Primary fire now functional in Combat Hammer.
This commit is contained in:
parent
515d8bc21c
commit
0193ad5874
20 changed files with 280 additions and 2 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r294 \cu(Wed 10 Aug 22:54:07 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r294 \cu(2022-08-10 22:54:07)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r295 \cu(Thu 11 Aug 01:54:40 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r295 \cu(2022-08-11 01:54:40)\c-";
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221
modeldef.hammer
221
modeldef.hammer
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@ -11,3 +11,224 @@ Model "ItamexHammer"
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FrameIndex XZW1 A 0 0
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}
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Model "ItamexHammer"
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{
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Path "models"
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Model 1 "CombatHammer1st_d.3d"
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SurfaceSkin 1 0 "DemoTags.png"
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SurfaceSkin 1 1 "DemoArms.png"
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SurfaceSkin 1 2 "DemoSoft.png"
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SurfaceSkin 1 3 "CombatHammer.png"
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AngleOffset -90
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Scale -0.01 0.005 0.01
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// Still
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FrameIndex XZW2 A 1 0
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// Deselect
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FrameIndex XZW2 B 1 1
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FrameIndex XZW2 C 1 2
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FrameIndex XZW2 D 1 3
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FrameIndex XZW2 E 1 4
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FrameIndex XZW2 F 1 5
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FrameIndex XZW2 G 1 6
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FrameIndex XZW2 H 1 7
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FrameIndex XZW2 I 1 8 // Select
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FrameIndex XZW2 J 1 9
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FrameIndex XZW2 K 1 10
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FrameIndex XZW2 L 1 11
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FrameIndex XZW2 M 1 12
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FrameIndex XZW2 N 1 13
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FrameIndex XZW2 O 1 14
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FrameIndex XZW2 P 1 15
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FrameIndex XZW2 Q 1 16
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FrameIndex XZW2 R 1 17
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FrameIndex XZW2 S 1 18
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FrameIndex XZW2 T 1 19
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// Swing
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FrameIndex XZW2 U 1 20
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FrameIndex XZW2 V 1 21
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FrameIndex XZW2 W 1 22
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FrameIndex XZW2 X 1 23
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FrameIndex XZW2 Y 1 24
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FrameIndex XZW2 Z 1 25
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FrameIndex XZW3 A 1 26
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FrameIndex XZW3 B 1 27
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FrameIndex XZW3 C 1 28
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FrameIndex XZW3 D 1 29
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FrameIndex XZW3 E 1 30
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FrameIndex XZW3 F 1 31 // Melee / HitStop
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FrameIndex XZW3 G 1 32
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FrameIndex XZW3 H 1 33
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FrameIndex XZW3 I 1 34
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FrameIndex XZW3 J 1 35
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FrameIndex XZW3 K 1 36
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FrameIndex XZW3 L 1 37
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FrameIndex XZW3 M 1 38
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FrameIndex XZW3 N 1 39
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FrameIndex XZW3 O 1 40
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FrameIndex XZW3 P 1 41
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FrameIndex XZW3 Q 1 42
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FrameIndex XZW3 R 1 43
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// SwingHit (jump from HitStop)
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FrameIndex XZW3 S 1 46
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FrameIndex XZW3 T 1 47
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FrameIndex XZW3 U 1 48
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FrameIndex XZW3 V 1 49
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FrameIndex XZW3 W 1 50
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FrameIndex XZW3 X 1 51
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FrameIndex XZW3 Y 1 52
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FrameIndex XZW3 Z 1 53
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FrameIndex XZW4 A 1 54
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FrameIndex XZW4 B 1 55
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FrameIndex XZW4 C 1 56
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// AltPrepare
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FrameIndex XZW4 D 1 58
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FrameIndex XZW4 E 1 59
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FrameIndex XZW4 F 1 60
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FrameIndex XZW4 G 1 61
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FrameIndex XZW4 H 1 62
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FrameIndex XZW4 I 1 63
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FrameIndex XZW4 J 1 64
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FrameIndex XZW4 K 1 65
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FrameIndex XZW4 L 1 66
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FrameIndex XZW4 M 1 67
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FrameIndex XZW4 N 1 68
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FrameIndex XZW4 O 1 69
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FrameIndex XZW4 P 1 70
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FrameIndex XZW4 Q 1 71
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FrameIndex XZW4 R 1 72
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FrameIndex XZW4 S 1 73
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FrameIndex XZW4 T 1 74
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FrameIndex XZW4 U 1 75
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// AltHold
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FrameIndex XZW4 V 1 76
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// AltRelease
