Dual Explodium guns can now reload independently.
This commit is contained in:
parent
31d4b5f5b6
commit
b36b2f808c
7 changed files with 283 additions and 404 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.2pre r140 \cu(Sun 6 Feb 02:15:05 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.2pre r140 \cu(2022-02-06 02:15:05)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.2pre r141 \cu(Thu 10 Feb 13:38:58 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.2pre r141 \cu(2022-02-10 13:38:58)\c-";
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@ -99,68 +99,59 @@ Model "DualExplodiumGun"
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FrameIndex XZW2 R 1 22
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FrameIndex XZW2 S 1 23
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// Reload (Part 1)
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FrameIndex XZW2 T 1 25
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FrameIndex XZW2 U 1 26
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FrameIndex XZW2 V 1 27
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FrameIndex XZW2 W 1 28
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FrameIndex XZW2 X 1 29
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FrameIndex XZW2 Y 1 30
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FrameIndex XZW2 Z 1 31
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FrameIndex XZW3 A 1 32
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FrameIndex XZW3 B 1 33
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FrameIndex XZW3 C 1 34
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FrameIndex XZW3 D 1 35
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FrameIndex XZW3 E 1 36
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FrameIndex XZW3 F 1 37
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FrameIndex XZW3 G 1 38
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FrameIndex XZW3 H 1 39
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FrameIndex XZW3 I 1 40
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FrameIndex XZW2 T 1 310
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FrameIndex XZW2 U 1 311
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FrameIndex XZW2 V 1 312
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FrameIndex XZW2 W 1 313
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FrameIndex XZW2 X 1 314
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FrameIndex XZW2 Y 1 315
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FrameIndex XZW2 Z 1 316
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FrameIndex XZW3 A 1 317
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FrameIndex XZW3 B 1 318
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FrameIndex XZW3 C 1 319
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FrameIndex XZW3 D 1 320
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FrameIndex XZW3 E 1 321
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FrameIndex XZW3 F 1 322
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FrameIndex XZW3 G 1 323
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FrameIndex XZW3 H 1 324
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// Reload (Part 1 w/ Empty Mag)
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SurfaceSkin 1 5 "ExplodiumGun_EmptyMag.png" // empty mag
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FrameIndex XZW3 J 1 25
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FrameIndex XZW3 K 1 26
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FrameIndex XZW3 L 1 27
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FrameIndex XZW3 M 1 28
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FrameIndex XZW3 N 1 29
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FrameIndex XZW3 O 1 30
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FrameIndex XZW3 P 1 31
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FrameIndex XZW3 Q 1 32
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FrameIndex XZW3 R 1 33
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FrameIndex XZW3 S 1 34
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FrameIndex XZW3 T 1 35
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FrameIndex XZW3 U 1 36
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FrameIndex XZW3 V 1 37
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FrameIndex XZW3 W 1 38
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FrameIndex XZW3 X 1 39
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FrameIndex XZW3 Y 1 40
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SurfaceSkin 1 3 "ExplodiumGun_EmptyMag.png"
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FrameIndex XZW3 I 1 310
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FrameIndex XZW3 J 1 311
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FrameIndex XZW3 K 1 312
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FrameIndex XZW3 L 1 313
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FrameIndex XZW3 M 1 314
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FrameIndex XZW3 N 1 315
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FrameIndex XZW3 O 1 316
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FrameIndex XZW3 P 1 317
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FrameIndex XZW3 Q 1 318
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FrameIndex XZW3 R 1 319
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FrameIndex XZW3 S 1 320
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FrameIndex XZW3 T 1 321
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FrameIndex XZW3 U 1 322
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FrameIndex XZW3 V 1 323
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FrameIndex XZW3 W 1 324
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// Reload (Part 2)
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SurfaceSkin 1 5 "" // hide mag
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SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
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FrameIndex XZW3 Z 1 41
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FrameIndex XZW4 A 1 42
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FrameIndex XZW4 B 1 43
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FrameIndex XZW4 C 1 44
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FrameIndex XZW4 D 1 45
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FrameIndex XZW4 E 1 46
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FrameIndex XZW4 F 1 47
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FrameIndex XZW4 G 1 48
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SurfaceSkin 1 6 "" // hide new mag
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FrameIndex XZW4 H 1 49
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FrameIndex XZW4 I 1 50
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FrameIndex XZW4 J 1 51
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SurfaceSkin 1 5 "ExplodiumGun.png" // show mag
