Reduce Hellblazer cycling by 4 tics, feels nicer now.
PlayerGone actors should destroy themselves when the player respawns.
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3dbe42f836
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37d6d0c67e
3 changed files with 33 additions and 25 deletions
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r749 \cu(Wed 13 Jan 22:31:06 CET 2021)";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r750 \cu(Thu 14 Jan 16:39:07 CET 2021)";
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@ -1842,79 +1842,79 @@ Class Hellblazer : SWWMWeapon
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XZWM PQRSTUV 2;
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Goto Ready_G; // state jump to cycling is done elsewhere
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Cycle_1:
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XZW2 A 3
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XZW2 A 2
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{
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invoker.spinskipped--;
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invoker.magpos = (invoker.magpos+1)%6;
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A_GlassOverlay("Cycle_G1");
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}
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XZW3 E 3;
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XZW3 E 2;
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XZW3 FGHI 2;
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XZW3 I 0;
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XZW3 FE 3;
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XZW3 FE 2;
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Goto Ready_1;
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Cycle_2:
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XZW6 V 3
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XZW6 V 2
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{
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invoker.spinskipped--;
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invoker.magpos = (invoker.magpos+1)%3;
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A_GlassOverlay("Cycle_G2");
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}
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XZW7 Z 3;
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XZW7 Z 2;
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XZW8 ABCDEFG 2;
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XZW8 G 0;
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XZW8 A 3;
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XZW7 Z 3;
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XZW8 A 2;
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XZW7 Z 2;
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Goto Ready_2;
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Cycle_3:
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XZWB T 3
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XZWB T 2
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{
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invoker.spinskipped--;
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invoker.magpos = (invoker.magpos+1)%3;
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A_GlassOverlay("Cycle_G2");
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}
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XZWC X 3;
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XZWC X 2;
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XZWC YZ 2;
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XZWD ABCDE 2;
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XZWD E 0;
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XZWC YX 3;
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XZWC YX 2;
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Goto Ready_3;
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Cycle_4:
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XZWG R 3
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XZWG R 2
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{
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invoker.spinskipped--;
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invoker.magpos = (invoker.magpos+1)%2;
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A_GlassOverlay("Cycle_G3");
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}
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XZWH V 3;
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XZWH V 2;
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XZWH WXYZ 2;
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XZWI ABCDEF 2;
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XZWI F 0;
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XZWH WV 3;
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XZWH WV 2;
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Goto Ready_4;
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Cycle_G1:
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XZWL S 3 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM W 3;
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XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM W 2;
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XZWM X 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM YZ 2;
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XZWN A 2;
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XZWN A 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM XW 3;
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XZWM XW 2;
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Goto Ready_G;
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Cycle_G2:
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XZWL S 3 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM W 3;
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XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM W 2;
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XZWN B 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWN CD 2;
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XZWN E 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWN FGH 2;
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XZWN H 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWN B 3;
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XZWM W 3;
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XZWN B 2;
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XZWM W 2;
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Goto Ready_G;
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Cycle_G3:
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XZWL S 3 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM W 3;
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XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM W 2;
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XZWN I 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWN JK 2;
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XZWN L 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
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@ -1922,8 +1922,8 @@ Class Hellblazer : SWWMWeapon
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XZWN O 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWN PQR 2;
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XZWN R 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
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XZWN I 3;
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XZWM W 3;
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XZWN I 2;
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XZWM W 2;
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Goto Ready_G;
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Reload:
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XZW2 A 2
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@ -53,6 +53,14 @@ Class PlayerGone : PlayerChunk
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players[i].camera = c;
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}
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}
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States
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{
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Spawn:
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TNT1 A 0;
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TNT1 A 1 A_CheckPlayerDone();
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Wait;
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}
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}
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Class DSparilHax : Sorcerer2
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