584 lines
14 KiB
Text
584 lines
14 KiB
Text
Class BigAmmo : Ammo
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{
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Default
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{
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Tag "$T_BIGAMMO";
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Inventory.Icon "I_BigM";
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Inventory.PickupMessage "";
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Inventory.Amount 10;
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Inventory.MaxAmount 12;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 20;
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Ammo.DropAmount 10;
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Inventory.RespawnTics 2100;
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+INVENTORY.IGNORESKILL;
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}
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override String PickupMessage()
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{
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if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
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return String.Format("%s%d%s",StringTable.Localize("$I_BIGAMMOL"),Amount,StringTable.Localize("$I_BIGAMMOR"));
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}
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override bool TryPickup( in out Actor toucher )
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{
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if ( !sting_proto || !sting_dubious ) return false; // not allowed
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return Super.TryPickup(toucher);
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}
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override void Tick()
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{
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Super.Tick();
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if ( sting_proto && sting_dubious ) return;
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if ( !Owner )
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{
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let r = Spawn((GetClass()=="BigAmmo")?"CellPack":"Cell",pos,ALLOW_REPLACE);
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r.spawnangle = spawnangle;
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r.spawnpoint = spawnpoint;
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r.angle = angle;
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r.pitch = pitch;
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r.roll = roll;
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r.special = special;
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r.args[0] = args[0];
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r.args[1] = args[1];
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r.args[2] = args[2];
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r.args[3] = args[3];
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r.args[4] = args[4];
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r.ChangeTid(tid);
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r.SpawnFlags = SpawnFlags&~MTF_SECRET;
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r.HandleSpawnFlags();
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r.SpawnFlags = SpawnFlags;
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r.bCountSecret = SpawnFlags&MTF_SECRET;
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r.vel = vel;
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r.master = master;
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r.target = target;
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r.tracer = tracer;
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r.bDropped = bDropped;
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r.bNeverRespawn = bNeverRespawn;
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}
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else Owner.RemoveInventory(self);
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Destroy();
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}
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States
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{
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Spawn:
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BIGA A -1;
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Stop;
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}
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}
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Class BigAmmo2 : BigAmmo
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{
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Default
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{
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Tag "$T_BIGAMMO2";
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Inventory.Amount 3;
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Ammo.DropAmount 3;
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+INVENTORY.IGNORESKILL;
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}
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}
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Class BigAmmo3 : BigAmmo
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{
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Default
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{
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Tag "$T_BIGAMMO3";
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Inventory.PickupMessage "$I_BIGAMMO3";
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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 FatRing : Actor
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{
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Default
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{
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RenderStyle "Add";
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+NOGRAVITY;
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+NOBLOCKMAP;
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}
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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A_FadeOut(1/19.,0);
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}
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States
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{
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Spawn:
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FATR ABCDEFGHIJK 2 Bright;
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Stop;
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}
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}
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Class BigBlast : Actor
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{
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Default
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{
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RenderStyle "Add";
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DamageType 'BigShot';
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Scale 2.;
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+NOGRAVITY;
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+NOBLOCKMAP;
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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+FORCEXYBILLBOARD;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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A_AlertMonsters();
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A_Explode(50+special1,150);
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A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
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A_StartSound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
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A_SprayDecal("RazorBlast",-172);
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UTMainHandler.DoBlast(self,150,80000);
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let r = Spawn("FatRing",pos);
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r.angle = angle;
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r.pitch = pitch;
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r.roll = FRandom[ExploS](0,360);
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r.scale *= FRandom[ExploS](0.8,1.1);
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Scale *= FRandom[ExploS](0.8,1.1);
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Scale.x *= RandomPick[ExploS](-1,1);
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Scale.y *= RandomPick[ExploS](-1,1);
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int numpt = Random[ExploS](30,40);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,4);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.scale *= FRandom[ExploS](0.9,4.0);
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s.SetShade(Color(1,1,1)*Random[ExploS](128,255));
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}
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numpt = Random[ExploS](20,25);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[ExploS](30,40);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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s.scale *= FRandom[ExploS](0.9,2.7);
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}
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Spawn("FlareXLight",pos);
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}
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States
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{
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Spawn:
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BGXP ABCDEFGH 4 Bright;
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Stop;
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}
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}
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Class HitListEntry
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{
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Actor hitactor;
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Vector3 hitlocation, x;
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int hitdamage;
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}
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Class BigTracer : LineTracer
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{
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Actor ignoreme;
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Array<Line> ShootThroughList;
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Array<HitListEntry> hitlist;
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double penetration; // please don't laugh
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override ETraceStatus TraceCallback()
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{
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( Results.HitActor == ignoreme ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE )
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{
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let ent = new("HitListEntry");
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ent.hitactor = Results.HitActor;
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ent.hitlocation = Results.HitPos;
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ent.x = Results.HitVector;
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ent.hitdamage = min(Results.HitActor.health,int(penetration));
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hitlist.Push(ent);
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penetration = max(0,penetration-ent.hitdamage*.2);
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if ( (penetration <= 0) || (hitlist.Size() > 9) )
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return TRACE_Abort;
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return TRACE_Skip;
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}
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class BigCasing : UTCasing
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{
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Default
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{
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BounceSound "big/shell"; // much heavier sound
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}
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}
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// hambagah?
