Oh boy, it begins.
Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
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4bf3704b7b
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912cad96c5
71 changed files with 1949 additions and 73 deletions
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@ -18,19 +18,16 @@ Class WeaponPowerUp : Inventory
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damo.Amount = min(damo.MaxAmount,damo.Amount+10);
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}
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let dpis = DispersionPistol(toucher.FindInventory("DispersionPistol"));
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if ( dpis && (dpis.upgradelevel < 4) )
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if ( dpis && (dpis.pendingupgrade < 4) )
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{
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dpis.pendingupgrade++;
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if ( toucher.player && (toucher.player.ReadyWeapon == dpis) && (toucher.player.PendingWeapon == WP_NOCHANGE) )
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{
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dpis.upgradelevel++;
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let psp = toucher.player.FindPSprite(PSP_Weapon);
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psp.SetState(dpis.FindState("Upgrade"));
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}
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else
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{
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dpis.pendingupgrade = true;
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ScriptUtil.SetWeapon(toucher,"DispersionPistol");
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if ( toucher.player.WeaponState&WF_WEAPONREADY )
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psp.SetState(dpis.FindState("Upgrade"));
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}
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else ScriptUtil.SetWeapon(toucher,"DispersionPistol");
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}
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GoAwayAndDie();
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return true;
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@ -478,8 +475,7 @@ Class DispLight5 : EnforcerLight
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Class DispersionPistol : UnrealWeapon
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{
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int upgradelevel;
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bool pendingupgrade;
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int upgradelevel, pendingupgrade;
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double chargesize, count;
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bool bCharging;
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int MainUse, ChargeUse;
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@ -725,12 +721,8 @@ Class DispersionPistol : UnrealWeapon
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Idle:
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#### # 0
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{
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if ( invoker.pendingupgrade )
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{
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invoker.pendingupgrade = false;
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invoker.upgradelevel++;
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if ( invoker.pendingupgrade > invoker.upgradelevel )
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return ResolveState("Upgrade");
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}
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A_Overlay(-9999,"Dummy");
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if ( invoker.upgradelevel == 0 ) return ResolveState("Idle1");
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else if ( invoker.upgradelevel == 1 ) return ResolveState("Idle2");
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@ -845,10 +837,11 @@ Class DispersionPistol : UnrealWeapon
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DPI5 A 6;
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Goto Idle;
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Upgrade:
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#### # 0
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#### # 1
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{
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A_Overlay(-9999,"Null");
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invoker.MainUse = min(6,invoker.upgradelevel+1);
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invoker.upgradelevel++;
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if ( invoker.upgradelevel == 0 ) return ResolveState("Idle");
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else if ( invoker.upgradelevel == 1 ) return ResolveState("Upgrade1");
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else if ( invoker.upgradelevel == 2 ) return ResolveState("Upgrade2");
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