Wallbuster is now hold-to-reload.
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891b69d3da
commit
997823dd27
8 changed files with 11 additions and 31 deletions
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@ -7,7 +7,6 @@ Class Wallbuster : SWWMWeapon
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bool fired[25];
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int rotation[6];
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int whichspin;
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transient bool cancelreload;
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override void DoEffect()
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{
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@ -577,8 +576,6 @@ Class Wallbuster : SWWMWeapon
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XZW4 W 0
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{
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int rnum = GetShellsToLoad();
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invoker.cancelreload = false;
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A_Overlay(-9999,"CheckCancelReload");
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// if it's a full rotation, don't hand-spin
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if ( rnum > 20 ) return ResolveState(null);
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// jump to spin if current group is full
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@ -626,12 +623,7 @@ Class Wallbuster : SWWMWeapon
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XZWE UVWXY 1;
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DetachSpinReturn:
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XZWE Z 1;
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XZWF A 2
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{
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invoker.cancelreload = false;
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A_Overlay(-9999,"CheckCancelReload");
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A_HandSpin();
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}
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XZWF A 2 A_HandSpin();
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XZWF BCDEFG 2;
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XZWF J 1 A_StartSound("wallbuster/detach",CHAN_WEAPON,CHANF_OVERLAP);
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XZWF K 0;
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@ -657,18 +649,11 @@ Class Wallbuster : SWWMWeapon
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XZW6 C 2 A_LoadShell();
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XZW6 E 0
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{
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int rnum = invoker.cancelreload?0:GetShellsToLoad();
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int rnum = (player.cmd.buttons&BT_RELOAD)?GetShellsToLoad():0;
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player.SetPSprite(-9999,null);
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return A_JumpIf(rnum,"AttachSpin");
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}
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Goto Attach;
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CheckCancelReload:
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TNT1 A 1
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{
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if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_RELOAD|BT_ZOOM|BT_USER1) )
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invoker.cancelreload = true;
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}
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Wait;
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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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@ -687,12 +672,7 @@ Class Wallbuster : SWWMWeapon
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XZW7 TUVW 1;
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XZW7 XYZ 1;
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XZW8 ABC 1;
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XZW8 D 2
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{
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invoker.cancelreload = false;
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A_Overlay(-9999,"CheckCancelReload");
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A_HandSpin();
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}
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XZW8 D 2 A_HandSpin();
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XZW8 EFGHIL 2;
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XZW8 M 1 A_StartSound("wallbuster/detach",CHAN_WEAPON,CHANF_OVERLAP);
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XZW8 N 0;
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