369 lines
9 KiB
Text
369 lines
9 KiB
Text
Class SMiniAmmo : Ammo
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{
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Default
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{
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Inventory.Icon "I_SMini";
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Inventory.Amount 32;
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Inventory.MaxAmount 32;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 64;
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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 ) Owner.RemoveInventory(self);
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Destroy();
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}
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}
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Class SMiniXLight : PaletteLight
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{
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Default
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{
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Args 0,0,0,50;
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ReactionTime 15;
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}
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}
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Class SMiniShell : FastProjectile
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{
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Default
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{
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Obituary "$O_SMINI";
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DamageType 'Shot';
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DamageFunction 400;
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Radius 4;
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Height 4;
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Speed 200;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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+FORCERADIUSDMG;
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+NODAMAGETHRUST;
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+INTERPOLATEANGLES;
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}
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override void Tick()
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{
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Vector3 oldpos = pos;
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Super.Tick();
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if ( isFrozen() || (CurState != FindState("Spawn")) ) return;
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// spawn trail
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Vector3 dir = level.Vec3Diff(oldpos,pos);
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double dist = dir.length();
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dir /= dir.length();
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for ( double d=0; d<dist; d+=20 )
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{
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let s = Spawn("UTSmoke",level.Vec3Offset(oldpos,dir*d));
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](0.3,0.6);
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s.alpha *= 0.4;
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s.scale *= FRandom[ExploS](0.9,1.4);
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s.SetShade(Color(1,1,1)*Random[ExploS](128,255));
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}
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}
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action void A_ShellExplode()
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{
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bFORCEXYBILLBOARD = true;
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A_AlertMonsters();
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A_SetRenderStyle(1.0,STYLE_Add);
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A_NoGravity();
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A_Explode(200,120,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
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A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
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A_StartSound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
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A_SprayDecal("SmallRocketBlast");
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UTMainHandler.DoBlast(self,120,20000);
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Scale *= FRandom[ExploS](1.4,1.8);
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Scale.x *= RandomPick[ExploS](-1,1);
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Scale.y *= RandomPick[ExploS](-1,1);
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Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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int numpt = Random[ExploS](20,30);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (dir*3+(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.alpha *= 0.6;
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s.scale *= FRandom[ExploS](0.9,2.0);
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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](10,15);
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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](20,30);
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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("SMiniXLight",pos);
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}
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States
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{
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Spawn:
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SMIS A 1 { vel.z -= 0.002*gravity*cursector.gravity*level.gravity; }
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Wait;
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Death:
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TNT1 A 0 A_ShellExplode();
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SMXP ABCDEFGHIJKLMN 1 Bright;
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Stop;
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}
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}
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Class SMiniGun : 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_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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action void A_SMiniFire( 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 ( weap.Ammo1.Amount <= 0 ) return;
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if ( !bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
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A_QuakeEx(2,2,2,bAlt?5:3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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A_StartSound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters();
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if ( bAlt )
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{
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A_Overlay(-2,"MuzzleFlashA");
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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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}
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else
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{
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if ( invoker.special1 == 1 ) A_Overlay(-2,"MuzzleFlash2");
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else if ( invoker.special1 == 2 ) A_Overlay(-2,"MuzzleFlash3");
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else if ( invoker.special1 == 3 ) A_Overlay(-2,"MuzzleFlash4");
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else A_Overlay(-2,"MuzzleFlash1");
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}
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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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let l = Spawn("SniperLight",pos);
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l.args[0] = 255;
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l.args[1] = 192;
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l.args[2] = 64;
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l.target = self;
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Vector2 basedir = (-0.2,0.);
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if ( bAlt ) invoker.special1 = 0;
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else
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{
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if ( invoker.special1 == 1 ) basedir = (-0.1,-0.2);
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else if ( invoker.special1 == 2 ) basedir = (0.1,0.2);
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else if ( invoker.special1 == 3 ) basedir = (-0.1,0.2);
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else basedir = (0.1,-0.2);
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State which = ResolveState("FireOne");
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if ( invoker.special1 == 1 ) which = ResolveState("FireTwo");
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else if ( invoker.special1 == 2 ) which = ResolveState("FireThree");
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else if ( invoker.special1 == 3 ) which = ResolveState("FireFour");
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player.SetPSprite(PSP_WEAPON,which);
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invoker.special1 = (invoker.special1%4)+1;
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}
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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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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2);
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for ( int i=0; i<(bAlt?4:1); i++ )
