1.1.3 mini-update:
- Propagate swingers removal from DT. - Updated patron credits.
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24 changed files with 32 additions and 191 deletions
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@ -327,8 +327,6 @@ Class BigGun : UnrealWeapon
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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for ( int i=0; i<6; i++ )
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.04,-0.2),FRandom[BigGun](-0.2,0.2)),FRandom[BigGun](6,9),FRandom[BigGun](-2,-3),Random[BigGun](2,4),SWING_Spring,Random[BigGun](3,4),FRandom[BigGun](1.5,2.3));
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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vel -= x*(player.onground?9.5:2.5);
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@ -452,13 +450,8 @@ Class BigGun : UnrealWeapon
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BIGS A 0
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{
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invoker.clipout = false;
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.8);
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}
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BIGS ABC 2 A_WeaponReady(WRF_NOFIRE);
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BIGS D 0
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,0,6,SWING_Spring,2,2.0);
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}
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BIGS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Dummy:
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@ -471,30 +464,17 @@ Class BigGun : UnrealWeapon
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A_WeaponReady(WRF_ALLOWRELOAD);
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else A_WeaponReady();
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}
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}
Wait;
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}
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Wait;
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Idle:
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BIGI A 0 A_Overlay(-9999,"Dummy");
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BIGI A 20 A_Jump(80,"Twiddle1","Twiddle1","Twiddle2");
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Wait;
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Twiddle1:
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BIGW A 3
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](0.2,0.3)),2,0,12,SWING_Spring,5,2);
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}
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BIGW BCDEFGHIJKLMNO 3;
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BIGW ABCDEFGHIJKLMNO 3;
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Goto Idle;
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Twiddle2:
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BIGT A 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](0.2,0.3)),3,0,6,SWING_Spring,5,2);
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](-0.4,-0.6)),4,0,12,SWING_Spring,6,1.4);
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}
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BIGT BCDEFGHIJKLMNOP 2;
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BIGT Q 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.15,-0.1),FRandom[BigGun](0.4,0.5)),3,0.5,6,SWING_Spring,2,1.5);
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}
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BIGT RSTUVWXY 2;
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BIGT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
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Goto Idle;
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Fire:
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BIGF A 0
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@ -544,12 +524,10 @@ Class BigGun : UnrealWeapon
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{
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A_ClearRefire();
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A_Overlay(-9999,"Null");
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0.2,10,SWING_Spring,70,0.8);
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}
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BIGR ABCDEFGHIJKL 2;
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BIGR M 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,-1,3,SWING_Spring,2,3);
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invoker.clipout = true;
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A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
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A_StartSound("big/punch",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
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@ -570,7 +548,6 @@ Class BigGun : UnrealWeapon
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BIR2 ABCDEF 2;
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BIR2 G 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](0.3,0.5)),6,-1,3,SWING_Spring,2,3);
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invoker.clipout = false;
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let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
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invoker.clipcount += aadd;
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@ -584,31 +561,13 @@ Class BigGun : UnrealWeapon
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BIR2 M 2
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{
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invoker.PlayUpSound(self);
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0.5,7,SWING_Spring,3,1.5);
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}
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BIR2 NOP 2;
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BIR2 Q 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,-0.5,7,SWING_Spring,3,1.5);
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}
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BIR2 RSTUVWXYZ[\] 2;
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BIR3 A 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),2,-0.5,3,SWING_Spring,1,2.);
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}
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BIR3 BCDEF 2;
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BIR2 NOPQRSTUVWXYZ[\] 2;
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BIR3 ABCDEF 2;
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Goto Idle;
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Deselect:
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BIGD A 1
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{
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A_Overlay(-9999,"Null");
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,0,6,SWING_Spring,2,1.5);
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}
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BIGD BC 1;
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BIGD D 1
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.5);
}
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BIGD EFGHIJK 1;
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BIGD A 1 A_Overlay(-9999,"Null");
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BIGD BCDEFGHIJK 1;
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BIGD K 1 A_Lower(int.max);
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Wait;
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MuzzleFlash:
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