stinger_m/zscript/betamag.zsc
Marisa Kirisame c6a81479ca Release Candidate 3:
- Fix inventory items not removing themselves when fully drained and no more
  copies are held.
- Fixed Minigun playing the unwind animation on player death.
- Fixed main hand Automag still firing when out of ammo dual wielding.
- Corrected name clash between two explosion sounds.
- Fixed suits still protecting from elemental damage when depleted.
- Add option to wear all suits simultaneously.
- Stunner now consumes Stinger ammo to recharge, this is more in line with the
  Unreal Bible.
- Max damage per explosion capped to 100 for Stinger. Prevents ludicrous
  map-clearing explosions with an amplified asmd combo.
- Shoot-through lines can now be activated by hitscan/beam weapons thanks to
  new DT "bullet trail" feature. No more softlocks in custom maps.
- Added option to make Peacemaker missiles not seek owner and allies.
- Peacemaker missiles start seeking targets much earlier, making it more viable
  indoors.
- Autocannon has had its damage increased again.
- Adjusted swingers for many weapons to feel a bit more natural. Still far from
  perfect.
- Reverted changes to Flamethrower projectile density, and simply made it have
  less dynamic lights.
- Adjustments to armors. Suit elemental resistances now take priority (as
  intended). [please redownload your DT devbuild for full effect]
- Added ring effect for 6-rocket tight wad. Completely forgot this was a thing.
- Fixed flashlight not clearing its dynlights when depleted and still having
  copies.
2019-10-10 09:32:29 +02:00

624 lines
17 KiB
Text

Class BCasing : UTCasing
{
}
Class BCasing2 : UTCasing
{
}
Class Betamag : UnrealWeapon
{
bool SlaveActive, SlaveDown, SlaveAltFire, SlaveWhip, SlaveSpin;
int SlaveRefire;
double AltAccuracy;
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_protomags && (MaxAmount <= 1) ) MaxAmount = 2;
else if ( !sting_protomags && (MaxAmount > 1) ) MaxAmount = 1;
if ( Owner && !sting_protomags && (Amount > 1) )
{
// no dual wielding
if ( Owner.player.ReadyWeapon == self )
{
// delete the slave overlay
PSprite psp;
for ( psp = Owner.player.psprites; psp; psp = psp.next )
{
if ( (psp.Caller == self) && ((psp.id == 2) || (psp.id == -9998)) ) psp.Destroy();
slaveactive = false;
slavedown = false;
}
}
Amount = 1;
SetTag(StringTable.Localize("$T_AUTOMAG"));
}
if ( sting_proto ) return;
if ( !Owner )
{
let r = Spawn("Pistol",pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
Destroy();
}
else
{
Owner.RemoveInventory(self);
Destroy();
}
}
override bool HandlePickup( Inventory item )
{
if ( sting_protomags && (item.GetClass() == GetClass()) )
{
let rslt = Super.HandlePickup(item);
if ( rslt ) SetTag(StringTable.Localize("$T_PROTOMAG2"));
return rslt;
}
return Super.HandlePickup(item);
}
override String PickupMessage()
{
if ( Owner ) return Super.PickupMessage();
return StringTable.Localize("$I_PROTOMAG2");
}
override Inventory CreateTossable( int amt )
{
Inventory inv = Super.CreateTossable(amt);
if ( inv )
{
SetTag(StringTable.Localize("$T_PROTOMAG"));
inv.SetTag(StringTable.Localize("$T_PROTOMAG"));
if ( Owner && (Owner.player.ReadyWeapon == self) )
{
// delete the slave overlay
PSprite psp;
for ( psp = Owner.player.psprites; psp; psp = psp.next )
{
if ( (psp.Caller == self) && ((psp.id == 2) || (psp.id == -9998)) ) psp.Destroy();
slaveactive = false;
slavedown = false;
}
}
}
return inv;
}
action void A_BetamagRefire( statelabel flash = null, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( invoker.altaccuracy < 0.05 ) invoker.altaccuracy += 0.01;
if ( slave )
{
if ( weap.Ammo1.Amount <= 0 )
{
invoker.slaverefire = 0;
return;
}