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{
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if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
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int pos = bAlt?i:invoker.special1;
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origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
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double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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vel -= dir*(player.onground?3:1.2);
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vel.z += (player.onground?0.8:.1);
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let p = Spawn("SMiniShell",origin);
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p.angle = atan2(dir.y,dir.x);
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p.pitch = asin(-dir.z);
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p.vel = dir*p.speed;
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p.target = self;
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}
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for ( int i=0; i<20; i++ )
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{
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let s = Spawn("UTStaticViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,2,-2);
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UTViewSmoke(s).vvel += (FRandom[SMini](-0.05,0.5),FRandom[SMini](-0.2,0.2),FRandom[SMini](-0.2,0.2));
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s.target = self;
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s.scale *= 1.8;
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s.alpha *= 0.6;
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}
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}
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Default
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{
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Tag "$T_SMINI";
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Inventory.PickupMessage "$I_SMINI";
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Weapon.UpSound "smini/select";
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Weapon.SlotNumber 0;
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Weapon.SelectionOrder 10;
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Weapon.SlotPriority 0.9;
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Weapon.AmmoType "SMiniAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "SMiniAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 32;
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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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}
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States
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{
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Spawn:
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SMIP A -1;
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Stop;
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SMIP B -1;
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Stop;
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Select:
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SMIS A 1 A_Raise(int.max);
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Wait;
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Ready:
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SMIS ABC 2 A_WeaponReady(WRF_NOFIRE);
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SMIS 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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A_WeaponReady();
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}
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Wait;
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Idle:
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#### # 8 A_Overlay(-9999,"Dummy");
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SMII ABCDE 20;
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Goto Idle+1;
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Fire:
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SMIF A 0
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{
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A_Overlay(-9999,"Null");
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A_SMiniFire(false);
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}
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FireOne:
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SMIF ABC 1;
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SMIF DEF 2;
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SMII A 0 A_JumpIfNoAmmo("Release");
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SMII A 0 A_Refire();
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Goto Release;
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FireTwo:
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SMIF GHI 1;
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SMIF JKL 2;
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SMII A 0 A_JumpIfNoAmmo("Release");
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SMII A 0 A_Refire();
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Goto Release;
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FireThree:
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SMIF MNO 1;
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SMIF PQR 2;
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SMII A 0 A_JumpIfNoAmmo("Release");
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SMII A 0 A_Refire();
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Goto Release;
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FireFour:
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SMIF STU 1;
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SMIF VWX 2;
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SMII A 0 A_JumpIfNoAmmo("Release");
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SMII A 0 A_Refire();
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Goto Release;
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AltFire:
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SMIA A 0
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{
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A_Overlay(-9999,"Null");
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A_SMiniFire(true);
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}
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SMIA A 1;
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SMIA BCDE 2;
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SMIA FGHIJ 3;
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SMII A 0 A_JumpIfNoAmmo("Release");
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SMII A 0 A_Refire();
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Goto Release;
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Release:
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SMII A 0
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{
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A_ClearRefire();
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A_StartSound("smini/endfire",CHAN_WEAPONMISC);
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A_Overlay(2,"Steam");
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A_OverlayFlags(2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE|PSPF_ALPHA|PSPF_FORCEALPHA,true);
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A_OverlayRenderstyle(2,STYLE_Add);
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invoker.special2 = 25;
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}
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SMII A 1
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{
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A_OverlayAlpha(2,25./invoker.special2);
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invoker.special2--;
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return A_JumpIf(invoker.special2<=0,1);
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}
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Wait;
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SMII A 1 A_Refire();
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Goto Idle;
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Steam:
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SMIR A 3;
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SMIR B 16;
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SMIR CD 2;
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SMIR A 1;
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Stop;
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Deselect:
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#### # 1 A_Overlay(-9999,"Null");
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SMID ABC 1;
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SMID DEF 1;
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SMID F 1 A_Lower(int.max);
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Wait;
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MuzzleFlash1:
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SMMF A 3 Bright;
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Stop;
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MuzzleFlash2:
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SMMF B 3 Bright;
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Stop;
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MuzzleFlash3:
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SMMF C 3 Bright;
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Stop;
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MuzzleFlash4:
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SMMF D 3 Bright;
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Stop;
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MuzzleFlashA:
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SMMF E 3 Bright;
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Stop;
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}
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}
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