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FrameIndex XZW4 K 1 52
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FrameIndex XZW4 L 1 53
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FrameIndex XZW4 M 1 54
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FrameIndex XZW4 N 1 55
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FrameIndex XZW4 O 1 56
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FrameIndex XZW4 P 1 57
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FrameIndex XZW4 Q 1 58
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FrameIndex XZW4 R 1 59
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FrameIndex XZW4 S 1 60
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FrameIndex XZW4 T 1 61
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FrameIndex XZW4 U 1 62
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FrameIndex XZW4 V 1 63
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SurfaceSkin 1 3 "ExplodiumGun.png"
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FrameIndex XZW3 X 1 325
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FrameIndex XZW3 Y 1 326
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FrameIndex XZW3 Z 1 327
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FrameIndex XZW4 A 1 328
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FrameIndex XZW4 B 1 329
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FrameIndex XZW4 C 1 330
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FrameIndex XZW4 D 1 331
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FrameIndex XZW4 E 1 332
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FrameIndex XZW4 F 1 333
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FrameIndex XZW4 G 1 334
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FrameIndex XZW4 H 1 335
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FrameIndex XZW4 I 1 336
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FrameIndex XZW4 J 1 337
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FrameIndex XZW4 K 1 338
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FrameIndex XZW4 L 1 339
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FrameIndex XZW4 M 1 340
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FrameIndex XZW4 N 1 341
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FrameIndex XZW4 O 1 342
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FrameIndex XZW4 P 1 343
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// Slide
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FrameIndex XZW4 W 1 65
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FrameIndex XZW4 X 1 66
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@ -251,68 +242,59 @@ Model "DualExplodiumGun"
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FrameIndex XZWB R 1 22
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FrameIndex XZWB S 1 23
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// Reload (Part 1)
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FrameIndex XZWB T 1 25
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FrameIndex XZWB U 1 26
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FrameIndex XZWB V 1 27
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FrameIndex XZWB W 1 28
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FrameIndex XZWB X 1 29
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FrameIndex XZWB Y 1 30
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FrameIndex XZWB Z 1 31
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FrameIndex XZWC A 1 32
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FrameIndex XZWC B 1 33
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FrameIndex XZWC C 1 34
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FrameIndex XZWC D 1 35
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FrameIndex XZWC E 1 36
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FrameIndex XZWC F 1 37
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FrameIndex XZWC G 1 38
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FrameIndex XZWC H 1 39
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FrameIndex XZWC I 1 40
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FrameIndex XZWB T 1 310
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FrameIndex XZWB U 1 311
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FrameIndex XZWB V 1 312
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FrameIndex XZWB W 1 313
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FrameIndex XZWB X 1 314
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FrameIndex XZWB Y 1 315
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FrameIndex XZWB Z 1 316
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FrameIndex XZWC A 1 317
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FrameIndex XZWC B 1 318
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FrameIndex XZWC C 1 319
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FrameIndex XZWC D 1 320
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FrameIndex XZWC E 1 321
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FrameIndex XZWC F 1 322
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FrameIndex XZWC G 1 323
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FrameIndex XZWC H 1 324
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// Reload (Part 1 w/ Empty Mag)
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SurfaceSkin 1 5 "ExplodiumGun_EmptyMag.png" // empty mag
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FrameIndex XZWC J 1 25
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FrameIndex XZWC K 1 26
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FrameIndex XZWC L 1 27
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FrameIndex XZWC M 1 28
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FrameIndex XZWC N 1 29
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FrameIndex XZWC O 1 30
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FrameIndex XZWC P 1 31
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FrameIndex XZWC Q 1 32
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FrameIndex XZWC R 1 33
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FrameIndex XZWC S 1 34
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FrameIndex XZWC T 1 35
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FrameIndex XZWC U 1 36
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FrameIndex XZWC V 1 37
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FrameIndex XZWC W 1 38
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FrameIndex XZWC X 1 39
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FrameIndex XZWC Y 1 40
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SurfaceSkin 1 3 "ExplodiumGun_EmptyMag.png"
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FrameIndex XZWC I 1 310
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FrameIndex XZWC J 1 311
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FrameIndex XZWC K 1 312