bool pending = (player.PendingWeapon != WP_NOCHANGE) && (player.WeaponState & WF_REFIRESWITCHOK);
if ( (player.cmd.buttons&BT_ATTACK) && !invoker.slavealtfire && !pending && (player.health > 0) )
{
invoker.slaverefire++;
if ( player.ReadyWeapon.CheckAmmo(Weapon.PrimaryFire,true) )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftHold"));
}
else if ( (player.cmd.buttons&BT_ALTATTACK) && invoker.slavealtfire && !pending && (player.health > 0) )
{
invoker.slaverefire++;
if ( player.ReadyWeapon.CheckAmmo(Weapon.AltFire,true) )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftAltHold"));
}
else
{
invoker.slaverefire = 0;
player.ReadyWeapon.CheckAmmo(invoker.slavealtfire?Weapon.AltFire:Weapon.PrimaryFire,true);
}
}
else
{
if ( weap.Ammo1.Amount <= 0 )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
}
action void A_LeftWeaponReady()
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( player.cmd.buttons&BT_ATTACK && !player.ReadyWeapon.bAltFire )
{
invoker.slaverefire = 0;
invoker.slavealtfire = false;
player.setpsprite(2,ResolveState("LeftFire"));
}
else if ( player.cmd.buttons&BT_ALTATTACK && player.ReadyWeapon.bAltFire )
{
invoker.slaverefire = 0;
invoker.slavealtfire = true;
player.setpsprite(2,ResolveState("LeftAltFire"));
}
}
private action bool TryWhip( double angle )
{
FTranslatedLineTarget t;
double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
FLineTraceData d;
LineTrace(angle,DEFMELEERANGE,slope,0,player.viewheight,data:d);
if ( d.HitType != TRACE_HitNone )
{
if ( d.HitType == TRACE_HitActor )
{
int dmg = 15;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Melee',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,35000);
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
if ( !d.HitActor.bNOBLOOD )
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType == TRACE_HitWall )
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
A_PlaySound("betamag/hit",CHAN_WEAPON);
A_AlertMonsters();
return true;
}
return false;
}
action void A_BetamagWhip()
{
invoker.FireEffect();
for ( int i=0; i<16; i++ ) if ( TryWhip(angle+i*(45./16)) || TryWhip(angle-i*(45./16)) ) return;
}
action void A_BetamagFire( bool alt = false, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_PlaySound("betamag/fire",slave?CHAN_6:CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
if ( slave )
{
if ( alt ) A_Overlay(-3,"LeftAltMuzzleFlash");
else A_Overlay(-3,"LeftMuzzleFlash");
A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-3,STYLE_Add);
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.5,0.2),FRandom[Betamag](-0.3,0.2)),2,0,1,SWING_Spring,0,2);
}
else
{
if ( alt ) A_Overlay(-2,"AltMuzzleFlash");
else A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.2,-0.5),FRandom[Betamag](-0.3,0.2)),2,0,1,SWING_Spring,0,2);
}
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
int ydir = slave?-1:1;
if ( alt ) origin = level.Vec3Offset(origin,-z*2.5+ydir*y*1.5);
else origin = level.Vec3Offset(origin,-z*1.5+ydir*y*2);
double a = FRandom[Betamag](0,360), s = FRandom[Betamag](0,alt?invoker.altaccuracy:0.);
[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);
UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2));
if ( d.HitType == TRACE_HitActor )
{
int dmg = 14;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 3000;
if ( FRandom[Betamag](0,1) < 0.2 ) mm *= 5;
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,mm);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
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.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
for ( int i=0; i<3; i++ )
{
let s = Spawn("UTViewSmoke",origin);
if ( alt ) UTViewSmoke(s).ofs = (10,ydir,-3);
