Wallbuster visibly shows fired rounds when reloading.
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3 changed files with 94 additions and 4 deletions
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\cxSWWM GZ\c- r355 (Wed 17 Jun 08:19:40 CEST 2020)";
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SWWM_MODVER="\cxSWWM GZ\c- r356 (Thu 18 Jun 19:49:28 CEST 2020)";
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@ -250,6 +250,7 @@ Model "Wallbuster"
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Offset 0 2 0
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Scale -0.005 0.0025 0.005
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////// Unfired
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//// Shell0
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SurfaceSkin 2 4 "Shell_Normal.png"
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// Detach
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@ -394,8 +395,77 @@ Model "Wallbuster"
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FrameIndex XZWE R 2 127
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FrameIndex XZWE S 2 128
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FrameIndex XZWE T 2 129
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// TODO difference between spent/unspent if I actually
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// decide to make the textures visually different
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////// Fired
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//// Shell0
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SurfaceSkin 2 8 ""
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SurfaceSkin 2 4 "Shell_Normal_Used.png"
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// Detach
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FrameIndex XZWF L 2 91
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FrameIndex XZWF M 2 92
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FrameIndex XZWF N 2 93
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FrameIndex XZWF O 2 94
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FrameIndex XZWF P 2 95
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FrameIndex XZWF Q 2 96
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FrameIndex XZWF R 2 97
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FrameIndex XZWF S 2 98
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FrameIndex XZWF T 2 99
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FrameIndex XZWF U 2 100
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//// Shell1
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SurfaceSkin 2 4 ""
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SurfaceSkin 2 5 "Shell_Normal_Used.png"
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// Detach
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FrameIndex XZWF V 2 91
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FrameIndex XZWF W 2 92
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FrameIndex XZWF X 2 93
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FrameIndex XZWF Y 2 94
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FrameIndex XZWF Z 2 95
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FrameIndex XZWG A 2 96
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FrameIndex XZWG B 2 97
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FrameIndex XZWG C 2 98
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FrameIndex XZWG D 2 99
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FrameIndex XZWG E 2 100
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//// Shell2
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SurfaceSkin 2 5 ""
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SurfaceSkin 2 6 "Shell_Normal_Used.png"
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// Detach
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FrameIndex XZWG F 2 91
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FrameIndex XZWG G 2 92
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FrameIndex XZWG H 2 93
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FrameIndex XZWG I 2 94
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FrameIndex XZWG J 2 95
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FrameIndex XZWG K 2 96
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FrameIndex XZWG L 2 97
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FrameIndex XZWG M 2 98
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FrameIndex XZWG N 2 99
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FrameIndex XZWG O 2 100
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//// Shell3
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SurfaceSkin 2 6 ""
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SurfaceSkin 2 7 "Shell_Normal_Used.png"
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// Detach
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FrameIndex XZWG P 2 91
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FrameIndex XZWG Q 2 92
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FrameIndex XZWG R 2 93
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FrameIndex XZWG S 2 94
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FrameIndex XZWG T 2 95
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FrameIndex XZWG U 2 96
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FrameIndex XZWG V 2 97
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FrameIndex XZWG W 2 98
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FrameIndex XZWG X 2 99
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FrameIndex XZWG Y 2 100
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//// Shell4
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SurfaceSkin 2 7 ""
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SurfaceSkin 2 8 "Shell_Normal_Used.png"
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// Detach
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FrameIndex XZWG Z 2 91
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FrameIndex XZWH A 2 92
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FrameIndex XZWH B 2 93
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FrameIndex XZWH C 2 94
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FrameIndex XZWH D 2 95
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FrameIndex XZWH E 2 96
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FrameIndex XZWH F 2 97
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FrameIndex XZWH G 2 98
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FrameIndex XZWH H 2 99
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FrameIndex XZWH I 2 100
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}
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Model "Wallbuster"
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@ -997,6 +997,7 @@ Class Wallbuster : SWWMWeapon
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action void A_StartDetachOverlays()
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{
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static const statelabel shells[] = {"DetachShell0","DetachShell1","DetachShell2","DetachShell3","DetachShell4"};
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static const statelabel shellsfired[] = {"DetachShellF0","DetachShellF1","DetachShellF2","DetachShellF3","DetachShellF4"};
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for ( int i=0; i<5; i++ )
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{
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// get physical index
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@ -1011,7 +1012,9 @@ Class Wallbuster : SWWMWeapon
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while ( gidx > 4 ) gidx -= 5;
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idx = gidx+group*5;
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if ( !invoker.loaded[idx] ) continue;
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A_Overlay(PSP_WEAPON+1+i,shells[i]);
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if ( invoker.fired[idx] )
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A_Overlay(PSP_WEAPON+1+i,shellsfired[i]);
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else A_Overlay(PSP_WEAPON+1+i,shells[i]);
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}
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A_StartSound("wallbuster/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
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}
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@ -1328,6 +1331,23 @@ Class Wallbuster : SWWMWeapon
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XZWD WXYZ 1;
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XZWE ABCDEF 1;
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Stop;
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DetachShellF0:
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XZWF LMNOPQRSTU 1;
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Stop;
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DetachShellF1:
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XZWF VWXYZ 1;
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XZWG ABCDE 1;
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Stop;
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DetachShellF2:
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XZWG FGHIJKLMNO 1;
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Stop;
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DetachShellF3:
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XZWG PQRSTUVWXY 1;
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Stop;
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DetachShellF4:
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XZWG Z 1;
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XZWH ABCDEFGHI 1;
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Stop;
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Attach:
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XZW6 EF 2;
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XZW6 G 1 A_StartAttachOverlays();
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