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Class BigMag : UTCasing
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{
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Default
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{
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BounceSound "big/bounce"; // much heavier sound
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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heat = 0.;
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}
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States
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{
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Death:
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PCAS A -1
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{
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pitch = clamp(Normalize180(pitch),-5,5);
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class BigGun : UnrealWeapon
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{
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int ClipCount;
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bool ClipOut;
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BigTracer t;
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property ClipCount : ClipCount;
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override bool TryPickup( in out Actor toucher )
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{
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if ( !sting_proto || !sting_dubious ) return false; // not allowed
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return Super.TryPickup(toucher);
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}
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override void Tick()
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{
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Super.Tick();
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if ( sting_proto && sting_dubious ) return;
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if ( !Owner )
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{
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let r = Spawn("BFG9000",pos,ALLOW_REPLACE);
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r.spawnangle = spawnangle;
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r.spawnpoint = spawnpoint;
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r.angle = angle;
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r.pitch = pitch;
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r.roll = roll;
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r.special = special;
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r.args[0] = args[0];
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r.args[1] = args[1];
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r.args[2] = args[2];
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r.args[3] = args[3];
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r.args[4] = args[4];
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r.ChangeTid(tid);
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r.SpawnFlags = SpawnFlags&~MTF_SECRET;
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r.HandleSpawnFlags();
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r.SpawnFlags = SpawnFlags;
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r.bCountSecret = SpawnFlags&MTF_SECRET;
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r.vel = vel;
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r.master = master;
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r.target = target;
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r.tracer = tracer;
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r.bDropped = bDropped;
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r.bNeverRespawn = bNeverRespawn;
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}
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else Owner.RemoveInventory(self);
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Destroy();
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}
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override int, int, bool, bool GetClipAmount()
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{
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return ClipOut?-1:ClipCount, -1, (ClipCount<2), false;
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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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action void A_Eject()
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{
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),4*x+y*12-z*4);
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let c = Spawn("BigCasing",origin);
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](-1,2);
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}
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action void A_BigFire( bool bAlt = false )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( invoker.clipcount <= 0 ) return;
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invoker.clipcount--;
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A_StartSound("big/fire",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters();
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A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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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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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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vel.z += (player.onground?2.8:.25);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*1);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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double a = FRandom[BigGun](0,360), s = FRandom[BigGun](0,bAlt?0.2:0.05);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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if ( !invoker.t ) invoker.t = new("BigTracer");
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invoker.t.ignoreme = self;
