Minigun implemented.

Tweaked some muzzle flashes.
This commit is contained in:
Marisa the Magician 2019-09-12 01:46:22 +02:00
commit 92cdb1f31c
26 changed files with 413 additions and 21 deletions

View file

@ -28,6 +28,7 @@ Doom Tournament (currently the devel branch is required).
- Rifle (slot 9) (replaces plasma rifle) - Rifle (slot 9) (replaces plasma rifle)
- Restored rapid fire - Restored rapid fire
- Restored flashlight - Restored flashlight
- Minigun (slot 0) (replaces chaingun)
- SMP 7243 (slot 0) (replaces bfg9000) - SMP 7243 (slot 0) (replaces bfg9000)
- Backpack (replaces backpack, identical to Doom Tournament version) - Backpack (replaces backpack, identical to Doom Tournament version)
- Unreal 1 HUD - Unreal 1 HUD
@ -61,7 +62,7 @@ Doom Tournament (currently the devel branch is required).
## In progress ## In progress
- Minigun (slot 0) (replaces chaingun) - N/A
## Planned ## Planned

View file

@ -365,6 +365,18 @@ Object SentryGun
Frame "SENFC" { light "SENTRYLIGHT3" } Frame "SENFC" { light "SENTRYLIGHT3" }
} }
PointLight FFIELDLIGHT
{
Color 1.0 0.1 1.0
Size 15
Offset 0 12 0
Attenuate 1
}
Object ForceField
{
Frame "FFPK" { light "FFIELDLIGHT" }
}
// Shaders / Brightmaps // Shaders / Brightmaps
HardwareShader Texture "graphics/MenuBarr.png" HardwareShader Texture "graphics/MenuBarr.png"
{ {
@ -695,6 +707,11 @@ HardwareShader Texture "models/ShockSm.png"
Shader "shaders/glsl/ShockSm.fp" Shader "shaders/glsl/ShockSm.fp"
Texture "smoketex" "models/ShockSm2.png" Texture "smoketex" "models/ShockSm2.png"
} }
HardwareShader Texture "models/ForceF.png"
{
Shader "shaders/glsl/ShockCore.fp"
Texture "warptex" "textures/roughwarp.png"
}
HardwareShader Texture "models/ShockC.png" HardwareShader Texture "models/ShockC.png"
{ {
Shader "shaders/glsl/ShockCore.fp" Shader "shaders/glsl/ShockCore.fp"

View file

@ -47,27 +47,62 @@ Model "Automag"
{ {
Path "models" Path "models"
Model 3 "Flat_d.3d" Model 3 "Flat_d.3d"
Skin 3 "EMuz1.png"
AngleOffset 90 AngleOffset 90
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset 12.4 -30.0 -3.9 Offset 12.4 -30.0 -3.9
FrameIndex AMUZ A 3 0 Skin 3 "AMuz1.png"
FrameIndex AMZ1 A 3 0
Skin 3 "AMuz2.png"
FrameIndex AMZ1 B 3 0
Skin 3 "AMuz3.png"
FrameIndex AMZ1 C 3 0
Skin 3 "AMuz4.png"
FrameIndex AMZ1 D 3 0
Skin 3 "AMuz5.png"
FrameIndex AMZ1 E 3 0
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset 3.9 -30.0 -10 Offset 3.9 -30.0 -10
FrameIndex AMUZ B 3 0 Skin 3 "AMuz1.png"
FrameIndex AMZ2 A 3 0
Skin 3 "AMuz2.png"
FrameIndex AMZ2 B 3 0
Skin 3 "AMuz3.png"
FrameIndex AMZ2 C 3 0
Skin 3 "AMuz4.png"
FrameIndex AMZ2 D 3 0
Skin 3 "AMuz5.png"
FrameIndex AMZ2 E 3 0
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset -12.4 -30.0 -3.9 Offset -12.4 -30.0 -3.9
FrameIndex AMUZ C 3 0 Skin 3 "AMuz1.png"
FrameIndex AMZ3 A 3 0
Skin 3 "AMuz2.png"
FrameIndex AMZ3 B 3 0
Skin 3 "AMuz3.png"
FrameIndex AMZ3 C 3 0
Skin 3 "AMuz4.png"
FrameIndex AMZ3 D 3 0
Skin 3 "AMuz5.png"
FrameIndex AMZ3 E 3 0
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset -3.9 -30.0 -10 Offset -3.9 -30.0 -10
FrameIndex AMUZ D 3 0 Skin 3 "AMuz1.png"
FrameIndex AMZ4 A 3 0
Skin 3 "AMuz2.png"
FrameIndex AMZ4 B 3 0
Skin 3 "AMuz3.png"
FrameIndex AMZ4 C 3 0
Skin 3 "AMuz4.png"
FrameIndex AMZ4 D 3 0
Skin 3 "AMuz5.png"
FrameIndex AMZ4 E 3 0
} }
Model "Automag" Model "Automag"

