1.0 release.
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11 changed files with 27 additions and 60 deletions
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@ -3,14 +3,14 @@
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- ~~This is where I make all the stuff before beta.~~
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- ~~It's been over nine months already, still a shorter dev time than my previous projects.~~
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**Icarus pls play:**
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~~**Icarus pls play:**~~
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- ~~Beta release.~~
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- ~~Finetuning the basics, rebalances, etc.~~
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- ~~See if I can add those damn swimming anims.~~
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- Beg more artists for intermission fanart.
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- ~~Beg more artists for intermission fanart.~~
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- ~~Stuff to maybe add during this stage: Explodium Guns akimbo, Quick grenade.~~
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- Collectibles. Froggy Chair was only the beginning.
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- ~~Collectibles. Froggy Chair was only the beginning.~~
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**Cutie Robutt Adventures:**
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4
TODO.md
4
TODO.md
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@ -1,7 +1,3 @@
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**Finishing touches before release:**
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- Collectibles
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**Extra things after release:**
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- DLC weaponset
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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 r596 \cu(Wed 11 Aug 22:31:58 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r596 \cu(2021-08-11 22:31:58)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw1.0 \cu(Thu 12 Aug 16:29:51 CEST 2021)\c-";
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SWWM_SHORTVER="\cw1.0 \cu(2021-08-12 16:29:51)\c-";
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@ -12,17 +12,17 @@ Collectible models:
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x Kirin Plush
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Collectible gestures:
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½ Cube
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½ Akari Project
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½ Love Signals CD
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½ Nutatco Bar
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½ Frispy Corn
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½ Saya Bean
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½ Demo Plush
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½ Peach Juice
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½ Milk Breads
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½ Kirin Manga
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½ Kirin Plush
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x Cube
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x Akari Project
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x Love Signals CD
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x Nutatco Bar
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x Frispy Corn
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x Saya Bean
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x Demo Plush
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x Peach Juice
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x Milk Breads
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x Kirin Manga
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x Kirin Plush
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Key gestures:
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x Keycard
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Binary file not shown.
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@ -146,20 +146,12 @@ extend Class SWWMHandler
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lastorder = musplaying.baseorder;
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lastloop = musplaying.loop;
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S_ChangeMusic((startmus>0)?"music/nomusic.ogg":"music/solitary.ogg",force:true);
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SetMusicVolume((startmus>0)?1.:musvol);
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}
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if ( startmus > 0 ) startmus--;
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else if ( startmus == 0 )
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{
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startmus = -1;
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S_ChangeMusic("music/solitary.ogg",force:true);
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SetMusicVolume(.002);
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musvol = .002;
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}
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else if ( musvol < 1. )
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{
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musvol = clamp(musvol+.002,0.,1.);
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SetMusicVolume(musvol);
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}
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}
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if ( (level.found_secrets < level.total_secrets) || (level.found_items < level.total_items) || (level.killed_monsters < level.total_monsters) )
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@ -168,7 +160,6 @@ extend Class SWWMHandler
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{
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restartmus = 25;
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S_ChangeMusic("music/nomusic.ogg",force:true);
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SetMusicVolume(1.);
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}
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S_StartSound("recordscratch",CHAN_VOICE,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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mapclear = false;
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@ -60,13 +60,8 @@ Class SWWMCollectible : Inventory abstract
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}
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override bool Use( bool pickup )
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{
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if ( Owner.player && !propagated )
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{
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if ( pickup && CVar.GetCVar('swwm_collectanim',Owner.player).GetBool() )
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if ( Owner.player && !propagated && (!pickup || CVar.GetCVar('swwm_collectanim',Owner.player).GetBool()) )
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SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture);
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else if ( !pickup )
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SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture,true);
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}
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// clean up the flag
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propagated = false;
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return false;
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@ -260,7 +260,6 @@ Class KirinPlushGesture : SWWMItemGesture
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action void A_KirinGiggle()
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{
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A_StartSound("kirin/giggle",CHAN_ITEMEXTRA,CHANF_OVERLAP);
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// TODO smite enemies
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}
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action void A_HugPlush( bool sigh = false )
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{
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@ -41,13 +41,8 @@ Class SWWMKey : Key abstract
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override bool Use( bool pickup )
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{
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if ( Owner.player && !propagated && !deathmatch )
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{