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FrameIndex XZW4 W 1 77
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FrameIndex XZW4 X 1 78
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FrameIndex XZW4 Y 1 79
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FrameIndex XZW4 Z 1 80
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FrameIndex XZW5 A 1 81
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FrameIndex XZW5 B 1 82
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FrameIndex XZW5 C 1 83
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FrameIndex XZW5 D 1 84
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FrameIndex XZW5 E 1 85
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FrameIndex XZW5 F 1 86
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FrameIndex XZW5 G 1 87
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FrameIndex XZW5 H 1 88
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FrameIndex XZW5 I 1 89
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FrameIndex XZW5 J 1 90
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FrameIndex XZW5 K 1 91
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FrameIndex XZW5 L 1 92
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FrameIndex XZW5 M 1 93
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FrameIndex XZW5 N 1 94
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FrameIndex XZW5 O 1 95
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FrameIndex XZW5 P 1 96
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FrameIndex XZW5 Q 1 97
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FrameIndex XZW5 R 1 98
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FrameIndex XZW5 S 1 99
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FrameIndex XZW5 T 1 100
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FrameIndex XZW5 U 1 101
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FrameIndex XZW5 V 1 102
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FrameIndex XZW5 W 1 103
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// StartSpin
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FrameIndex XZW5 X 1 105
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FrameIndex XZW5 Y 1 106
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FrameIndex XZW5 Z 1 107
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FrameIndex XZW6 A 1 108
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FrameIndex XZW6 B 1 109
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FrameIndex XZW6 C 1 110
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FrameIndex XZW6 D 1 111
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FrameIndex XZW6 E 1 112
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FrameIndex XZW6 F 1 113
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// SpinHold
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FrameIndex XZW6 G 1 114
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// SpinRelease
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FrameIndex XZW6 H 1 115
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FrameIndex XZW6 I 1 116
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FrameIndex XZW6 J 1 117
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FrameIndex XZW6 K 1 118
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FrameIndex XZW6 L 1 119
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FrameIndex XZW6 M 1 120
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FrameIndex XZW6 N 1 121
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FrameIndex XZW6 O 1 122
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FrameIndex XZW6 P 1 123
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FrameIndex XZW6 Q 1 124
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FrameIndex XZW6 R 1 125
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FrameIndex XZW6 S 1 126
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FrameIndex XZW6 T 1 127
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FrameIndex XZW6 U 1 128
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FrameIndex XZW6 V 1 129
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FrameIndex XZW6 W 1 130
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// Idle
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FrameIndex XZW6 X 1 132
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FrameIndex XZW6 Y 1 133
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FrameIndex XZW6 Z 1 134
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FrameIndex XZW7 A 1 135
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FrameIndex XZW7 B 1 136
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FrameIndex XZW7 C 1 137
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FrameIndex XZW7 D 1 138
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FrameIndex XZW7 E 1 139
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FrameIndex XZW7 F 1 140
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FrameIndex XZW7 G 1 141
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FrameIndex XZW7 H 1 142
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FrameIndex XZW7 I 1 143
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FrameIndex XZW7 J 1 144
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FrameIndex XZW7 K 1 145
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FrameIndex XZW7 L 1 146
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FrameIndex XZW7 M 1 147
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FrameIndex XZW7 N 1 148
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FrameIndex XZW7 O 1 149
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FrameIndex XZW7 P 1 150
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FrameIndex XZW7 Q 1 151
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FrameIndex XZW7 R 1 152
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FrameIndex XZW7 S 1 153
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FrameIndex XZW7 T 1 154
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FrameIndex XZW7 U 1 155
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FrameIndex XZW7 V 1 156
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FrameIndex XZW7 W 1 157
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FrameIndex XZW7 X 1 158
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FrameIndex XZW7 Y 1 159
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FrameIndex XZW7 Z 1 160
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FrameIndex XZW8 A 1 161
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FrameIndex XZW8 B 1 162
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FrameIndex XZW8 C 1 163
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FrameIndex XZW8 D 1 164
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FrameIndex XZW8 E 1 165
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FrameIndex XZW8 F 1 166
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FrameIndex XZW8 G 1 167
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FrameIndex XZW8 H 1 168
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FrameIndex XZW8 I 1 169
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// Melee
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FrameIndex XZW8 J 1 171 // MeleeStart
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FrameIndex XZW8 K 1 172
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FrameIndex XZW8 L 1 173
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FrameIndex XZW8 M 1 174
