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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@ -211,7 +211,6 @@ Class SMiniGun : UnrealWeapon
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for ( int i=0; i<(bAlt?4:1); i++ )
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{
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if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
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UTMainHandler.DoSwing(self,basedir+(FRandom[SMini](-0.04,0.04),FRandom[SMini](-0.04,0.04)),FRandom[SMini](6,8),FRandom[SMini](-1,-2),Random[SMini](3,4),SWING_Spring,Random[SMini](3,4),FRandom[SMini](2.2,3.5));
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int pos = bAlt?i:invoker.special1;
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origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
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double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
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@ -264,15 +263,7 @@ Class SMiniGun : UnrealWeapon
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SMIS A 1 A_Raise(int.max);
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Wait;
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Ready:
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SMIS A 0
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{
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UTMainHandler.DoSwing(self,(FRandom[SMini](-0.3,-0.2),FRandom[SMini](0.4,0.5)),3,0,4,SWING_Spring,2,1.8);
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}
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SMIS ABC 2 A_WeaponReady(WRF_NOFIRE);
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SMIS D 0
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{
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UTMainHandler.DoSwing(self,(FRandom[SMini](0.2,0.3),FRandom[SMini](-0.8,-1.2)),3,0,4,SWING_Spring,2,2.0);
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}
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SMIS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Dummy:
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@ -354,16 +345,8 @@ Class SMiniGun : UnrealWeapon
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SMIR A 1;
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Stop;
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Deselect:
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#### # 1
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{
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A_Overlay(-9999,"Null");
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UTMainHandler.DoSwing(self,(FRandom[SMini](0.4,0.6),FRandom[SMini](-0.4,-0.2)),3,0,4,SWING_Spring,2,2.0);
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}
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#### # 1 A_Overlay(-9999,"Null");
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SMID ABC 1;
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SMID D 0
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{
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UTMainHandler.DoSwing(self,(FRandom[SMini](-0.3,-0.2),FRandom[SMini](0.4,0.5)),3,0,4,SWING_Spring,2,1.8);
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}
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SMID DEF 1;
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SMID F 1 A_Lower(int.max);
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Wait;
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