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if ( pickup && CVar.GetCVar('swwm_collectanimkey',Owner.player).GetBool() )
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if ( Owner.player && !propagated && !deathmatch && (!pickup || CVar.GetCVar('swwm_collectanimkey',Owner.player).GetBool()) )
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SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture);
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else if ( !pickup )
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SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture,true);
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}
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// clean up the flag
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propagated = false;
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return false;
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@ -58,15 +58,15 @@ Class SWWMKeyGesture : SWWMItemGesture abstract
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States
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{
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Fire:
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XZW1 A 3 A_Jump(128,"AltFire","AltFire2");
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XZW1 A 3 A_Jump(128,"Fire2","Fire3");
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XZW1 B 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
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XZW1 CDEF 3;
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XZW1 GHIJKLMNO 4;
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XZW1 P 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
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XZW1 QRST 3;
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Goto WaitingForEnd;
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AltFire:
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XZW1 A 3 A_Jump(128,"Fire","AltFire2");
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Fire2:
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XZW1 A 3;
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XZW1 U 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
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XZW1 VWX 3;
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XZW1 YZ 4;
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@ -77,7 +77,7 @@ Class SWWMKeyGesture : SWWMItemGesture abstract
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XZW2 M 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 NOPQR 3;
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Goto WaitingForEnd;
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AltFire2:
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Fire3:
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XZW1 A 3;
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XZW2 S 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 TUVWX 3;
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@ -27,9 +27,7 @@ Class SWWMGesture : SWWMWeapon
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Weapon formerweapon;
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int whichgesture, nextgesture;
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bool deaded, queued;
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bool whichuse;
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Class<SWWMItemGesture> whichweapon;
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Array<bool> suse;
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Array<Class<SWWMItemGesture> > sweapon;
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int gonect;
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HeadpatTracker pats; // for headpat gesture, our current tracker
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@ -110,7 +108,7 @@ Class SWWMGesture : SWWMWeapon
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}
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// "special" gestures are run by switching to another "weapon"
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static SWWMGesture SetSpecialGesture( PlayerPawn mo, Class<SWWMItemGesture> a, bool used = false )
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static SWWMGesture SetSpecialGesture( PlayerPawn mo, Class<SWWMItemGesture> a )
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{
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if ( !mo || !(mo is 'Demolitionist') ) return null; // only Demo
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if ( mo.Health <= 0 ) return null; // dead
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@ -124,11 +122,10 @@ Class SWWMGesture : SWWMWeapon
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// queue if unique
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for ( int i=0; i<w.sweapon.Size(); i++ )
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{
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if ( (w.sweapon[i] != a) || (w.suse[i] != used) ) continue;
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if ( w.sweapon[i] != a ) continue;
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return null;
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}
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w.sweapon.Push(a);
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w.suse.Push(used);
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return null;
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}
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if ( !w )
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@ -140,7 +137,6 @@ Class SWWMGesture : SWWMWeapon
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else w.formerweapon = mo.player.ReadyWeapon;
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w.whichgesture = GS_Null;
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w.whichweapon = a;
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w.whichuse = used;
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mo.player.PendingWeapon = w;
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return w;
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}
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@ -160,10 +156,8 @@ Class SWWMGesture : SWWMWeapon
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{
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invoker.whichgesture = GS_Null;
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invoker.whichweapon = invoker.sweapon[0];
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invoker.whichuse = invoker.suse[0];
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// push back
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invoker.sweapon.Delete(0);
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invoker.suse.Delete(0);
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player.SetPSprite(PSP_WEAPON,ResolveState("Ready"));
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return;
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}
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@ -411,8 +405,7 @@ Class SWWMGesture : SWWMWeapon
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}
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g.gest = invoker;
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player.ReadyWeapon = g;
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if ( invoker.whichuse ) player.SetPSPrite(PSP_WEAPON,g.FindState("AltFire"));
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else player.SetPSPrite(PSP_WEAPON,g.FindState("Fire"));
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player.SetPSPrite(PSP_WEAPON,g.FindState("Fire"));
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return ResolveState(null);
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}
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switch ( invoker.whichgesture )
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@ -683,10 +676,8 @@ Class SWWMItemGesture : SWWMWeapon abstract
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{
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gest.whichgesture = GS_Null;
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gest.whichweapon = gest.sweapon[0];
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gest.whichuse = gest.suse[0];
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// push back
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gest.sweapon.Delete(0);
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gest.suse.Delete(0);
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// go back to the main gesture
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player.ReadyWeapon = gest;
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player.SetPSPrite(PSP_WEAPON,gest.ResolveState("Ready"));
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