stinger_m/zscript/automag.zsc
Marisa Kirisame da224bcfae Beta 2. Changes are as follows:
- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
2019-09-27 22:59:53 +02:00

643 lines
17 KiB
Text

Class UClip : UMiniAmmo
{
Default
{
Tag "$T_CLIP";
Inventory.PickupMessage "$I_CLIP";
Inventory.Amount 20;
Ammo.DropAmount 5;
}
States
{
Spawn:
UCLP A -1;
Stop;
}
}
Class UCasing : UTCasing
{
}
Class Automag : UnrealWeapon
{
int ClipCount, SlaveClipCount;
bool SlaveActive, SlaveDown, SlaveReload, SlaveAltFire, SlaveSpin;
bool ClipOut, SlaveClipOut;
int SlaveRefire;
double AltAccuracy;
property ClipCount : ClipCount;
property SlaveClipCount : SlaveClipCount;
override int, int, bool, bool GetClipAmount()
{
if ( Amount > 1 ) return ClipOut?-1:ClipCount, SlaveClipOut?-1:SlaveClipCount, (ClipCount<5), (SlaveClipCount<5);
return ClipOut?-1:ClipCount, -1, (ClipCount<5), false;
}
override bool HandlePickup( Inventory item )
{
if ( sting_automags && (item.GetClass() == GetClass()) )
{
SetTag(StringTable.Localize("$T_AUTOMAG2"));
return Super.HandlePickup(item);
}
return Super.HandlePickup(item);
}
override String PickupMessage()
{
if ( Owner ) return Super.PickupMessage();
return StringTable.Localize("$I_AUTOMAG2");
}
override Inventory CreateTossable( int amt )
{
Inventory inv = Super.CreateTossable(amt);
if ( inv )
{
SetTag(StringTable.Localize("$T_AUTOMAG"));
inv.SetTag(StringTable.Localize("$T_AUTOMAG"));
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_AutomagRefire( statelabel flash = null, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.05;
if ( slave )
{
if ( invoker.slaveclipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35);
if ( invoker.slaveclipcount <= 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 ( invoker.slaveclipcount > 0 )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftHold"));
}
else if ( (player.cmd.buttons&BT_ALTATTACK) && invoker.slavealtfire && !pending && (player.health > 0) )
{
invoker.slaverefire++;
if ( invoker.slaveclipcount > 0 )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftAltHold"));
}
else invoker.slaverefire = 0;
}
else
{
if ( invoker.clipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35);
if ( invoker.clipcount <= 0 )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
}
action void A_LeftWeaponReady()
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( player.cmd.buttons&BT_ATTACK && !player.ReadyWeapon.bAltFire )
{
if ( invoker.slaveclipcount <= 0 )
{
let psp = player.FindPSprite(PSP_WEAPON);
if ( (weap.Ammo1.Amount > 0) && !psp.CurState.InStateSequence(ResolveState("Reload")) )
player.setpsprite(2,ResolveState("LeftReload"));
return;
}
invoker.slaverefire = 0;
invoker.slavealtfire = false;
player.setpsprite(2,ResolveState("LeftFire"));
}
else if ( player.cmd.buttons&BT_ALTATTACK && player.ReadyWeapon.bAltFire )
{
if ( invoker.slaveclipcount <= 0 )
{
let psp = player.FindPSprite(PSP_WEAPON);
if ( (weap.Ammo1.Amount > 0) && !psp.CurState.InStateSequence(ResolveState("Reload")) )
player.setpsprite(2,ResolveState("LeftReload"));
return;
}
invoker.slaverefire = 0;
invoker.slavealtfire = true;
