Notable changes since last commit are the full implementation of the automag and asmd. Also the Translator is now fully functional. Fonts have been restructured to a neater format. There have also been other random changes I don't have the time to document in detail.
563 lines
15 KiB
Text
563 lines
15 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;
|
|
int SlaveRefire;
|
|
double AltAccuracy;
|
|
|
|
property ClipCount : ClipCount;
|
|
property SlaveClipCount : SlaveClipCount;
|
|
|
|
override bool HandlePickup( Inventory item )
|
|
{
|
|
if ( sting_automags && (item.GetClass() == GetClass()) )
|
|
{
|
|
SetTag(StringTable.Localize("$T_AUTOMAG2"));
|
|
return Super.HandlePickup(item);
|
|
}
|
|
return Super.HandlePickup(item);
|
|
}
|
|
override Inventory CreateTossable( int amt )
|
|
{
|
|
Inventory inv = Super.CreateTossable(amt);
|
|
if ( inv )
|
|
{
|
|
SetTag(StringTable.Localize("$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) || (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 ( invoker.clipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35);
|
|
if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 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) && (weap.Ammo1.Amount > 0) )
|
|
{
|
|
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) && (weap.Ammo1.Amount > 0) )
|
|
{
|
|
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 ( weap.Ammo1.Amount <= 0 ) return;
|
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
|
if ( slave ) invoker.slaveclipcount--;
|
|
else 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 ) hitnormal = d.HitSector.floorplane.Normal;
|
|
else if ( d.HitType == TRACE_HitCeiling ) 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("$O_AUTOMAG");
|
|
}
|
|
override void Travelled()
|
|
{
|
|
Super.Travelled();
|
|
slaveactive = false;
|
|
}
|
|
override void OwnerDied()
|
|
{
|
|
Super.OwnerDied();
|
|
slaverefire = 0;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( sting_automags && (MaxAmount <= 1) ) MaxAmount = 2;
|
|
else if ( !sting_automags && (MaxAmount > 1) ) MaxAmount = 1;
|
|
if ( !Owner || sting_automags || (Amount <= 1) ) return;
|
|
// no dual wielding
|
|
if ( Owner.player.ReadyWeapon == self )
|
|
{
|
|
// delete the slave overlay
|
|
PSprite psp;
|
|
for ( psp = Owner.player.psprites; psp; psp = psp.next )
|
|
{
|
|
if ( (psp.Caller == self) && ((psp.id == 2) || (psp.id == -9998)) ) psp.Destroy();
|
|
slaveactive = false;
|
|
slavedown = false;
|
|
}
|
|
}
|
|
Amount = 1;
|
|
}
|
|
Default
|
|
{
|
|
Tag "$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 2;
|
|
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.slavedown = false;
|
|
if ( !invoker.slaveactive && (CountInv("Automag") > 1) )
|
|
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
|
|
{
|
|
if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) A_Overlay(PSP_WEAPON,"Reload");
|
|
else if ( ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM);
|
|
else A_WeaponReady(WRF_ALLOWZOOM);
|
|
if ( !invoker.slaveactive && (CountInv("Automag") > 1) ) A_Overlay(2,"LeftReady");
|
|
}
|
|
Wait;
|
|
LeftDummy:
|
|
TNT1 A 1
|
|
{
|
|
if ( health <= 0 )
|
|
{
|
|
invoker.slaveactive = false;
|
|
A_Overlay(2,"LeftDeselect");
|
|
}
|
|
else if ( invoker.slavereload ) A_Overlay(2,"LeftReload");
|
|
else if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect");
|
|
else if ( invoker.slavespin ) A_Overlay(2,"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
|
|
{
|
|
invoker.slavereload = ((player.cmd.buttons&BT_RELOAD)&&invoker.slaveactive&&(invoker.slaveclipcount < min(20,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0);
|
|
return A_JumpIf(invoker.clipcount>=min(20,invoker.Ammo1.Amount),"Idle");
|
|
}
|
|
AUTR A 0
|
|
{
|
|
invoker.clipcount = Min(20,invoker.Ammo1.Amount);
|
|
A_Overlay(-9999,null);
|
|
A_WeaponOffset(0,32); // fix sudden psprite lowering
|
|
A_PlaySound("automag/click",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
|
|
}
|
|
AUTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
|
|
AUTD ABCD 1;
|
|
AUTD E 30
|
|
{
|
|
A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
|
|
if ( self is 'UTPlayer' )
|
|
UTPlayer(self).PlayReloading();
|
|
}
|
|
AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
|
|
Goto Ready;
|
|
LeftReload:
|
|
2UTR A 0
|
|
{
|
|
invoker.slaveclipcount = Min(20,invoker.Ammo1.Amount);
|
|
invoker.slavereload = false;
|
|
A_Overlay(-9998,null);
|
|
A_PlaySound("automag/click",CHAN_6,!Dampener.Active(self)?1.:.1);
|
|
}
|
|
2UTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
|
|
2UTD ABCD 1;
|
|
2UTD E 30
|
|
{
|
|
A_PlaySound("automag/reload",CHAN_6,!Dampener.Active(self)?1.:.1);
|
|
if ( self is 'UTPlayer' )
|
|
UTPlayer(self).PlayReloading();
|
|
}
|
|
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:
|
|
AUTI A 1 { invoker.slavedown = true; }
|
|
AUTD A 0 A_Overlay(-9999,null);
|
|
AUTD A 0 A_JumpIf(invoker.slaveactive,"Deselect");
|
|
AUTD ABCD 1;
|
|
AUTD E 1 A_Lower(int.max);
|
|
Wait;
|
|
LeftDeselect:
|
|
2UTD A 0
|
|
{
|
|
A_Overlay(-9998,null);
|
|
invoker.slaveactive = false;
|
|
}
|
|
2UTD ABCD 1;
|
|
2UTD E 0;
|
|
Stop;
|
|
MuzzleFlash:
|
|
AMUZ A 2 Bright
|
|
{
|
|
let l = Spawn("EnforcerLight",pos);
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
AltMuzzleFlash:
|
|
AMUZ B 2 Bright
|
|
{
|
|
let l = Spawn("EnforcerLight",pos);
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
LeftMuzzleFlash:
|
|
AMUZ C 2 Bright
|
|
{
|
|
let l = Spawn("EnforcerLight",pos);
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
LeftAltMuzzleFlash:
|
|
AMUZ D 2 Bright
|
|
{
|
|
let l = Spawn("EnforcerLight",pos);
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
}
|
|
}
|