View file

@ -33,23 +33,23 @@ Model "OLSMP"
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset 12.4 -30.0 -3.9 Offset 12.4 -30.0 -3.9
Skin 2 "Muz1.png" Skin 2 "UMuz1.png"
FrameIndex AMUZ A 2 0 FrameIndex AMUZ A 2 0
Skin 2 "Muz2.png" Skin 2 "UMuz2.png"
FrameIndex AMUZ B 2 0 FrameIndex AMUZ B 2 0
Skin 2 "Muz3.png" Skin 2 "UMuz3.png"
FrameIndex AMUZ C 2 0 FrameIndex AMUZ C 2 0
Skin 2 "Muz4.png" Skin 2 "UMuz4.png"
FrameIndex AMUZ D 2 0 FrameIndex AMUZ D 2 0
Skin 2 "Muz5.png" Skin 2 "UMuz5.png"
FrameIndex AMUZ E 2 0 FrameIndex AMUZ E 2 0
Skin 2 "Muz6.png" Skin 2 "UMuz6.png"
FrameIndex AMUZ F 2 0 FrameIndex AMUZ F 2 0
Skin 2 "Muz7.png" Skin 2 "UMuz7.png"
FrameIndex AMUZ G 2 0 FrameIndex AMUZ G 2 0
Skin 2 "Muz8.png" Skin 2 "UMuz8.png"
FrameIndex AMUZ H 2 0 FrameIndex AMUZ H 2 0
Skin 2 "Muz9.png" Skin 2 "UMuz9.png"
FrameIndex AMUZ I 2 0 FrameIndex AMUZ I 2 0
} }

View file

@ -43,8 +43,8 @@ Model "URifle"
Skin 2 "URifMuz.png" Skin 2 "URifMuz.png"
AngleOffset 90 AngleOffset 90
PitchOffset 90 PitchOffset 90
Scale 0.12 0.12 0.12 Scale 0.16 0.16 0.16
Offset 12 -50 -10 Offset 13 -60 -12
FrameIndex SMUZ A 2 0 FrameIndex SMUZ A 2 0
} }

