Addition to HUD for showing clip counts (kinda cheap-looking, but still better than what Oldskool did). Charge for some weapons and loaded rockets for eightball also use the clipcount display, like in Doom Tournament. Small fixups for dual wielding logic.
249 lines
4.8 KiB
Text
249 lines
4.8 KiB
Text
Class ImpalerAmmo : Ammo
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{
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Default
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{
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Tag "$T_IMPAMMO";
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Inventory.Icon "I_Impale";
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Inventory.PickupMessage "$T_IMPAMMO";
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Inventory.Amount 3;
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Inventory.MaxAmount 15;
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Ammo.BackpackAmount 3;
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Ammo.BackpackMaxAmount 30;
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Ammo.DropAmount 3;
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+INVENTORY.IGNORESKILL;
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}
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States
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{
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Spawn:
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IAMO A -1;
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Stop;
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}
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}
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Class ImpalerAmmo2 : ImpalerAmmo
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{
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Default
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{
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Tag "$T_IMPAMMO2";
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Inventory.PickupMessage "$T_IMPAMMO2";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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}
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}
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Class Impaler : UnrealWeapon
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{
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int ClipCount;
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bool HasGem;
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Actor beam;
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property ClipCount : ClipCount;
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override int, int, bool, bool GetClipAmount()
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{
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return ClipCount, -1, (ClipCount<10), false;
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}
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action void A_ImpalerFire()
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{
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A_Overlay(-9999,"Null");
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A_Overlay(-3,"Null");
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A_Overlay(-2,"Null");
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A_PlaySound("impaler/fire",CHAN_WEAPON);
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invoker.HasGem = false;
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invoker.ClipCount = -1;
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}
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action void A_StartBeam()
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{
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}
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action void A_DrainAmmo()
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{
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}
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action void A_StopBeam()
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{
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}
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override void DoEffect()
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{
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Super.DoEffect();
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if ( Owner.player.ReadyWeapon != self ) return;
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if ( (Owner.waterlevel > 2) && !(level.maptime%5) )
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ClipCount = max(0,ClipCount-1);
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let psp = Owner.player.FindPSprite(-2);
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if ( psp ) psp.alpha = clamp(ClipCount/double(default.ClipCount),0.,1.);
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}
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override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
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{
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if ( ClipCount > 0 ) return true;
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return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
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}
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Default
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{
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Tag "$T_IMPALER";
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Inventory.PickupMessage "$I_IMPALER";
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Weapon.UpSound "impaler/select";
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Weapon.SlotNumber 7;
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Weapon.SelectionOrder 0;
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Weapon.SlotPriority 0.9;
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Weapon.AmmoType "ImpalerAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "ImpalerAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 6;
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UTWeapon.DropAmmo 3;
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Impaler.ClipCount 30;
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}
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States
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{
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Spawn:
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IMPP A -1;
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Stop;
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IMPP B -1;
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Stop;
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Select:
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IMPS A 1 A_Raise(int.max);
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Wait;
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Ready:
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IMPS ABCDEF 3 A_WeaponReady(WRF_NOFIRE);
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IMPI A 0
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{
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let weap = Weapon(invoker);
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if ( (invoker.ClipCount>=0) || (weap.Ammo1.Amount > 0) )
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return ResolveState("Reload");
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return ResolveState("Idle");
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}
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Goto Idle;
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Dummy:
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TNT1 A 1
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{
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let weap = Weapon(invoker);
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int flags = 0;
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if ( weap.Ammo1.Amount > 0 ) flags |= WRF_ALLOWRELOAD;
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if ( invoker.HasGem && (invoker.ClipCount <= 0) ) flags |= WRF_NOSECONDARY;
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A_WeaponReady(flags);
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}
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Wait;
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Idle:
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IMPI A 0 A_Overlay(-9999,"Dummy");
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IMPI ABCDEFGH 10;