else UTViewSmoke(s).ofs = (10,4*ydir,-1);
s.target = self;
s.alpha *= 0.5;
}
origin = level.Vec3Offset(origin,x*5+ydir*y*8-z*2);
let c = Spawn(slave?"BCasing2":"BCasing",origin);
c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( Amount > 1 ) return StringTable.Localize("$O_PROTOMAG2");
return StringTable.Localize("$O_PROTOMAG");
}
override void Travelled()
{
Super.Travelled();
slaveactive = false;
}
override void DetachFromOwner()
{
Owner.A_StopSound(CHAN_ITEM);
Owner.A_StopSound(CHAN_6);
Owner.A_StopSound(CHAN_7);
Super.DetachFromOwner();
}
override void OwnerDied()
{
slavespin = slavewhip = slaverefire = 0;
if ( !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
Owner.A_StopSound(CHAN_ITEM);
Owner.A_StopSound(CHAN_6);
Owner.A_StopSound(CHAN_7);
let psp = Owner.player.FindPSprite(2);
if ( psp )
{
slaveactive = false;
Owner.player.SetPSprite(2,ResolveState("LeftDeselect"));
}
Super.OwnerDied();
}
override void DoEffect()
{
Super.DoEffect();
if ( Ammo1.Amount <= 0 ) SelectionOrder = 6800;
else if ( Amount > 1 ) SelectionOrder = 2200;
else SelectionOrder = default.SelectionOrder;
}
Default
{
Tag "$T_PROTOMAG";
Inventory.Icon "I_ClipAm";
Inventory.PickupMessage "$I_PROTOMAG";
Inventory.MaxAmount 1;
Inventory.InterHubAmount 2;
Weapon.UpSound "betamag/select";
Weapon.SlotNumber 2;
Weapon.SelectionOrder 3000;
Weapon.SlotPriority 0.9;
Weapon.AmmoType "UMiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UMiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
Weapon.Kickback 320;
UTWeapon.DropAmmo 10;
+WEAPON.AMMO_OPTIONAL;
+WEAPON.ALT_AMMO_OPTIONAL;
}
States
{
Spawn:
AUTP A -1;
Stop;
AUTP B -1;
Stop;
Select:
AUTS A 1 A_Raise(int.max);
Ready:
AUTS A 0
{
invoker.slavedown = false;
if ( !invoker.slaveactive && (CountInv("Betamag") > 1) )
{
invoker.slavespin = invoker.slavewhip = invoker.slaverefire = 0;
player.setpsprite(2,ResolveState("LeftReady"));
}
}
AUTS ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
Idle:
AUTI A 0 A_Overlay(-9999,"Dummy");
AUTI ABCDEF 20;
AUTI A 0 A_Jump(50,"Twiddle");
Goto Idle+1;
LeftReady:
2UTS A 0
{
A_PlaySound("betamag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
invoker.slaveactive = true;
}
2UTS ABCDEFGHIJK 2 A_JumpIf(invoker.slavedown,"LeftDeselect");
LeftIdle:
2UTI A 0 A_Overlay(-9998,"LeftDummy");
2UTI ABCDEF 20;
2UTI A 0 A_Jump(50,"LeftTwiddle");
Goto LeftIdle+1;
Twiddle:
AUTT A 0 { invoker.special1 = Random[Betamag](2,3); }
AUTT ABCDEFGHIJKLMNOPQ 3 A_SetTics(invoker.special1);
Goto Idle+1;
LeftTwiddle:
2UTT A 0 { invoker.special2 = Random[Betamag](2,3); }
2UTT ABCDEFGHIJKLMNOPQ 3 A_SetTics(invoker.special2);
Goto LeftIdle+1;
Dummy:
TNT1 A 1
{
A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM);
if ( !invoker.slaveactive && (CountInv("Betamag") > 1) )
{
invoker.slavespin = invoker.slavewhip = invoker.slaverefire = 0;
player.setpsprite(2,ResolveState("LeftReady"));
}
}
Wait;
LeftDummy:
TNT1 A 1
{
if ( invoker.slavedown ) player.setpsprite(2,ResolveState("LeftDeselect"));
else if ( invoker.slavewhip ) player.setpsprite(2,ResolveState("LeftReload"));
else if ( invoker.slavespin ) player.setpsprite(2,ResolveState("LeftZoom"));
else A_LeftWeaponReady();
}
Wait;
Fire:
AUTF A 2
{
A_Overlay(-9999,null);
return A_JumpIfNoAmmo("Reload");
}
AUTF B 2;
Hold:
AUTF C 2 A_BetamagFire();
AUTF DE 2;
AUTF F 0 A_PlaySound("betamag/slide",CHAN_ITEM,!Dampener.Active(self)?.3:.03);
AUTF FGHI 2;
AUTF J 0 A_BetamagRefire("Hold");
AUTF J 2;
AUTI A 0;
Goto Idle;
LeftFire:
#### # 10 A_Overlay(-9998,null);
2UTI A 0 A_BetamagRefire(1,true);
Goto LeftIdle;
2UTF AB 1;
LeftHold:
2UTF C 2 A_BetamagFire(false,true);
2UTF DE 2;
2UTF F 0 A_PlaySound("betamag/slide",CHAN_7,!Dampener.Active(self)?.3:.03);