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FrameIndex XZWC L 1 313
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FrameIndex XZWC M 1 314
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FrameIndex XZWC N 1 315
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FrameIndex XZWC O 1 316
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FrameIndex XZWC P 1 317
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FrameIndex XZWC Q 1 318
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FrameIndex XZWC R 1 319
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FrameIndex XZWC S 1 320
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FrameIndex XZWC T 1 321
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FrameIndex XZWC U 1 322
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FrameIndex XZWC V 1 323
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FrameIndex XZWC W 1 324
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// Reload (Part 2)
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SurfaceSkin 1 5 "" // hide mag
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SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
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FrameIndex XZWC Z 1 41
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FrameIndex XZWD A 1 42
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FrameIndex XZWD B 1 43
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FrameIndex XZWD C 1 44
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FrameIndex XZWD D 1 45
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FrameIndex XZWD E 1 46
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FrameIndex XZWD F 1 47
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FrameIndex XZWD G 1 48
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SurfaceSkin 1 6 "" // hide new mag
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FrameIndex XZWD H 1 49
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FrameIndex XZWD I 1 50
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FrameIndex XZWD J 1 51
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SurfaceSkin 1 5 "ExplodiumGun.png" // show mag
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FrameIndex XZWD K 1 52
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FrameIndex XZWD L 1 53
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FrameIndex XZWD M 1 54
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FrameIndex XZWD N 1 55
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FrameIndex XZWD O 1 56
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FrameIndex XZWD P 1 57
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FrameIndex XZWD Q 1 58
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FrameIndex XZWD R 1 59
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FrameIndex XZWD S 1 60
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FrameIndex XZWD T 1 61
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FrameIndex XZWD U 1 62
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FrameIndex XZWD V 1 63
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SurfaceSkin 1 3 "ExplodiumGun.png"
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FrameIndex XZWC X 1 325
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FrameIndex XZWC Y 1 326
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FrameIndex XZWC Z 1 327
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FrameIndex XZWD A 1 328
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FrameIndex XZWD B 1 329
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FrameIndex XZWD C 1 330
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FrameIndex XZWD D 1 331
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FrameIndex XZWD E 1 332
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FrameIndex XZWD F 1 333
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FrameIndex XZWD G 1 334
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FrameIndex XZWD H 1 335
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FrameIndex XZWD I 1 336
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FrameIndex XZWD J 1 337
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FrameIndex XZWD K 1 338
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FrameIndex XZWD L 1 339
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FrameIndex XZWD M 1 340
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FrameIndex XZWD N 1 341
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FrameIndex XZWD O 1 342
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FrameIndex XZWD P 1 343
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// Slide
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FrameIndex XZWD W 1 65
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FrameIndex XZWD X 1 66
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@ -425,58 +407,43 @@ Model "DualExplodiumGun"
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// Still
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FrameIndex XZWI V 1 248
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// Reload (Part 1)
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SurfaceSkin 1 5 "ExplodiumGun_EmptyMag.png" // empty mag
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FrameIndex XZWI W 1 249
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FrameIndex XZWI X 1 250
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FrameIndex XZWI Y 1 251
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FrameIndex XZWI Z 1 252
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FrameIndex XZWJ A 1 253
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FrameIndex XZWJ B 1 254
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FrameIndex XZWJ C 1 255
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FrameIndex XZWJ D 1 256
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FrameIndex XZWJ E 1 257
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FrameIndex XZWJ F 1 258
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FrameIndex XZWJ G 1 259
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FrameIndex XZWJ H 1 260
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FrameIndex XZWJ I 1 261
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FrameIndex XZWJ J 1 262
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FrameIndex XZWJ K 1 263
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FrameIndex XZWJ L 1 264
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SurfaceSkin 1 3 "ExplodiumGun_EmptyMag.png"
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FrameIndex XZWI W 1 346
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FrameIndex XZWI X 1 347
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FrameIndex XZWI Y 1 348
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FrameIndex XZWI Z 1 349
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FrameIndex XZWJ A 1 350
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FrameIndex XZWJ B 1 351
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FrameIndex XZWJ C 1 352