player.setpsprite(2,ResolveState("LeftAltFire"));
}
}
action void A_AutomagFire( bool alt = false, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( slave )
{
if ( invoker.slaveclipcount <= 0 ) return;
invoker.slaveclipcount--;
}
else
{
if ( invoker.clipcount <= 0 ) return;
invoker.clipcount--;
}
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_PlaySound("automag/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[Automag](0.5,0.2),FRandom[Automag](-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[Automag](-0.2,-0.5),FRandom[Automag](-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 = Vec2OffsetZ(0,0,player.viewz)+10.0*x;
int ydir = slave?-1:1;
if ( alt ) origin = origin-z*3.0+ydir*y*1.0;
else origin = origin-z*1.0+ydir*y*4.0;
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01);
[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);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 17;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 3000;
if ( FRandom[Automag](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 += x*8.0+ydir*y*6.0-z*2.0;
let c = Spawn("UCasing",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("$O_AUTOMAG2");
return StringTable.Localize("$O_AUTOMAG");
}
override void Travelled()
{
Super.Travelled();
slaveactive = false;
}
override void OwnerDied()
{
Super.OwnerDied();
slavespin = slavereload = slaverefire = 0;
if ( Owner.player.ReadyWeapon != self ) return;
let psp = Owner.player.FindPSprite(2);
if ( psp )
{
slaveactive = false;
Owner.player.SetPSprite(2,ResolveState("LeftDeselect"));
}
}
override void DoEffect()
{
Super.DoEffect();
if ( Amount > 1 ) SelectionOrder = 1250;
else SelectionOrder = default.SelectionOrder;
}
override void Tick()
{
Super.Tick();
if ( sting_automags && (MaxAmount <= 1) ) MaxAmount = 2;
else if ( !sting_automags && (MaxAmount > 1) ) MaxAmount = 1;
if ( !Owner || sting_automags || (Amount <= 1) ) return;
// 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;
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
{
if ( (ClipCount > 0) || ((Amount>1) && (SlaveClipCount > 0)) ) return true;
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
}
Default
{
Tag "$T_AUTOMAG";
Inventory.Icon "I_ClipAm";
Inventory.PickupMessage "$I_AUTOMAG";
Inventory.MaxAmount 1;
Inventory.InterHubAmount 2;
Weapon.UpSound "automag/select";
Weapon.SlotNumber 2;
Weapon.SelectionOrder 2800;
Weapon.SlotPriority 1;
Weapon.AmmoType "UMiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UMiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 30;
Weapon.Kickback 180;
UTWeapon.DropAmmo 10;
Automag.ClipCount 20;
Automag.SlaveClipCount 20;
}
States
{
Spawn:
AUTP A -1;
Stop;
AUTP B -1;
Stop;
Select:
AUTS A 1 A_Raise(int.max);
Ready:
AUTS A 0
{
invoker.slaveclipout = invoker.clipout = false;
invoker.slavedown = false;
if ( !invoker.slaveactive && (CountInv("Automag") > 1) )
{
invoker.slavespin = invoker.slavereload = invoker.slaverefire = 0;
A_Overlay(2,"LeftReady");
}
}
AUTS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
AUS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
Idle:
