More view sway progress. This is harder than it looks.
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4 changed files with 81 additions and 38 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r802 \cu(Thu 20 Apr 12:51:35 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r802 \cu(2023-04-20 12:51:36)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r803 \cu(Wed 10 May 22:04:27 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r803 \cu(2023-05-10 22:04:27)\c-";
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@ -94,6 +94,7 @@ Class DeepImpact : SWWMWeapon
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{
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let weap = Weapon(invoker);
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if ( !weap ) return;
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A_BumpView(-.05);
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A_QuakeEx(.1,.1,.1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.05);
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A_StartSound("deepimpact/dryfire",CHAN_WEAPON,CHANF_OVERLAP,.5);
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A_AlertMonsters(swwm_uncapalert?0:70);
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@ -254,6 +255,8 @@ Class DeepImpact : SWWMWeapon
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{
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invoker.failtime = gametic+32;
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A_StartSound("deepimpact/dryaltfire",CHAN_WEAPON,CHANF_OVERLAP);
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A_BumpView(-.05);
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A_QuakeEx(.1,.1,.1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.05);
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}
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action void A_AltBullet()
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@ -362,7 +365,10 @@ Class DeepImpact : SWWMWeapon
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Stop;
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Select:
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XZW2 I 2 A_FullRaise();
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XZW2 JKLMNOP 2;
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XZW2 J 2 A_BumpView(.2,tics:2);
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XZW2 KL 2 A_BumpView(-.2,tics:2);
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XZW2 MN 2 A_BumpView(-.1,tics:2);
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XZW2 OP 2 A_BumpView(.1,tics:2);
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Goto Ready;
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Ready:
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XZW2 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWZOOM);
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@ -394,7 +400,7 @@ Class DeepImpact : SWWMWeapon
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Goto Ready;
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AltRelease:
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XZW2 V 1 A_AltBullet();
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XZW2 W 1;
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XZW2 W 1 A_BumpView(.15,tics:15);
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XZW2 X 2;
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XZW2 YZ 3;
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XZW3 AB 5;
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@ -404,36 +410,45 @@ Class DeepImpact : SWWMWeapon
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Reload:
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XZW2 A 0 A_JumpIf(invoker.clipcount>=invoker.default.clipcount,"NoReload");
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XZW2 A 2 A_StartSound("deepimpact/reloadbeg",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 HIJ 2;
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XZW3 HIJ 2 A_BumpView(.1,tics:2);
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ReloadHold:
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XZW3 K 2 A_Crank();
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XZW3 LM 2;
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XZW3 K 2
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{
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A_Crank();
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A_BumpView(-.1,tics:2);
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}
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XZW3 LM 2 A_BumpView(-.2,tics:2);
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XZW3 NOPQ 3;
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XZW3 K 0 A_JumpIf((player.cmd.buttons&(BT_RELOAD|BT_ALTATTACK))&&(invoker.clipcount<invoker.default.clipcount),"ReloadHold");
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XZW3 K 2 A_StartSound("deepimpact/reloadend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 RSTUV 2;
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XZW3 RSTUV 2 A_BumpView(.1,tics:2);
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Goto Ready;
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NoReload:
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XZW2 A 2 A_StartSound("deepimpact/reloadbeg",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 HIJ 2;
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XZW3 HIJ 2 A_BumpView(.1,tics:2);
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NoReloadHold:
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XZW3 K 2 A_NoCrank();
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XZW3 L 2;
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XZW3 M 5;
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XZW3 K 2
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{
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A_NoCrank();
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A_BumpView(-.1,tics:2);
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}
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XZW3 L 2 A_BumpView(-.2,tics:2);
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XZW3 M 5 A_BumpView(-.2,tics:2);
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XZW3 L 3;
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XZW3 K 2 A_StartSound("deepimpact/reloadend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 RSTUV 2;
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XZW3 RSTUV 2 A_BumpView(.1,tics:2);
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Goto Ready;
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Zoom:
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XZW2 A 3
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{
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A_StartSound("deepimpact/checkout",CHAN_WEAPON,CHANF_OVERLAP);
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A_PlayerCheckGun();
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A_BumpView(.2,tics:3);
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}
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XZW3 WXYZ 3;
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XZW4 AB 4;
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XZW4 CD 3;
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XZW4 EFG 2;
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XZW3 WXYZ 3 A_BumpView(-.2,tics:3);
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XZW4 AB 4 A_BumpView(-.1,tics:4);
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XZW4 CD 3 A_BumpView(.2,tics:3);
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XZW4 EFG 2 A_BumpView(.1,tics:2);
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Goto Ready;
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User1:
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XZW2 A 2
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@ -459,8 +474,15 @@ Class DeepImpact : SWWMWeapon
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XZW4 PQRSTUV 2;
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Goto Ready;
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Deselect:
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XZW2 A 2 A_StartSound("deepimpact/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 BCDEFGH 2;
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XZW2 A 2
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{
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A_StartSound("deepimpact/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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A_BumpView(-.2,tics:2);
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}
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XZW2 BC 2 A_BumpView(-.1,tics:2);
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XZW2 DE 2 A_BumpView(-.1,tics:2);
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XZW2 FG 2 A_BumpView(.1,tics:2);
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XZW2 H 2 A_BumpView(.2,tics:2);
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XZW2 I -1 A_FullLower();
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Stop;
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}
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@ -470,26 +470,37 @@ Class Spreadgun : SWWMWeapon
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XZW2 A 1
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{
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A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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A_BumpView(-.1);
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return A_JumpIf(invoker.fired,"DeselectFired");
