 1;
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QUAR LMNOPQRSTU 1;
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QUAR V 0 A_DropShells();
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QUAR V 0 A_DropShells();
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QUAR VWXYZ[\] 1;
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QUAR VWXYZ[\] 1;
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QUR2 ABCDEFGHIJKLMNOPQR 1;
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QUR2 ABCDEFGHIJKLMNOPQR 1;
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QUR2 S 0 A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
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QUR2 S 0
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{
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A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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}
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QUR2 STUVWXYZ[\] 1;
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QUR2 STUVWXYZ[\] 1;
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QUR3 ABCDEFGHIJKLMNO 1;
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QUR3 ABCDEFGHIJKLMNO 1;
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QUR3 P 0 A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
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QUR3 P 0
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{
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A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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}
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QUR3 PQRSTUVWXYZ[\] 1;
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QUR3 PQRSTUVWXYZ[\] 1;
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QUR4 ABCDE 1;
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QUR4 ABCDE 1;
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QUR4 F 0 A_PlaySound("quadshot/close",CHAN_6,Dampener.Active(self)?.1:1.);
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QUR4 F 0
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{
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A_PlaySound("quadshot/close",CHAN_6,Dampener.Active(self)?.1:1.);
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
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}
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QUR4 FGHIJKLMNOPQ 1;
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QUR4 FGHIJKLMNOPQ 1;
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QUAI A 0 { invoker.clipcount = 0; }
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QUAI A 0
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{
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let weap = Weapon(invoker);
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invoker.clipcount = max(0,4-weap.Ammo1.Amount);
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}
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Goto Idle;
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Goto Idle;
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Deselect:
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Deselect:
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#### # 1 A_Overlay(-9999,"Null");
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#### # 1 A_Overlay(-9999,"Null");
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