Razorclaw implemented.
Fix incorrect Autocannon obituary.
This commit is contained in:
parent
48994248c2
commit
93cce0f51f
9 changed files with 291 additions and 4 deletions
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@ -31,6 +31,7 @@ Doom Tournament (currently the devel branch is required).
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- Minigun (slot 0) (replaces chaingun)
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- SMP 7243 (slot 0) (replaces bfg9000)
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- Teleport Capsules (slot 1)
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- Razorclaw (slot 1) (replaces chainsaw)
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- Protomag (slot 2) (replaces pistol)
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- Dual Protomags
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- Quadshot (slot 3) (replaces shotguns)
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@ -69,7 +70,6 @@ Doom Tournament (currently the devel branch is required).
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## In progress
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- Razorclaw (slot 1) (replaces chainsaw)
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- Stunner (slot 4) (replaces chainsaw)
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- Fireblaster (slot 5) (replaces rocket launcher)
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- Flamethrower (slot 6) (replaces plasma rifle)
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@ -25,6 +25,8 @@ O_MINIGUN = "%k's Minigun turned %o into a leaky piece of meat.";
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O_STUNNER = "%o couldn't stand the force from %k's Stunner.";
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O_RAZORCLAW1 = "%k took a bite off %o with the Razorclaw.";
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O_RAZORCLAW2 = "%o was shredded into mincemeat by %k's Razorclaw.";
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O_RAZORCLAWDECAP1 = "%k tore %o's head off with the Razorclaw.";
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O_RAZORCLAWDECAP2 = "%o got %p head sliced off by %k's Razorclaw.";
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O_PROTOMAG = "%k put a couple extra holes into %o with the Protomag.";
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O_PROTOMAG2 = "%k put a couple extra holes into %o with the Dual Protomags.";
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O_QUADSHOT = "%o ate a mouthful of buckshot from %k's Quadshot.";
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@ -278,6 +280,8 @@ O_RAZORJACK = "%k arrancó un trozo ensangrentado de %o con el Razorjack.";
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O_STUNNER = "%o no pudo soportar la fuerza del Aturdidor de %k.";
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O_RAZORCLAW1 = "%k mordisqueó a %o con la Garra Cortadora.";
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O_RAZORCLAW2 = "%o fue hech@[ao_esp] picadillo por la Garra Cortadora de %k.";
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O_RAZORCLAWDECAP1 = "%k le arrancó la cabeza a %o con la Garra Cortadora.";
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O_RAZORCLAWDECAP2 = "%o fue decapitad@[ao_esp] por la Garra Cortadora de %k.";
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O_PROTOMAG = "%k le hizo unos cuantos agujeros extra a %o con la Protoarma.";
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O_PROTOMAG2 = "%k le hizo unos cuantos agujeros extra a %o con las Dos Protoarmas.";
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O_QUADSHOT = "%o tragó un bocado de perdigones del Quadshot de %k.";
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134
modeldef.bonesaw
134
modeldef.bonesaw
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@ -13,3 +13,137 @@ Model "Bonesaw"
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ROTATING
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FrameIndex CSWP A 1 0
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}
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Model "Bonesaw"
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{
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Path "models"
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Model 0 "Bonesaw_d.3d"
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Skin 0 "JBoneSw1.png"
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Scale -0.1 -0.08 0.1
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Offset 10 -20 -10
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// Down
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FrameIndex CSWD A 0 1
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FrameIndex CSWD B 0 2
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FrameIndex CSWD C 0 3
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FrameIndex CSWD D 0 4
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FrameIndex CSWD E 0 5
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FrameIndex CSWD F 0 6
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FrameIndex CSWD G 0 7
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FrameIndex CSWD H 0 8
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FrameIndex CSWD I 0 9
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// Select
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FrameIndex CSWS A 0 9
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FrameIndex CSWS B 0 10
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FrameIndex CSWS C 0 11
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FrameIndex CSWS D 0 12
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FrameIndex CSWS E 0 13
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FrameIndex CSWS F 0 14
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FrameIndex CSWS G 0 15
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FrameIndex CSWS H 0 16
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FrameIndex CSWS I 0 17
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// Idle
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FrameIndex CSWI A 0 18
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FrameIndex CSWI B 0 19
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FrameIndex CSWI C 0 20
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FrameIndex CSWI D 0 21
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FrameIndex CSWI E 0 22
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// Twiddle
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FrameIndex CSWT A 0 23
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FrameIndex CSWT B 0 24
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FrameIndex CSWT C 0 25
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FrameIndex CSWT D 0 26
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FrameIndex CSWT E 0 27
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FrameIndex CSWT F 0 28
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FrameIndex CSWT G 0 29
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FrameIndex CSWT H 0 30
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FrameIndex CSWT I 0 31
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FrameIndex CSWT J 0 32
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FrameIndex CSWT K 0 33
