Missed some Sentry stuff. Death FX still not done, oops.
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9eccb24dd7
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2 changed files with 18 additions and 4 deletions
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@ -1418,6 +1418,16 @@ Class SentryItem : UnrealInventory
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Charge = tracer.Health;
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if ( Charge <= 0 ) DepleteOrDestroy();
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}
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override void Travelled()
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{
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Super.Travelled();
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if ( bActive && !tracer )
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{
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bUNTOSSABLE = false;
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bUNDROPPABLE = false;
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DepleteOrDestroy();
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}
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}
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States
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{
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Spawn:
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@ -1538,7 +1548,7 @@ Class MinigunSentry : Actor
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special1 = max(0,special1-1);
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if ( (special1 <= 0) && master.master && master.master.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_SENTRYDRY"));
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A_SentryFaceTarget();
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master.A_AlertMonsters();
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master.A_AlertMonsters(0,AMF_TARGETEMITTER);
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A_PlaySound("sentry/fire",CHAN_WEAPON);
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Vector3 x, y, z, origin;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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@ -1593,7 +1603,11 @@ Class MinigunSentry : Actor
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{
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Spawn:
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SENT A 15;
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SENT A 0 A_PlaySound("sentry/raise");
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SENT A 0
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{
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A_PlaySound("sentry/raise");
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master.A_AlertMonsters(0,AMF_TARGETEMITTER);
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}
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SENR ABCDEFGHIJKLMNO 3;
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Goto Idle;
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Idle:
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@ -1641,7 +1655,7 @@ Class MinigunSentry : Actor
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SENW A 0
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{
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A_PlaySound("sentry/wind",looping:true);
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master.A_AlertMonsters();
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master.A_AlertMonsters(0,AMF_TARGETEMITTER);
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master.SetStateLabel("Missile");
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}
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SENW ABCDEFGHIJKLMNOPQR 1 A_SentryFaceTarget();
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@ -1692,6 +1706,7 @@ Class MinigunSentry : Actor
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SENI A 0
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{
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A_PlaySound("sentry/raise");
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master.A_AlertMonsters(0,AMF_TARGETEMITTER);
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master.SetStateLabel("DoPackUp");
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}
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SENR ONMLKJIHGFEDCBA 3;
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