Additional dialogue for cranking Deep Impact while full.
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7 changed files with 68 additions and 5 deletions
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@ -47,6 +47,8 @@ Class DeepImpact : SWWMWeapon
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double charge;
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bool charging;
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int wastecycle; // for easter egg
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transient ui SmoothDynamicValueInterpolator ChargeInter;
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transient int failtime;
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@ -292,12 +294,24 @@ Class DeepImpact : SWWMWeapon
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invoker.clipcount = min(invoker.default.clipcount,invoker.clipcount+25);
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A_StartSound("deepimpact/reload",CHAN_WEAPON,CHANF_OVERLAP);
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A_QuakeEx(.3,.3,.3,7,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.05);
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invoker.wastecycle = 0;
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}
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action void A_NoCrank()
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{
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A_StartSound("deepimpact/noreload",CHAN_WEAPON,CHANF_OVERLAP);
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A_QuakeEx(.2,.2,.2,2,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.05);
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invoker.wastecycle++;
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let s = Demolitionist(self).mystats;
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if ( s.deepegg < 4 )
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{
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if ( invoker.wastecycle < (10+s.deepegg*10) ) return;
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s.deepegg++;
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}
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else return;
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invoker.wastecycle = 0;
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if ( player == players[consoleplayer] )
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EventHandler.SendInterfaceEvent(consoleplayer,"swwmsetdialogue",SWWMDLG_CRANK1+(s.deepegg-1));
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}
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override void MarkPrecacheSounds()
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