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FrameIndex XZWJ D 1 353
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FrameIndex XZWJ E 1 354
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FrameIndex XZWJ F 1 355
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FrameIndex XZWJ G 1 356
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FrameIndex XZWJ H 1 357
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FrameIndex XZWJ I 1 358
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FrameIndex XZWJ J 1 359
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FrameIndex XZWJ K 1 360
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// Reload (Part 2)
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SurfaceSkin 1 5 "" // hide mag
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SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
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FrameIndex XZWJ M 1 265
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FrameIndex XZWJ N 1 266
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FrameIndex XZWJ O 1 267
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FrameIndex XZWJ P 1 268
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FrameIndex XZWJ Q 1 269
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FrameIndex XZWJ R 1 270
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FrameIndex XZWJ S 1 271
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FrameIndex XZWJ T 1 272
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SurfaceSkin 1 6 "" // hide new mag
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FrameIndex XZWJ U 1 273
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FrameIndex XZWJ V 1 274
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FrameIndex XZWJ W 1 275
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SurfaceSkin 1 5 "ExplodiumGun.png" // show mag
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FrameIndex XZWJ X 1 276
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FrameIndex XZWJ Y 1 277
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FrameIndex XZWJ Z 1 278
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FrameIndex XZWK A 1 279
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FrameIndex XZWK B 1 280
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FrameIndex XZWK C 1 281
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FrameIndex XZWK D 1 282
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FrameIndex XZWK E 1 283
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FrameIndex XZWK F 1 284
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FrameIndex XZWK G 1 285
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FrameIndex XZWK H 1 286
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FrameIndex XZWK I 1 287
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FrameIndex XZWK J 1 288
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FrameIndex XZWK K 1 289
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FrameIndex XZWK L 1 290
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FrameIndex XZWK M 1 291
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FrameIndex XZWK N 1 292
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FrameIndex XZWK O 1 293
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FrameIndex XZWK P 1 294
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FrameIndex XZWJ L 1 361
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FrameIndex XZWJ M 1 362
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FrameIndex XZWJ N 1 363
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FrameIndex XZWJ O 1 364
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FrameIndex XZWJ P 1 365
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FrameIndex XZWJ Q 1 366
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FrameIndex XZWJ R 1 367
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FrameIndex XZWJ S 1 368
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FrameIndex XZWJ T 1 369
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FrameIndex XZWJ U 1 370
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FrameIndex XZWJ V 1 371
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FrameIndex XZWJ W 1 372
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FrameIndex XZWJ X 1 373
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FrameIndex XZWJ Y 1 374
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FrameIndex XZWJ Z 1 375
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FrameIndex XZWK A 1 376
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FrameIndex XZWK B 1 377
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FrameIndex XZWK C 1 378
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FrameIndex XZWK D 1 379
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SurfaceSkin 1 3 "ExplodiumGun.png"
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// Lower
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FrameIndex XZWM U 1 297
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FrameIndex XZWM V 1 298
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@ -505,58 +472,43 @@ Model "DualExplodiumGun"
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// Still
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FrameIndex XZWK Z 1 248
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// Reload (Part 1)
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SurfaceSkin 1 5 "ExplodiumGun_EmptyMag.png" // empty mag
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FrameIndex XZWL A 1 249
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FrameIndex XZWL B 1 250
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FrameIndex XZWL C 1 251
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FrameIndex XZWL D 1 252
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FrameIndex XZWL E 1 253
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FrameIndex XZWL F 1 254
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FrameIndex XZWL G 1 255
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FrameIndex XZWL H 1 256
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FrameIndex XZWL I 1 257
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FrameIndex XZWL J 1 258
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FrameIndex XZWL K 1 259
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FrameIndex XZWL L 1 260
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FrameIndex XZWL M 1 261
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FrameIndex XZWL N 1 262
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FrameIndex XZWL O 1 263
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FrameIndex XZWL P 1 264
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SurfaceSkin 1 3 "ExplodiumGun_EmptyMag.png"
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FrameIndex XZWL A 1 346
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FrameIndex XZWL B 1 347
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FrameIndex XZWL C 1 348