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}
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XZW2 BCDEFGH 1;
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XZW2 BCD 1 A_BumpView(.1);
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XZW2 EF 1 A_BumpView(.2);
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XZW2 GH 1 A_BumpView(.3);
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XZW2 I -1 A_FullLower();
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Stop;
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DeselectFired:
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XZW2 Z 1;
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XZW3 ABCDEFG 1;
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XZW2 Z 1 A_BumpView(-.1);
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XZW3 ABC 1 A_BumpView(.1);
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XZW3 DE 1 A_BumpView(.2);
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XZW3 FG 1 A_BumpView(.3);
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XZW3 H -1 A_FullLower();
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Stop;
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Select:
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XZW2 I 1
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{
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A_FullRaise();
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A_BumpView(.2);
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return A_JumpIf(invoker.fired,"SelectFired");
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}
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XZW2 JKLMNOPQ 1;
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XZW2 JKL 1 A_BumpView(-.1);
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XZW2 MNO 1 A_BumpView(-.2);
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XZW2 PQ 1 A_BumpView(.1);
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Goto Ready;
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SelectFired:
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XZW3 HIJKLMNOP 1;
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XZW3 H 1 A_BumpView(.2);
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XZW3 IJK 1 A_BumpView(-.1);
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XZW3 LMN 1 A_BumpView(-.2);
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XZW3 OP 1 A_BumpView(.1);
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Goto ReadyFired;
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Ready:
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XZW2 A 1 A_SpreadgunReady();
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@ -583,9 +594,12 @@ Class Spreadgun : SWWMWeapon
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A_PlayerCheckGun();
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return A_JumpIf(invoker.fired,"ZoomFired");
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}
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XZW5 PQRSTUVWXYZ 1;
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XZW6 ABCDEFGHI 2;
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XZW6 JKLMNO 1;
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XZW5 PQR 1 A_BumpView(.1);
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XZW5 STUVWXYZ 1 A_BumpView(-.2);
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XZW6 ABCDEF 2 A_BumpView(-.15,tics:2);
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XZW6 GHI 2 A_BumpView(-.1,tics:2);
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XZW6 JKL 1 A_BumpView(.2);
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XZW6 MNO 1 A_BumpView(.1);
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Goto Ready;
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ZoomFired:
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XZW2 Z 1;
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@ -608,35 +622,41 @@ Class Spreadgun : SWWMWeapon
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A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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return A_JumpIf(invoker.fired,"User1Fired");
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}
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XZW7 PQ 2;
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XZW7 PQ 2 A_BumpView(.05,tics:2);
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User1Hold:
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XZW7 R 1
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{
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A_BumpAngle(1.);
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A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
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A_Overlay(-9999,"DummyMelee");
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}
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XZW7 STUV 2;
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XZW7 ST 2 A_BumpAngle(-.25,tics:2);
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XZW7 UV 2;
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XZW7 WX 3;
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XZW7 Y 0 A_JumpIf(player.cmd.buttons&BT_USER1,"User1Hold");
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XZW7 Y 0 { invoker.PlayUpSound(self); }
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XZW7 Y 2;
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XZW7 Z 2;
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XZW8 AB 2;
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XZW7 Y 2 A_BumpView(.2,tics:2);
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XZW7 Z 2 A_BumpView(.1,tics:2);
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XZW8 AB 2 A_BumpView(-.1,tics:2);
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Goto Ready;
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User1Fired:
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XZW2 Z 2;
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XZW9 CD 2;
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XZW9 CD 2 A_BumpView(.05,tics:2);
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User1FiredHold:
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XZW9 E 1
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{
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A_BumpAngle(1.);
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A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
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A_Overlay(-9999,"DummyMelee");
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}
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XZW9 FGHI 2;
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XZW9 FG 2 A_BumpAngle(-.25,tics:2);
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XZW9 HI 2;
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XZW9 JK 3;
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XZW9 L 0 A_JumpIf(player.cmd.buttons&BT_USER1,"User1FiredHold");
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XZW9 L 0 { invoker.PlayUpSound(self); }
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XZW9 LMNO 2;
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XZW9 L 2 A_BumpView(.2,tics:2);
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XZW9 M 2 A_BumpView(.1,tics:2);
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XZW9 NO 2 A_BumpView(-.1,tics:2);
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Goto ReadyFired;
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FlashRed:
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XZW0 A 2 Bright
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@ -818,7 +818,7 @@ Class DualExplodiumGun : SWWMWeapon
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XZW2 C 2 A_BumpView(-.1,tics:2);
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XZW2 D 2
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{
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A_BumpView(-.1,tics:2);
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A_BumpView(-.1,tics:2);
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftSelect"));
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}
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XZW2 E 2 A_BumpView(-.1,tics:2);
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@ -1216,15 +1216,16 @@ Class DualExplodiumGun : SWWMWeapon
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Goto LeftReady;
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User1:
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XZW2 A 1 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftUser1")); }
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XZW7 TU 1;
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XZW7 TU 1 A_BumpView(.1);
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User1Hold:
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XZW7 V 1
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{
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A_BumpAngle(1.);
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A_PlayerMelee(true);
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A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
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A_Parry(9);
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}
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XZW7 WX 1;
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XZW7 WX 1 A_BumpAngle(-.5);
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XZW7 Y 1 A_Melee();
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XZW7 Z 2;
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XZW8 ABCDE 2;
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