View file

@ -25,3 +25,151 @@ Model "UMinigun"
ROTATING ROTATING
FrameIndex MGNP A 1 0 FrameIndex MGNP A 1 0
} }
Model "UMinigun"
{
Path "models"
Model 2 "Flat_d.3d"
Scale 0.2 0.2 0.2
Offset 18 -80.0 -20
AngleOffset 90
PitchOffset 90
Skin 2 "UMuz1.png"
FrameIndex MMUZ A 2 0
Skin 2 "UMuz2.png"
FrameIndex MMUZ B 2 0
Skin 2 "UMuz3.png"
FrameIndex MMUZ C 2 0
Skin 2 "UMuz4.png"
FrameIndex MMUZ D 2 0
Skin 2 "UMuz5.png"
FrameIndex MMUZ E 2 0
Skin 2 "UMuz6.png"
FrameIndex MMUZ F 2 0
Skin 2 "UMuz7.png"
FrameIndex MMUZ G 2 0
Skin 2 "UMuz8.png"
FrameIndex MMUZ H 2 0
Skin 2 "UMuz9.png"
FrameIndex MMUZ I 2 0
}
Model "UMinigun"
{
Path "models"
Model 0 "minigunM_d.3d"
SurfaceSkin 0 1 "minigun1.png"
SurfaceSkin 0 2 "minigun1.png"
AngleOffset 90
RollOffset -90
Scale 0.22 -0.22 0.22
Offset 15 -56 -18
// Select
FrameIndex MGNS A 0 0
FrameIndex MGNS B 0 1
FrameIndex MGNS C 0 2
FrameIndex MGNS D 0 3
FrameIndex MGNS E 0 4
FrameIndex MGNS F 0 5
FrameIndex MGNS G 0 6
FrameIndex MGNS H 0 7
FrameIndex MGNS I 0 8
FrameIndex MGNS J 0 9
FrameIndex MGNS K 0 10
FrameIndex MGNS L 0 11
FrameIndex MGNS M 0 12
FrameIndex MGNS N 0 13
FrameIndex MGNS O 0 14
FrameIndex MGNS P 0 15
FrameIndex MGNS Q 0 16
FrameIndex MGNS R 0 17
FrameIndex MGNS S 0 18
FrameIndex MGNS T 0 19
FrameIndex MGNS U 0 20
FrameIndex MGNS V 0 21
FrameIndex MGNS W 0 22
// Idle
FrameIndex MGNI A 0 23
// Wind
FrameIndex MGNW A 0 24
FrameIndex MGNW B 0 25
FrameIndex MGNW C 0 26
FrameIndex MGNW D 0 27
FrameIndex MGNW E 0 28
FrameIndex MGNW F 0 29
FrameIndex MGNW G 0 30
FrameIndex MGNW H 0 31
FrameIndex MGNW I 0 32
FrameIndex MGNW J 0 33
FrameIndex MGNW K 0 34
FrameIndex MGNW L 0 35
FrameIndex MGNW M 0 36
FrameIndex MGNW N 0 37
FrameIndex MGNW O 0 38
// Shoot1
FrameIndex MGNF A 0 39
FrameIndex MGNF B 0 40
FrameIndex MGNF C 0 41
FrameIndex MGNF D 0 42
FrameIndex MGNF E 0 43
FrameIndex MGNF F 0 44
FrameIndex MGNF G 0 45
FrameIndex MGNF H 0 46
FrameIndex MGNF I 0 47
FrameIndex MGNF J 0 48
FrameIndex MGNF K 0 49
FrameIndex MGNF L 0 50
FrameIndex MGNF M 0 51
FrameIndex MGNF N 0 52
FrameIndex MGNF O 0 53
// Shoot2
FrameIndex MGNA A 0 54
FrameIndex MGNA B 0 55
FrameIndex MGNA C 0 56
FrameIndex MGNA D 0 57
FrameIndex MGNA E 0 58
FrameIndex MGNA F 0 59
FrameIndex MGNA G 0 60
FrameIndex MGNA H 0 61
FrameIndex MGNA I 0 62
FrameIndex MGNA J 0 63
FrameIndex MGNA K 0 64
FrameIndex MGNA L 0 65
FrameIndex MGNA M 0 66
FrameIndex MGNA N 0 67
FrameIndex MGNA O 0 68
FrameIndex MGNA P 0 69
FrameIndex MGNA Q 0 70
FrameIndex MGNA R 0 71
FrameIndex MGNA S 0 72
FrameIndex MGNA T 0 73
// Unwind
FrameIndex MGNU A 0 74
FrameIndex MGNU B 0 75
FrameIndex MGNU C 0 76
FrameIndex MGNU D 0 77
FrameIndex MGNU E 0 78
FrameIndex MGNU F 0 79
FrameIndex MGNU G 0 80
FrameIndex MGNU H 0 81
FrameIndex MGNU I 0 82
FrameIndex MGNU J 0 83
FrameIndex MGNU K 0 84
FrameIndex MGNU L 0 85
FrameIndex MGNU M 0 86
FrameIndex MGNU N 0 87
FrameIndex MGNU O 0 88
// Down
FrameIndex MGND A 0 109
FrameIndex MGND B 0 110
FrameIndex MGND C 0 111
FrameIndex MGND D 0 112
FrameIndex MGND E 0 113
FrameIndex MGND F 0 114
FrameIndex MGND G 0 115
FrameIndex MGND H 0 116
FrameIndex MGND I 0 117
FrameIndex MGND J 0 118
}

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@ -224,6 +224,11 @@ rifle/fire riflesht
rifle/scopeon rifllon rifle/scopeon rifllon
rifle/scopeoff riflloff rifle/scopeoff riflloff
umini/wind windu2
umini/fire regf1
umini/altfire altf1
umini/unwind windd2
translator/event transa3 translator/event transa3
detector/start detact detector/start detact

BIN
sounds/WindU2.ogg Normal file

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@ -545,29 +545,37 @@ Class Automag : UnrealWeapon
2UTD E 0; 2UTD E 0;
Stop; Stop;
MuzzleFlash: MuzzleFlash:
AMUZ A 2 Bright AMZ1 # 2 Bright
{ {
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Automag](0,4);
let l = Spawn("EnforcerLight",pos); let l = Spawn("EnforcerLight",pos);
l.target = self; l.target = self;
} }
Stop; Stop;
AltMuzzleFlash: AltMuzzleFlash:
AMUZ B 2 Bright AMZ2 # 2 Bright
{ {
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Automag](0,4);
let l = Spawn("EnforcerLight",pos); let l = Spawn("EnforcerLight",pos);
l.target = self; l.target = self;
} }
Stop; Stop;
LeftMuzzleFlash: LeftMuzzleFlash:
AMUZ C 2 Bright AMZ3 # 2 Bright
{ {
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Automag](0,4);
let l = Spawn("EnforcerLight",pos); let l = Spawn("EnforcerLight",pos);
l.target = self; l.target = self;
} }
Stop; Stop;
LeftAltMuzzleFlash: LeftAltMuzzleFlash:
AMUZ D 2 Bright AMZ4 # 2 Bright
{ {
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Automag](0,4);
let l = Spawn("EnforcerLight",pos); let l = Spawn("EnforcerLight",pos);
l.target = self; l.target = self;
} }

