Explodium Gun / Candy Gun sound overhaul.
This commit is contained in:
parent
1d6a7fb0c6
commit
19c0c462ac
20 changed files with 42 additions and 41 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r593 \cu(Wed 11 Aug 14:21:18 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r593 \cu(2021-08-11 14:21:18)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r594 \cu(Wed 11 Aug 17:46:12 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r594 \cu(2021-08-11 17:46:12)\c-";
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@ -485,6 +485,7 @@ $random explodium/mag { explodium/mag1 explodium/mag2 explodium/mag3 }
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explodium/maghit1 sounds/explodiumgun/expl_maghit1.ogg
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explodium/maghit2 sounds/explodiumgun/expl_maghit2.ogg
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$random explodium/maghit { explodium/maghit1 explodium/maghit2 }
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explodium/magget sounds/explodiumgun/expl_magget.ogg
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explodium/magin sounds/explodiumgun/expl_magin.ogg
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explodium/magout sounds/explodiumgun/expl_magout.ogg
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explodium/magpin sounds/explodiumgun/expl_magpin.ogg
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@ -492,6 +493,7 @@ explodium/select sounds/explodiumgun/expl_select.ogg
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explodium/deselect sounds/explodiumgun/expl_deselect.ogg
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explodium/slideback sounds/explodiumgun/expl_slideback.ogg
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explodium/slideforward sounds/explodiumgun/expl_slideforward.ogg
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explodium/slidelock sounds/explodiumgun/expl_slidelock.ogg
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explodium/speen sounds/explodiumgun/expl_speen.ogg
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explodium/throwmag sounds/explodiumgun/expl_throwmag.ogg
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$limit explodium/hit 32
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BIN
sounds/explodiumgun/expl_magget.ogg
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BIN
sounds/explodiumgun/expl_magget.ogg
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BIN
sounds/explodiumgun/expl_slidelock.ogg
Normal file
BIN
sounds/explodiumgun/expl_slidelock.ogg
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@ -638,6 +638,7 @@ Class mkGibber : Actor
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int delay;
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color shadecol;
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Class<Actor> gibtype; // allow custom gib types (will be used for monster pack)
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bool psnd;
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Property GibType: gibtype;
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@ -715,7 +716,11 @@ Class mkGibber : Actor
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delay--;
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return;
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}
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A_StartSound("misc/gibber");
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if ( !psnd )
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{
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A_StartSound("misc/gibber",CHAN_VOICE,CHANF_OVERLAP);
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psnd = true;
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}
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BurstGibs();
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if ( reactiontime <= 0 )
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Destroy();
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@ -388,7 +388,7 @@ Class ExplodiumGun : SWWMWeapon
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A_Overlay(layer,"Casing");
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}
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XZWA M 1;
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XZWA N 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP,.6,pitch:1.5);
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XZWA N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
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XZWA OPQR 1;
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XZWA S 2;
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Goto ReloadLast;
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@ -396,8 +396,7 @@ Class ExplodiumGun : SWWMWeapon
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XZW9 X 1 A_PlayerReload();
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XZW9 Z 1;
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XZWA XYZ 1;
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XZWB ABC 1;
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XZWB D 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZWB ABCD 1;
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XZWB E 1 { invoker.clipcount = 0; }
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XZWB F 1;
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XZWB G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -438,8 +437,7 @@ Class ExplodiumGun : SWWMWeapon
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XZW5 NO 2;
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XZW5 P 1 A_StartSound("explodium/magpin",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 QRSTUVWXYZ 1;
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XZW6 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZW6 B 1;
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XZW6 AB 1;
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XZW6 C 1
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{
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A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -454,7 +452,11 @@ Class ExplodiumGun : SWWMWeapon
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XZW6 EFGHIJKLMNOPRS 1;
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XZW6 T 1 A_ThrowMag();
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XZW6 UV 2;
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XZW6 W 2 A_PlayerReload();
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XZW6 W 2
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{
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A_PlayerReload();
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A_StartSound("explodium/magget",CHAN_WEAPON,CHANF_OVERLAP);
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}
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XZW6 XY 2;
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XZW6 Z 4;
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Goto ReloadEnd;
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@ -467,7 +469,7 @@ Class ExplodiumGun : SWWMWeapon
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return ResolveState(null);
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}
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XZW2 TUVWXYZ 1;
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XZW3 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW3 A 1;
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XZW3 B 1 { invoker.clipcount = 0; }
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XZW3 C 1;
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XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -476,9 +478,7 @@ Class ExplodiumGun : SWWMWeapon
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Goto ReloadEnd;
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ReloadEmpty:
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XZW2 A 1;
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XZW3 JKLMNOP 1;
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XZW3 Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW3 RS 1;
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XZW3 JKLMNOPQRS 1;
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XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 UVWX 1;
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XZW3 Y 1 A_DropMag();
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@ -495,7 +495,7 @@ Class ExplodiumGun : SWWMWeapon
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Slide:
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XZW2 A 1;
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XZW4 WXY 1;
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XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 BC 1;
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XZW5 D 1 { invoker.chambered = true; invoker.clipcount--; }
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XZW5 EFG 1;
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@ -866,7 +866,7 @@ Class DualExplodiumGun : SWWMWeapon
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A_Overlay(layer,"Casing");
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}
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XZWI M 1;
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XZWI N 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP,.6,pitch:1.5);
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XZWI N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
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XZWI OPQR 1;
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XZWI S 2;
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Goto WaitLast;
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@ -887,8 +887,7 @@ Class DualExplodiumGun : SWWMWeapon
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}
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XZWI V 1 A_PlayerReload();
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XZWI WXYZ 1;
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XZWJ ABC 1;
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XZWJ D 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZWJ ABCD 1;
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XZWJ E 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
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XZWJ F 1;
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XZWJ G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -940,7 +939,7 @@ Class DualExplodiumGun : SWWMWeapon