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FrameIndex XZW8 N 1 175
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FrameIndex XZW8 O 1 176
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FrameIndex XZW8 P 1 177
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FrameIndex XZW8 Q 1 178
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FrameIndex XZW8 R 1 179 // Parry
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FrameIndex XZW8 S 1 180
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FrameIndex XZW8 T 1 181 // Melee
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FrameIndex XZW8 U 1 182
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FrameIndex XZW8 V 1 183
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FrameIndex XZW8 W 1 184
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FrameIndex XZW8 X 1 185
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FrameIndex XZW8 Y 1 186
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FrameIndex XZW8 Z 1 187
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FrameIndex XZW9 A 1 188
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FrameIndex XZW9 B 1 189
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FrameIndex XZW9 C 1 190
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FrameIndex XZW9 D 1 191 // MeleeEnd
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FrameIndex XZW9 E 1 192
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FrameIndex XZW9 F 1 193
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FrameIndex XZW9 G 1 194
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FrameIndex XZW9 H 1 195
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FrameIndex XZW9 I 1 196
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FrameIndex XZW9 J 1 197
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FrameIndex XZW9 K 1 198
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FrameIndex XZW9 L 1 199
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}
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models/CombatHammer1st_a.3d
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models/CombatHammer1st_a.3d
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models/CombatHammer1st_d.3d
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models/CombatHammer1st_d.3d
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@ -3,6 +3,25 @@
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Class ItamexHammer : SWWMWeapon
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{
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double charge;
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action State A_HammerHit()
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{
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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SWWMUtility.DoKnockback(self,x,120000.);
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if ( A_Melee(100,"itamex/hit",1.5,1.1,2.,MELEE_Rip|MELEE_FleshSound) )
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{
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A_BumpFOV(.9);
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A_QuakeEx(5,5,5,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.35);
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A_AlertMonsters(swwm_uncapalert?0:800);
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return ResolveState("FireHit");
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}
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A_BumpFOV(.95);
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A_QuakeEx(1,1,1,15,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.1);
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return ResolveState(null);
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}
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Default
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{
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Tag "$T_HAMMER";
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@ -13,6 +32,7 @@ Class ItamexHammer : SWWMWeapon
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Weapon.SlotNumber 1;
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Weapon.SlotPriority 2.;
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Weapon.SelectionOrder 1200;
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Weapon.UpSound "itamex/select";
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Stamina 9000;
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+WEAPON.MELEEWEAPON;
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Radius 8;
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@ -23,5 +43,42 @@ Class ItamexHammer : SWWMWeapon
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Spawn:
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XZW1 A -1;
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Stop;
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Select:
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XZW2 I 3 A_FullRaise();
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XZW2 JK 3;
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XZW2 LMNO 2;
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XZW2 PQRST 3;
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Goto Ready;
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Ready:
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XZW2 A 1 A_WeaponReady();
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Wait;
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Fire:
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XZW2 A 2 A_StartSound("itamex/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 UVWXYZ 1;
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XZW3 A 1
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{
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A_StartSound("itamex/swing",CHAN_WEAPON,CHANF_OVERLAP);
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A_PlayerMelee();
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}
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XZW3 BCDE 1;
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XZW3 F 1 A_HammerHit();
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XZW3 GHIJK 2;
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XZW3 L 2 A_StartSound("itamex/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 MNOPQR 2;
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Goto Ready;
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FireHit:
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XZW3 FF 2;
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XZW3 STU 2;
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XZW3 VWXYZ 1;
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XZW4 A 2;
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XZW4 B 2 A_StartSound("itamex/meleeend",CHAN_WEAPON,CHANF_OVERLAP,starttime:.42);
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XZW4 C 2;
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Goto Ready;
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Deselect:
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XZW2 A 3 A_StartSound("itamex/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 BCD 3;
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XZW2 EFGHI 2;
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XZW2 J -1 A_FullLower();
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Stop;
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}
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}
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