View file

@ -26,6 +26,123 @@ Class UMiniAmmo : Ammo
Class UMinigun : UnrealWeapon Class UMinigun : UnrealWeapon
{ {
int bcnt, tcnt;
action void A_FireBullet( bool alt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
A_Overlay(-2,"MuzzleFlash",true);
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
invoker.bcnt++;
if ( (alt && (invoker.bcnt < 2)) || (!alt && (invoker.bcnt < 4)) ) return;
invoker.bcnt = 0;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
if ( alt )
{
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.5,0,1,SWING_Spring,0,3);
}
else
{
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.3,0,1,SWING_Spring,0,3);
}
let l = Spawn("MinigunLight",pos);
l.target = self;
if ( !alt ) MinigunLight(l).cnt--;
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*3.0-z*3.0;
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Minigun](8,14); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in Unreal
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 500;
if ( FRandom[Minigun](0,1) < 0.2 ) mm *= 2.;
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,dmg*mm);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
p.scale *= 0.75;
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
p.scale *= 0.75;
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
if ( !Random[Minigun](0,1) )
{
let t = Spawn("MinigunTracer",origin+x*20.0);
t.angle = atan2(dir.y,dir.x);
t.pitch = asin(-dir.z);
MinigunTracer(t).dest = d.HitLocation;
}
for ( int i=0; i<2; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,3,-3);
s.scale *= 1.5;
s.alpha *= 0.6;
UTViewSmoke(s).vvel += (FRandom[Minigun](0.2,0.8),FRandom[Minigun](-0.3,0.3),FRandom[Minigun](-0.3,0.3));
s.target = self;
}
origin += x*4.0+y*3.0-z*12.0;
let c = Spawn("UCasing",origin);
c.vel = x*FRandom[Junk](-1.5,1.5)-y*FRandom[Junk](2,4)+z*FRandom[Junk](-2,1);
}
action void A_MinigunRefire()
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( weap.Ammo1.Amount <= 0 )
{
A_ClearRefire();
return;
}
weap.bAltFire = !!(player.cmd.buttons&BT_ALTATTACK);
A_Refire("Hold");
}
Default Default
{ {
Tag "$T_MINIGUN"; Tag "$T_MINIGUN";
@ -47,5 +164,66 @@ Class UMinigun : UnrealWeapon
Stop; Stop;
MGNP B -1; MGNP B -1;
Stop; Stop;
Select:
MGNS A 1 A_Raise(int.max);
Wait;
Ready:
MGNS ABCDEFGHIJKLMNOPQRSTUVW 1 A_WeaponReady(WRF_NOFIRE);
Idle:
MGNI A 1
{
A_CheckReload();
A_WeaponReady();
}
Wait;
FireDummy:
TNT1 A 1
{
let weap = Weapon(invoker);
if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) || (weap.Ammo1.Amount <= 0) )
{
player.SetPSprite(PSP_WEAPON,invoker.FindState("Release"));
return ResolveState("Null");
}
return ResolveState(null);
}
Wait;
Fire:
AltFire:
MGNW A 0 A_PlaySound("umini/wind",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
MGNW ABCDEFGHIJKLMNO 1;
Hold:
MGNF A 0
{
A_Overlay(-9999,"FireDummy");
A_PlaySound("umini/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
}
MGNF ABCDEFGHIJKLMNO 1 A_FireBullet(false);
MGNF A 0 A_JumpIf(invoker.bAltFire,1);
Goto Hold+1;
AltHold:
MGNA A 0
{
A_Overlay(-9999,"FireDummy");
A_PlaySound("umini/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
}
MGNA ABCDEFGHIJKLMNOPQRST 1 A_FireBullet(true);
Goto AltHold+1;
Release:
MGNU A 0 A_PlaySound("umini/unwind",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
MGNU ABCDEFGHIJKLMNO 2 A_MinigunRefire();
Goto Idle;
Deselect:
MGND A 0 A_StopSound(CHAN_WEAPON);
MGND ABCDEFGHIJ 1;
MGND J 1 A_Lower(int.max);
Wait;
MuzzleFlash:
MMUZ # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Minigun](0,8);
}
Stop;
} }
} }