AUTI A 0 A_Overlay(-9999,"Dummy");
AUTI AB 30;
AUTI A 0 A_Jump(50,"Twiddle");
Goto Idle+1;
LeftReady:
2UTS A 0
{
A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
invoker.slaveactive = true;
}
2UTS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(invoker.slavedown,"LeftDeselect");
2US2 ABCD 1 A_JumpIf(invoker.slavedown,"LeftDeselect");
LeftIdle:
2UTI A 0 A_Overlay(-9998,"LeftDummy");
2UTI AB 30;
2UTI A 0 A_Jump(50,"LeftTwiddle");
Goto LeftIdle+1;
Twiddle:
AUTT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto Idle+1;
LeftTwiddle:
2UTT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto LeftIdle+1;
Dummy:
TNT1 A 1
{
A_CheckReload();
if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
else if ( ((invoker.clipcount < invoker.default.clipcount) || (invoker.slaveclipcount < invoker.default.slaveclipcount)) && (invoker.Ammo1.Amount > 0) ) A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM);
else A_WeaponReady(WRF_ALLOWZOOM);
if ( !invoker.slaveactive && (CountInv("Automag") > 1) )
{
invoker.slavespin = invoker.slavereload = invoker.slaverefire = 0;
A_Overlay(2,"LeftReady");
}
}
Wait;
LeftDummy:
TNT1 A 1
{
if ( invoker.slavereload ) player.SetPSprite(2,ResolveState("LeftReload"));
else if ( invoker.slavedown ) player.SetPSprite(2,ResolveState("LeftDeselect"));
else if ( invoker.slavespin ) player.SetPSprite(2,ResolveState("LeftZoom"));
else A_LeftWeaponReady();
}
Wait;
Fire:
AUTF A 1 A_Overlay(-9999,null);
AUTF BCD 1;
Hold:
AUTF E 2 A_AutomagFire();
AUTF FG 2;
AUTF N 0 A_AutomagRefire(1);
Goto Release;
AUTF NN 2;
AUTF H 2 A_AutomagFire();
AUTF IJ 2;
AUTF N 0 A_AutomagRefire(1);
Goto Release;
AUTF NN 2;
AUTF K 2 A_AutomagFire();
AUTF LM 2;
AUTF N 0 A_AutomagRefire(1);
Goto Release;
AUTF NN 2;
Goto Hold;
Release:
AUTF NN 2;
AUTF OPQRST 1;
AUTI A 0;
Goto Idle;
LeftFire:
2UTI A 5 A_Overlay(-9998,null);
2UTI A 0 A_AutomagRefire(1,true);
Goto LeftIdle;
LeftHold:
2UTF ABCD 1;
2UTF E 2 A_AutomagFire(false,true);
2UTF FG 2;
2UTF N 0 A_AutomagRefire(1,true);
Goto LeftRelease;
2UTF NN 2;
2UTF H 2 A_AutomagFire(false,true);
2UTF IJ 2;
2UTF N 0 A_AutomagRefire(1,true);
Goto LeftRelease;
2UTF NN 2;
2UTF K 2 A_AutomagFire(false,true);
2UTF LM 2;
2UTF N 0 A_AutomagRefire(1,true);
Goto LeftRelease;
2UTF NN 2;
Goto LeftHold+4;
LeftRelease:
2UTF NN 2;
2UTF OPQRST 1;
2UTI A 0;
Goto LeftIdle;
AltFire:
AUTA A 0
{
invoker.altaccuracy = 0.08;
A_Overlay(-9999,null);
}
AUTA ABCDEFGHIJ 1;
AltHold:
AUTA K 2 A_AutomagFire(true);
AUTA LM 2;
AUTA T 0 A_AutomagRefire(1);
Goto AltRelease;
AUTA T 1;
AUTA N 2 A_AutomagFire(true);
AUTA OP 2;
AUTA T 0 A_AutomagRefire(1);
Goto AltRelease;
AUTA T 1;
AUTA Q 2 A_AutomagFire(true);
AUTA RS 2;
AUTA T 0 A_AutomagRefire(1);
Goto AltRelease;
AUTA T 1;
Goto AltHold;
AltRelease:
AUTA TUVWXYZ 1;
AUA2 ABCD 1;
Goto Idle;
LeftAltFire:
2UTI A 5 A_Overlay(-9998,null);
2UTI A 0 A_AutomagRefire(1,true);
LeftAltHold:
2UTA ABCDEFGHIJ 1;
2UTA K 2 A_AutomagFire(true,true);
2UTA LM 2;
2UTA T 0 A_AutomagRefire(1,true);
Goto LeftAltRelease;
2UTA T 1;
2UTA N 2 A_AutomagFire(true,true);
2UTA OP 2;
2UTA T 0 A_AutomagRefire(1,true);
Goto LeftAltRelease;