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Goto Idle+1;
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Melee:
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IMPM A 0 A_Overlay(-9999,"Null");
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IMPM ABCDEFGHIJ 2;
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Goto Idle;
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Fire:
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IMPF A 0
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{
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if ( !invoker.HasGem )
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return ResolveState("Melee");
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A_ImpalerFire();
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return ResolveState(null);
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}
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IMPF ABCDEFGHI 2;
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IMPI A 0 A_JumpIfNoAmmo("Idle");
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Goto Reload;
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AltFire:
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IMPA A 0
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{
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if ( !invoker.HasGem )
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return ResolveState("Melee");
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A_Overlay(-9999,"Null");
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A_Overlay(-3,"GemAltFire");
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A_Overlay(-2,"ZapAltFire");
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A_PlaySound("impaler/altfire",CHAN_WEAPON,looping:true);
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return ResolveState(null);
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}
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IMPA ABCDEFGH 2;
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Goto AltHold;
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AltHold:
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IMPA IJKLMNOP 2;
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Goto AltRelease;
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AltRelease:
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IMPA Q 0
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{
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A_Overlay(-3,"GemAltRelease");
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A_Overlay(-2,"ZapAltRelease");
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A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
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}
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IMPA QRSTUVWX 2;
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Goto Idle;
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Reload:
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IMPG A 0
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{
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A_Overlay(-9999,"Null");
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invoker.HasGem = !invoker.HasGem;
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if ( invoker.HasGem )
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{
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let weap = Weapon(invoker);
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if ( invoker.ClipCount < 0 )
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{
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weap.DepleteAmmo(false,true,1);
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invoker.ClipCount = invoker.default.ClipCount;
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}
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A_Overlay(-3,"GemUp");
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A_Overlay(-2,"ZapUp");
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A_OverlayFlags(-2,PSPF_RenderStyle|PSPF_Alpha,true);
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A_OverlayRenderStyle(-2,STYLE_Add);
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A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
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}
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else
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{
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A_Overlay(-3,"GemDown");
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A_Overlay(-2,"ZapDown");
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A_PlaySound("impaler/gemdown",CHAN_WEAPON);
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}
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}
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IMPG ABCDE 2;
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Goto Idle;
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Deselect:
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IMPD A 0 A_Overlay(-9999,"Null");
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IMPD A 0 A_JumpIf(!invoker.HasGem,"FullDeselect");
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IMPG A 0
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{
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invoker.HasGem = false;
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A_Overlay(-3,"GemDown");
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A_Overlay(-2,"ZapDown");
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A_PlaySound("impaler/gemdown",CHAN_WEAPON);
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}
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IMPG ABCDE 2;
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Goto FullDeselect;
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FullDeselect:
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IMPD ABCDEF 2;
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IMPD F 1 A_Lower(int.max);
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Wait;
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GemUp:
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IMGS ABCDE 2;
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Goto GemIdle;
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GemIdle:
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IMGI ABCDEFGH 10;
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Loop;
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GemDown:
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IMGD ABCDE 2;
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Stop;
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GemAltFire:
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IMGA ABCDEFGH 2;
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Goto GemAltHold;
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GemAltHold:
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IMGA IJKLMNOP 2;
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Loop;
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GemAltRelease:
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IMGA QRSTUVWX 2;
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Goto GemIdle;
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ZapUp:
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IMZS ABCDE 2 Bright;
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Goto ZapIdle;
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ZapIdle:
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IMZI ABCDEFGH 10 Bright;
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Loop;
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ZapDown:
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IMZD ABCDE 2 Bright;
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Stop;
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ZapAltFire:
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IMZA ABCDEFGH 2 Bright;
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Goto ZapAltHold;
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ZapAltHold:
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IMZA IJKLMNOP 2 Bright;
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Loop;
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ZapAltRelease:
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IMZA QRSTUVWX 2 Bright;
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Goto ZapIdle;
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}
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}
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