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FrameIndex CSWT L 0 34
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FrameIndex CSWT M 0 35
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// AltFire
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FrameIndex CSWA A 0 36
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FrameIndex CSWA B 0 37
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FrameIndex CSWA C 0 38
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FrameIndex CSWA D 0 39
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FrameIndex CSWA E 0 40
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FrameIndex CSWA F 0 41
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FrameIndex CSWA G 0 42
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FrameIndex CSWA H 0 43
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FrameIndex CSWA I 0 44
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FrameIndex CSWA J 0 45
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FrameIndex CSWA K 0 46
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FrameIndex CSWA L 0 47
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FrameIndex CSWA M 0 48
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FrameIndex CSWA N 0 49
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// Fire
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FrameIndex CSWF A 0 50
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FrameIndex CSWF B 0 51
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FrameIndex CSWF C 0 52
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FrameIndex CSWF D 0 53
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FrameIndex CSWF E 0 54
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FrameIndex CSWF F 0 55
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FrameIndex CSWF G 0 56
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FrameIndex CSWF H 0 57
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FrameIndex CSWF I 0 58
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FrameIndex CSWF J 0 59
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FrameIndex CSWF K 0 60
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FrameIndex CSWF L 0 61
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FrameIndex CSWF M 0 62
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FrameIndex CSWF N 0 63
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FrameIndex CSWF O 0 64
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FrameIndex CSWF P 0 65
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FrameIndex CSWF Q 0 66
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FrameIndex CSWF R 0 67
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FrameIndex CSWF S 0 68
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FrameIndex CSWF T 0 69
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FrameIndex CSWF U 0 70
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FrameIndex CSWF V 0 71
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FrameIndex CSWF W 0 72
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FrameIndex CSWF X 0 73
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// Hold
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FrameIndex CSWH A 0 74
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FrameIndex CSWH B 0 75
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FrameIndex CSWH C 0 76
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FrameIndex CSWH D 0 77
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FrameIndex CSWH E 0 78
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FrameIndex CSWH F 0 79
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FrameIndex CSWH G 0 80
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FrameIndex CSWH H 0 81
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FrameIndex CSWH I 0 82
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FrameIndex CSWH J 0 83
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FrameIndex CSWH K 0 84
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FrameIndex CSWH L 0 85
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FrameIndex CSWH M 0 86
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FrameIndex CSWH N 0 87
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FrameIndex CSWH O 0 88
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FrameIndex CSWH P 0 89
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FrameIndex CSWH Q 0 90
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FrameIndex CSWH R 0 91
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// Release
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FrameIndex CSWR A 0 92
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FrameIndex CSWR B 0 93
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FrameIndex CSWR C 0 94
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FrameIndex CSWR D 0 95
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FrameIndex CSWR E 0 96
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FrameIndex CSWR F 0 97
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FrameIndex CSWR G 0 98
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FrameIndex CSWR H 0 99
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FrameIndex CSWR I 0 100
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FrameIndex CSWR J 0 101
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FrameIndex CSWR K 0 102
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FrameIndex CSWR L 0 103
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FrameIndex CSWR M 0 104
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FrameIndex CSWR N 0 105
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FrameIndex CSWR O 0 106
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FrameIndex CSWR P 0 107
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FrameIndex CSWR Q 0 108
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FrameIndex CSWR R 0 109
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FrameIndex CSWR S 0 110
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FrameIndex CSWR T 0 111
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FrameIndex CSWR U 0 112
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FrameIndex CSWR V 0 113
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FrameIndex CSWR W 0 114
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FrameIndex CSWR X 0 115
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}
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Binary file not shown.
Binary file not shown.
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@ -298,6 +298,11 @@ smini/altfire sminialt
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smini/endfire sminiend
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smini/explode sminiexp
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bonesaw/select bsawsel
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bonesaw/claw bsawstab
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bonesaw/spin bsawloop
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bonesaw/spinend bsawend
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translator/event transa3
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detector/start detact
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Binary file not shown.