2UTA T 1;
2UTA Q 2 A_AutomagFire(true,true);
2UTA RS 2;
2UTA T 0 A_AutomagRefire(1,true);
Goto LeftAltRelease;
2UTA T 1;
Goto LeftAltHold+10;
LeftAltRelease:
2UTA TUVWXYZ 1;
2UA2 ABCD 1;
Goto LeftIdle;
Reload:
AUTR A 0
{
if ( invoker.clipcount >= invoker.default.clipcount )
{
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
return ResolveState("Idle");
}
return ResolveState(null);
}
AUTR A 0
{
invoker.clipout = true;
A_Overlay(-9999,null);
A_PlaySound("automag/click",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
}
AUTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
AUTD ABCD 1;
AUTD E 30
{
invoker.clipout = false;
let aadd = min(invoker.Ammo1.Amount,invoker.default.clipcount-invoker.clipcount);
invoker.clipcount += aadd;
invoker.Ammo1.Amount -= aadd;
A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
}
AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
Goto Ready;
LeftReload:
2UTR A 0
{
if ( invoker.slaveclipcount >= invoker.default.slaveclipcount )
{
invoker.slavereload = 0;
return ResolveState("LeftIdle");
}
invoker.slaveclipout = true;
A_Overlay(-9998,null);
A_PlaySound("automag/click",CHAN_6,!Dampener.Active(self)?1.:.1);
return ResolveState(null);
}
2UTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
2UTD ABCD 1;
2UTD E 30
{
invoker.slaveclipout = false;
let aadd = min(invoker.Ammo1.Amount,invoker.default.slaveclipcount-invoker.slaveclipcount);
invoker.slaveclipcount += aadd;
invoker.Ammo1.Amount -= aadd;
A_PlaySound("automag/reload",CHAN_6,!Dampener.Active(self)?1.:.1);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = false;
}
2UTS A 0 A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
Goto LeftReady;
Zoom:
AUT2 A 1
{
A_Overlay(-9999,null);
invoker.slavespin = true;
}
AUT2 BCDEFGHIJKLMNOPQRSTUVWXYZ 1;
AUT3 AB 1;
ZoomLoop:
AUT3 CDEFGH 1;
AUT3 I 0 A_JumpIf(player.cmd.buttons&BT_ZOOM,"ZoomLoop1");
AUT3 IJKLMNOPQRS 1;
Goto Idle;
ZoomLoop1:
AUT3 I 1;
AUT3 C 0;
Goto ZoomLoop;
LeftZoom:
2UT2 A 1
{
A_Overlay(-9998,null);
invoker.slavespin = false;
}
2UT2 BCDEFGHIJKLMNOPQRSTUVWXYZ 1;
2UT3 AB 1;
LeftZoomLoop:
2UT3 CDEFGH 1;
2UT3 I 0 A_JumpIf(player.cmd.buttons&BT_ZOOM,"LeftZoomLoop1");
2UT3 IJKLMNOPQRS 1;
Goto LeftIdle;
LeftZoomLoop1:
2UT3 I 1;
2UT3 C 0;
Goto LeftZoomLoop;
Deselect:
AUTD A 0
{
A_Overlay(-9999,null);
invoker.slavedown = true;
}
AUTD ABCD 1;
AUTD E 1
{
if ( !player.FindPSprite(2) )
A_Lower(int.max);
}
Wait;
LeftDeselect:
2UTD A 0
{
A_Overlay(-9998,null);
invoker.slaveactive = false;
}
2UTD ABCD 1;
2UTD E 0;
Stop;
MuzzleFlash:
AMZ1 # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Automag](0,4);
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AltMuzzleFlash:
AMZ2 # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Automag](0,4);
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
LeftMuzzleFlash:
AMZ3 # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Automag](0,4);
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
LeftAltMuzzleFlash:
AMZ4 # 2 Bright
{
let psp = player.FindPSprite(OverlayID());
psp.frame = Random[Automag](0,4);
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
}
}