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A_Overlay(layer,"Casing");
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}
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XZWK S 1;
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XZWK T 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP,.6,pitch:1.5);
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XZWK T 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
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XZWK UVWX 1;
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XZWK Y 2;
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Goto LeftWaitLast;
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@ -950,8 +949,7 @@ Class DualExplodiumGun : SWWMWeapon
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LeftReloadLast:
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XZWK Z 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
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XZWK Z 1 A_PlayerReload();
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XZWL ABCDEFG 1;
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XZWL H 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZWL ABCDEFGH 1;
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XZWL I 1 { invoker.clipcount = 0; }
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XZWL J 1;
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XZWL K 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -1051,7 +1049,7 @@ Class DualExplodiumGun : SWWMWeapon
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return ResolveState(null);
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}
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XZW2 TUVWXYZ 1;
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XZW3 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW3 A 1;
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XZW3 B 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
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XZW3 C 1;
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XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -1060,9 +1058,7 @@ Class DualExplodiumGun : SWWMWeapon
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Goto ReloadEnd;
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ReloadEmpty:
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XZW2 A 1;
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XZW3 JKLMNOP 1;
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XZW3 Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW3 RS 1;
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XZW3 JKLMNOPQRS 1;
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XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 UVWX 1;
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XZW3 Y 1 A_DropMag();
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@ -1098,7 +1094,7 @@ Class DualExplodiumGun : SWWMWeapon
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Slide:
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XZW2 A 1;
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XZW4 WXY 1;
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XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 BC 1;
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XZW5 D 1
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{
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@ -1131,7 +1127,7 @@ Class DualExplodiumGun : SWWMWeapon
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return ResolveState(null);
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}
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XZWB TUVWXYZ 1;
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XZWC A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZWC A 1;
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XZWC B 1 { invoker.clipcount = 0; }
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XZWC C 1;
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XZWC D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -1140,9 +1136,7 @@ Class DualExplodiumGun : SWWMWeapon
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Goto LeftReloadEnd;
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LeftReloadEmpty:
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XZWB A 1;
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XZWC JKLMNOP 1;
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XZWC Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZWC RS 1;
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XZWC JKLMNOPQRS 1;
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XZWC T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZWC UVWX 1;
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XZWC Y 1 A_DropMag(-1);
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@ -1178,7 +1172,7 @@ Class DualExplodiumGun : SWWMWeapon
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LeftSlide:
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XZWB A 1;
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XZWD WXY 1;
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XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZWE BC 1;
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XZWE D 1
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{
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@ -427,7 +427,7 @@ Class CandyGun : SWWMWeapon
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A_Overlay(layer,"Casing");
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}
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XZWC M 1;
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XZWC N 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP,.6,pitch:1.5);
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XZWC N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
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XZWC OPQR 1;
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XZWC S 2;
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Goto ReadyLast;
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@ -435,8 +435,7 @@ Class CandyGun : SWWMWeapon
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XZW9 X 1 A_PlayerReload();
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XZW9 Z 1;
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XZWC XYZ 1;
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XZWD ABC 1;
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XZWD D 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZWD ABCD 1;
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XZWD E 1 { invoker.clipcount = 0; }
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XZWD F 1;
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XZWD G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -500,8 +499,7 @@ Class CandyGun : SWWMWeapon
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player.SetPSprite(PSP_WEAPON,ResolveState("SpecialFire"));
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}
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XZW5 STUVWXYZ 1;
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XZW6 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZW6 B 1;
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XZW6 AB 1;
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XZW6 C 1
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{
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A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -516,7 +514,11 @@ Class CandyGun : SWWMWeapon
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XZW6 EFGHIJKLMNOPRS 1;
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XZW6 T 1 A_ThrowMag();
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XZW6 UV 2;
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XZW6 W 2 A_PlayerReload();
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XZW6 W 2
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{
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A_PlayerReload();
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A_StartSound("explodium/magget",CHAN_WEAPON,CHANF_OVERLAP);
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}
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XZW6 XY 2;
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XZW6 Z 4;
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Goto ReloadEnd;
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@ -560,7 +562,7 @@ Class CandyGun : SWWMWeapon
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return ResolveState(null);
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}
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XZW2 TUVWXYZ 1;
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XZW3 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW3 A 1;
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XZW3 B 1 A_EmptyMag();
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XZW3 C 1;
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XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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@ -569,9 +571,7 @@ Class CandyGun : SWWMWeapon
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Goto ReloadEnd;
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ReloadEmpty:
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XZW2 A 1;
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XZW3 JKLMNOP 1;
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XZW3 Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW3 RS 1;
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XZW3 JKLMNOPQRS 1;
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XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 UVWX 1;
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XZW3 Y 1 A_DropMag();
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@ -605,7 +605,7 @@ Class CandyGun : SWWMWeapon
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Slide:
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XZW2 A 1;
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XZW4 WXY 1;
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XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
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XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 BC 1;
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XZW5 D 1 { invoker.chambered = true; invoker.clipcount--; }
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XZW5 EFG 1;
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