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invoker.t.hitlist.Clear();
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invoker.t.penetration = 200.;
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invoker.t.ShootThroughList.Clear();
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invoker.t.Trace(origin,level.PointInSector(origin.xy),dir,10000.,0);
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for ( int i=0; i<invoker.t.ShootThroughList.Size(); i++ )
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invoker.t.ShootThroughList[i].Activate(self,0,SPAC_PCross);
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for ( int i=5; i<invoker.t.Results.Distance; i+=10 )
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{
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if ( !Random[Boolet](0,bAlt?3:2) ) continue;
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let b = Actor.Spawn("UTBubble",level.Vec3Offset(origin,dir*i));
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b.Scale *= FRandom[Boolet](0.4,0.6);
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}
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for ( int i=0; i<invoker.t.hitlist.Size(); i++ )
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{
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let l = invoker.t.hitlist[i];
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l.hitactor.DamageMobj(invoker,self,l.hitdamage,'BigShot',DMG_THRUSTLESS);
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UTMainHandler.DoKnockback(l.hitactor,l.x,90000.);
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let b = Spawn("BigBlast",l.hitlocation-l.x*8.);
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b.target = self;
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b.special1 = l.hitdamage;
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b.angle = atan2(l.x.y,l.x.x);
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b.pitch = asin(-l.x.z);
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}
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if ( invoker.t.Results.HitType != TRACE_HitNone )
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{
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Vector3 hitnormal = -invoker.t.Results.HitVector;
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if ( invoker.t.Results.HitType == TRACE_HitFloor )
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{
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if ( invoker.t.Results.FFloor ) hitnormal = -invoker.t.Results.FFloor.top.Normal;
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else hitnormal = invoker.t.Results.HitSector.floorplane.Normal;
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}
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else if ( invoker.t.Results.HitType == TRACE_HitCeiling )
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{
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if ( invoker.t.Results.FFloor ) hitnormal = -invoker.t.Results.FFloor.bottom.Normal;
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else hitnormal = invoker.t.Results.HitSector.ceilingplane.Normal;
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}
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else if ( invoker.t.Results.HitType == TRACE_HitWall )
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{
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hitnormal = (-invoker.t.Results.HitLine.delta.y,invoker.t.Results.HitLine.delta.x,0).unit();
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if ( !invoker.t.Results.Side ) hitnormal *= -1;
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}
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let b = Spawn("BigBlast",invoker.t.Results.HitPos+hitnormal*8.);
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b.target = self;
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b.special1 = int(invoker.t.penetration);
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b.angle = atan2(hitnormal.y,hitnormal.x);
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b.pitch = asin(-hitnormal.z);
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if ( invoker.t.Results.HitLine ) invoker.t.Results.HitLine.RemoteActivate(self,invoker.t.Results.Side,SPAC_Impact,invoker.t.Results.HitPos);
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}
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int numpt = 50;
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for ( int i=0; i<numpt; i++ )
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{
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let s = Spawn("UTStaticViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,5,-1);
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UTViewSmoke(s).vvel += (FRandom[BigGun](-0.05,0.5),FRandom[BigGun](-0.3,0.3),FRandom[BigGun](-0.3,0.3));
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s.target = self;
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s.scale *= 1.5;
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s.alpha *= 0.6;
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}
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}
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action bool A_BigCheckForReload( bool bDryFire = false )
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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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if ( weap.Ammo1.Amount > 0 )
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{
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player.SetPSprite(PSP_WEAPON,invoker.FindState("Reload"));
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return true;
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}
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else if ( bDryFire )
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{
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player.SetPSprite(PSP_WEAPON,invoker.FindState("DryFire"));
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return true;
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}
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}