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@ -41,10 +41,71 @@ Class Bonesaw : UnrealWeapon
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Destroy();
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}
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}
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override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
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{
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if ( !bAltFire )
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP2":"$O_RAZORCLAW2");
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP1":"$O_RAZORCLAW1");
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}
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private action bool TryHit( double angle, int dmg )
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{
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FTranslatedLineTarget t;
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double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
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FLineTraceData d;
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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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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),y*4-z*4);
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LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
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if ( d.HitType != TRACE_HitNone )
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{
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if ( d.HitType == TRACE_HitActor )
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{
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if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
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dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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UTMainHandler.DoKnockback(d.HitActor,d.HitDir,-7000);
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UTMainHandler.DoKnockback(self,-d.HitDir,-2000);
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if ( d.HitActor.player ) d.HitActor.A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
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if ( !d.HitActor.bNOBLOOD )
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{
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d.HitActor.TraceBleed(dmg,invoker);
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d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
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}
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}
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else if ( d.HitType == TRACE_HitWall )
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d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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if ( !d.HitActor || d.HitActor.bNOBLOOD )
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{
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A_PlaySound("ripper/hit",CHAN_6);
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let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
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p.angle = atan2(d.HitDir.y,d.HitDir.x);
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p.pitch = asin(-d.HitDir.z);
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}
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else A_PlaySound("ripper/flesh",CHAN_6);
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A_AlertMonsters();
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if ( invoker.bAltFire ) A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.13);
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else A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
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return true;
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}
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return false;
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}
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action void A_Slice()
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{
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UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-1,1),FRandom[Bonesaw](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
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invoker.special1++;
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if ( invoker.special1 < 5 ) return;
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invoker.special1 = 0;
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),5) || TryHit(angle-i*(45./16),5) ) return;
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}
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action void A_Clamp()
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{
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),20) || TryHit(angle-i*(45./16),20) ) return;
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}
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Default
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{
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Tag "$T_BONESAW";
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Inventory.PickupMessage "$I_BONESAW";
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Tag "$T_RAZORCLAW";
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Inventory.PickupMessage "$I_RAZORCLAW";
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Weapon.UpSound "bonesaw/select";
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Weapon.SlotNumber 1;
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Weapon.SelectionOrder 9;
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@ -60,5 +121,88 @@ Class Bonesaw : UnrealWeapon
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Stop;
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CSWP B -1;
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Stop;
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Select:
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CSWS A 1 A_Raise(int.max);
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Wait;
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Ready:
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CSWS ABCDEFGHI 2 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Dummy:
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TNT1 A 1 A_WeaponReady();
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Wait;
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Idle:
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#### # 2 A_Overlay(-9999,"Dummy");
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CSWI ABCDE 15 A_Jump(32,"Twiddle");
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Goto Idle+1;
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Twiddle:
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#### # 2;
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CSWT ABCDEFGHIJKLM 3;
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CSWI A 3;
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Goto Idle;
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Fire:
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#### # 2
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{
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A_Overlay(-9999,"Null");
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A_PlaySound("bonesaw/spin",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
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invoker.special2 = 0;
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}
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CSWF ABCDEFGHIJKLMNO 1
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{
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invoker.special2++;
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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}
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CSWF PQRSTUVWX 1
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{
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invoker.special2++;
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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A_Slice();
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}
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Goto Hold;
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Hold:
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CSWH A 0 A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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CSWH ABCDEFGHIJKLMNOPQR 1
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{
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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A_Slice();
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}
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CSWH A 0 A_Refire("Hold");
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Goto Release;
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Release:
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CSWR A 0 A_PlaySound("bonesaw/spinend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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CSWR ABCDEFGHI 1
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{
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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invoker.special2--;
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A_Slice();
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}
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CSWR JKLMNOPQRSTUVWX 1
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{
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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invoker.special2--;
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}
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Goto Idle;
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AltFire:
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#### # 1
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{
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A_Overlay(-9999,"Null");
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A_PlaySound("bonesaw/claw",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](-0.2,-0.3)),4,0,8,SWING_Spring,5,0.7);
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}
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CSWA ABC 2;
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CSWA D 0
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{
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UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](0.8,0.5)),2,0,8,SWING_Spring,2,1.2);
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}
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CSWA DEF 1;
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CSWA G 0 A_Clamp();
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CSWA GH 1;
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CSWA IJLMN 3;
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CSWI A 3;
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Goto Idle;
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Deselect:
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CSWD A 1 A_Overlay(-9999,"Null");
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CSWD ABCDEFGHI 1;
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CSWD I 1 A_Lower(int.max);
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Wait;
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}
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}
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@ -35,7 +35,7 @@ Class SMiniShell : FastProjectile
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{
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Default
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{
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Obituary "$O_EIGHTBALL";
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Obituary "$O_SMINI";
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DamageType 'Shot';
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DamageFunction 150;
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Radius 4;
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