2UTF FGHI 2;
2UTF J 0 A_BetamagRefire("LeftHold",true);
2UTF J 2;
2UTI A 0;
Goto LeftIdle;
AltFire:
AUTA A 0
{
invoker.altaccuracy = 0.08;
A_Overlay(-9999,null);
return A_JumpIfNoAmmo("Reload");
}
AUTA ABCDEFG 2;
AltHold:
AUTA H 2 A_BetamagFire(true);
AUTA I 2;
AUTA J 0 A_PlaySound("betamag/slide",CHAN_ITEM,!Dampener.Active(self)?.3:.03);
AUTA JKLM 2;
AUTA N 0 A_BetamagRefire("AltHold");
AltRelease:
AUTA NOPQ 2;
AUTI A 2;
Goto Idle;
LeftAltFire:
#### # 6 A_Overlay(-9998,null);
2UTI A 0 A_BetamagRefire(1,true);
Goto LeftIdle;
2UTA ABCDEFG 2;
LeftAltHold:
2UTA H 2 A_BetamagFire(true,true);
2UTA I 2;
2UTA J 0 A_PlaySound("betamag/slide",CHAN_7,!Dampener.Active(self)?.3:.03);
2UTA JKLM 2;
2UTA N 0 A_BetamagRefire("LeftAltHold",true);
2UTA NOPQ 2;
2UTI A 2;
Goto LeftIdle;
Reload:
AUTW A 0
{
A_Overlay(-9999,null);
invoker.slavewhip = true;
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.5,-0.4),FRandom[Betamag](0.2,0.3)),4,0.3,8,SWING_Spring,5);
}
AUTW ABCDE 2;
AUTW F 0
{
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
A_PlaySound("betamag/whip",CHAN_ITEM);
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
}
AUTW FGHIJ 2;
AUTW K 0
{
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](0.8,0.5)),3,0.5,6,SWING_Spring,3,3);
}
AUTW KLM 1;
AUTW N 0 A_BetamagWhip();
AUTW NOPQR 1;
AUTW STUVWXYZ[\ 2;
Goto Idle;
LeftReload:
#### # 25
{
invoker.slavewhip = false;
A_Overlay(-9998,null);
}
LeftReloadHold:
2UTI A 0
{
if ( !((invoker.Ammo1.Amount<=0) && (player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK))) && !(player.cmd.buttons&BT_RELOAD) ) return ResolveState("LeftIdle");
invoker.slavewhip = false;
A_Overlay(-9998,null);
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.4,0.5),FRandom[Betamag](0.2,0.3)),4,0.3,8,SWING_Spring,5);
return ResolveState(null);
}
2UTW ABCDE 2;
2UTW F 0
{
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
A_PlaySound("betamag/whip",CHAN_7);
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
}
2UTW FGHIJ 2;
2UTW K 0
{
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](0.8,0.5)),3,0.5,6,SWING_Spring,3,3);
}
2UTW KLM 1;
2UTW N 0 A_BetamagWhip();
2UTW NOPQR 1;
2UTW STUVWXYZ[\ 2;
2UTI A 0 A_JumpIf((invoker.Ammo1.Amount<=0)&&(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK))||(player.cmd.buttons&BT_RELOAD),"LeftReloadHold");
Goto LeftIdle;
Zoom:
AUTR A 1
{
A_Overlay(-9999,null);
invoker.slavespin = true;
}
AUTR BCDEFGHIJKLMN 1;
ZoomLoop:
AUTR OPQRSTUVWX 1;
AUTR Y 0 A_JumpIf(player.cmd.buttons&BT_ZOOM,"ZoomLoop");
AUTR YZ[\] 1;
AUR2 ABCDEFGHIJK 1;
Goto Idle;
LeftZoom:
2UTR A 1
{
A_Overlay(-9998,null);
invoker.slavespin = false;
}
2UTR BCDEFGHIJKLMN 1;
LeftZoomLoop:
2UTR OPQRSTUVWX 1;
2UTR Y 0 A_JumpIf(player.cmd.buttons&BT_ZOOM,"LeftZoomLoop");
2UTR YZ[\] 1;
2UR2 ABCDEFGHIJK 1;
Goto LeftIdle;
Deselect:
AUTD A 0
{
A_Overlay(-9999,null);
invoker.slavedown = true;
}
AUTD ABCDEFG 1;
AUTD G 1
{
if ( !player.FindPSprite(2) )
A_Lower(int.max);
}
Wait;
LeftDeselect:
2UTD A 0
{
A_Overlay(-9998,null);
invoker.slaveactive = false;
}
2UTD ABCDEFG 1;
Stop;
MuzzleFlash:
AMZ1 # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Betamag](0,3);
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AltMuzzleFlash:
AMZ2 # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Betamag](0,3);
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
LeftMuzzleFlash:
AMZ3 # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Betamag](0,3);
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
LeftAltMuzzleFlash:
AMZ4 # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Betamag](0,3);
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
}
}