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return false;
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}
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Default
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{
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Tag "$T_BIGGUN";
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Obituary "$O_BIGGUN";
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Inventory.PickupMessage "$I_BIGGUN";
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Weapon.UpSound "big/select";
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Weapon.SlotNumber 9;
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Weapon.SelectionOrder 50;
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Weapon.SlotPriority 0.8;
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Weapon.AmmoType "BigAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "BigAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 4;
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Inventory.RespawnTics 2100;
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+INVENTORY.IGNORESKILL;
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+INVENTORY.ALWAYSPICKUP;
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UTWeapon.DropAmmo 4;
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BigGun.ClipCount 4;
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+EXTREMEDEATH;
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+UNREALWEAPON.NOFIRSTGIVE;
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}
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States
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{
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Spawn:
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BIGP A -1;
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Stop;
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BIGP B -1;
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Stop;
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Select:
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BIGS A 1 A_Raise(int.max);
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Wait;
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Ready:
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BIGS A 0
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{
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invoker.clipout = false;
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}
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BIGS ABC 2 A_WeaponReady(WRF_NOFIRE);
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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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TNT1 A 1
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{
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A_CheckReload();
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if ( !A_BigCheckForReload() )
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{
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if ( (invoker.clipCount < invoker.default.clipcount) && (invoker.Ammo1.Amount > 0) )
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A_WeaponReady(WRF_ALLOWRELOAD);
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else A_WeaponReady();
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}
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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 ABCDEFGHIJKLMNO 3;
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Goto Idle;
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Twiddle2:
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BIGT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
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Goto Idle;
|
|
Fire:
|
|
BIGF A 0
|
|
{
|
|
if ( !A_BigCheckForReload(true) )
|
|
A_Overlay(-9999,"Null");
|
|
}
|
|
BIGF AB 2;
|
|
BIGF C 2 A_BigFire();
|
|
BIGF DEF 2;
|
|
BIGF G 2 A_Eject();
|
|
BIGF HIJKLMNOP 2;
|
|
BIGI A 0 A_Refire("Fire");
|
|
Goto Idle;
|
|
AltFire:
|
|
BIGF A 0
|
|
{
|
|
if ( !A_BigCheckForReload(true) )
|
|
A_Overlay(-9999,"Null");
|
|
}
|
|
BIGF AB 3;
|
|
Goto AltHold;
|
|
AltHold:
|
|
BIGF C 1 A_BigFire();
|
|
BIGF DEF 1;
|
|
BIGF G 1 A_Eject();
|
|
BIGF HIJK 1;
|
|
BIGF L 0 A_Refire(1);
|
|
Goto AltRelease;
|
|
BIGF L 1 A_JumpIf(invoker.clipcount<=0,"AltRelease");
|
|
Goto AltHold;
|
|
AltRelease:
|
|
BIGF LMNOP 3;
|
|
Goto Idle;
|
|
DryFire:
|
|
BIGF A 0 A_Overlay(-9999,"Null");
|
|
BIGF AB 2;
|
|
BIGF C 2
|
|
{
|
|
A_StartSound("big/dry",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
|
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
|
}
|
|
BIGF LMNOP 2;
|
|
Goto Idle;
|
|
Reload:
|
|
BIGR A 0
|
|
{
|
|
A_ClearRefire();
|
|
A_Overlay(-9999,"Null");
|
|
}
|
|
BIGR ABCDEFGHIJKL 2;
|
|
BIGR M 2
|
|
{
|
|
invoker.clipout = true;
|
|
A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
|
|
A_StartSound("big/punch",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
|
|
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
|
|
}
|
|
BIGR NOPQRSTUVW 2;
|
|
BIGR X 2
|
|
{
|
|
Vector3 x, y, z, origin;
|
|
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*5.-z*9.);
|
|
let c = Spawn("BigMag",origin);
|
|
c.angle = angle;
|
|
c.pitch = pitch;
|
|
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
|
|
}
|
|
BIGR YZ[\] 2;
|
|
BIR2 ABCDEF 2;
|
|
BIR2 G 2
|
|
{
|
|
invoker.clipout = false;
|
|
let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
|
|
invoker.clipcount += aadd;
|
|
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
|
|
invoker.Ammo1.Amount -= aadd;
|
|
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
|
|
A_StartSound("big/reload",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
|
|
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
|
|
}
|
|
BIR2 HIJKL 2;
|
|
BIR2 M 2
|
|
{
|
|
invoker.PlayUpSound(self);
|
|
}
|
|
BIR2 NOPQRSTUVWXYZ[\] 2;
|
|
BIR3 ABCDEF 2;
|
|
Goto Idle;
|
|
Deselect:
|
|
BIGD A 1 A_Overlay(-9999,"Null");
|
|
BIGD BCDEFGHIJK 1;
|
|
BIGD K 1 A_Lower(int.max);
|
|
Wait;
|
|
MuzzleFlash:
|
|
BGMF A 2 Bright
|
|
{
|
|
let l = Spawn("SniperLight",pos);
|
|
l.args[0] = 255;
|
|
l.args[1] = 176;
|
|
l.args[2] = 16;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
}
|
|
}
|