Switched Impaler fire sound to something more appropriate (proto Skaarj fire). Add slot priorities to all weapons, final weapons come first. Adjust hud behavior to properly draw ammo bars by the order of their weapons.
64 lines
1.2 KiB
Text
64 lines
1.2 KiB
Text
Class Bonesaw : UnrealWeapon
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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_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_dubious ) return;
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if ( !Owner )
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{
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let r = Spawn("Chainsaw",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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Destroy();
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}
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else
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{
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Owner.RemoveInventory(self);
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Destroy();
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}
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}
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Default
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{
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Tag "$T_BONESAW";
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Inventory.PickupMessage "$I_BONESAW";
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Weapon.UpSound "bonesaw/select";
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Weapon.SlotNumber 1;
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Weapon.SelectionOrder 9;
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Weapon.SlotPriority 0.9;
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+WEAPON.MELEEWEAPON;
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+FORCEPAIN;
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+NOEXTREMEDEATH;
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}
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States
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{
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Spawn:
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CSWP A -1;
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Stop;
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CSWP B -1;
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Stop;
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}
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}
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