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FrameIndex XZWL D 1 349
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FrameIndex XZWL E 1 350
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FrameIndex XZWL F 1 351
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FrameIndex XZWL G 1 352
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FrameIndex XZWL H 1 353
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FrameIndex XZWL I 1 354
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FrameIndex XZWL J 1 355
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FrameIndex XZWL K 1 356
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FrameIndex XZWL L 1 357
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FrameIndex XZWL M 1 358
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FrameIndex XZWL N 1 359
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FrameIndex XZWL O 1 360
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// Reload (Part 2)
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SurfaceSkin 1 5 "" // hide mag
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SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
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FrameIndex XZWL Q 1 265
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FrameIndex XZWL R 1 266
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FrameIndex XZWL S 1 267
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FrameIndex XZWL T 1 268
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FrameIndex XZWL U 1 269
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FrameIndex XZWL V 1 270
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FrameIndex XZWL W 1 271
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FrameIndex XZWL X 1 272
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SurfaceSkin 1 6 "" // hide new mag
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FrameIndex XZWL Y 1 273
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FrameIndex XZWL Z 1 274
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FrameIndex XZWM A 1 275
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SurfaceSkin 1 5 "ExplodiumGun.png" // show mag
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FrameIndex XZWM B 1 276
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FrameIndex XZWM C 1 277
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FrameIndex XZWM D 1 278
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FrameIndex XZWM E 1 279
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FrameIndex XZWM F 1 280
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FrameIndex XZWM G 1 281
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FrameIndex XZWM H 1 282
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FrameIndex XZWM I 1 283
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FrameIndex XZWM J 1 284
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FrameIndex XZWM K 1 285
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FrameIndex XZWM L 1 286
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FrameIndex XZWM M 1 287
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FrameIndex XZWM N 1 288
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FrameIndex XZWM O 1 289
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FrameIndex XZWM P 1 290
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FrameIndex XZWM Q 1 291
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FrameIndex XZWM R 1 292
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FrameIndex XZWM S 1 293
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FrameIndex XZWM T 1 294
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SurfaceSkin 1 3 "ExplodiumGun.png"
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FrameIndex XZWL P 1 361
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FrameIndex XZWL Q 1 362
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FrameIndex XZWL R 1 363
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FrameIndex XZWL S 1 364
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FrameIndex XZWL T 1 365
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FrameIndex XZWL U 1 366
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FrameIndex XZWL V 1 367
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FrameIndex XZWL W 1 368
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FrameIndex XZWL X 1 369
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FrameIndex XZWL Y 1 370
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FrameIndex XZWL Z 1 371
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FrameIndex XZWM A 1 372
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FrameIndex XZWM B 1 373
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FrameIndex XZWM C 1 374
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FrameIndex XZWM D 1 375
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FrameIndex XZWM E 1 376
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FrameIndex XZWM F 1 377
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FrameIndex XZWM G 1 378
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FrameIndex XZWM H 1 379
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// Lower
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FrameIndex XZWN F 1 297
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FrameIndex XZWN G 1 298
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@ -832,35 +832,43 @@ Class DualExplodiumGun : SWWMWeapon
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReady"));
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sis = player.FindPSprite(PSP_WEAPON+1);
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}
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if ( sis.CurState.InStateSequence(ResolveState("LeftReady")) || sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) )
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if ( sis.CurState.InStateSequence(ResolveState("LeftReady")) )
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{
|
||||
if ( (ExplodiumGun(invoker.SisterWeapon).clipcount > 0) && !ExplodiumGun(invoker.SisterWeapon).chambered )
|
||||
player.SetPSprite(PSP_WEAPON,ResolveState("PreSlide"));
|
||||
else if ( (invoker.clipcount <= 0) && !invoker.chambered )
|
||||
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReloadLast"));
|
||||
player.SetPSprite(PSP_WEAPON,ResolveState("Slide"));
|
||||
else if ( (invoker.clipcount > 0) && !invoker.chambered )
|
||||
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftPreSlide"));
|
||||
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftSlide"));
|
||||
else if ( (player.cmd.buttons&BT_RELOAD) && (ExplodiumGun(invoker.SisterWeapon).clipcount < ExplodiumGun(invoker.SisterWeapon).default.clipcount)
|
||||
&& (ExplodiumGun(invoker.SisterWeapon).clipcount <= invoker.clipcount) ) // give priority only if less than left hand
|
||||
player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
|
||||
else if ( (player.cmd.buttons&BT_RELOAD) && (invoker.clipcount < invoker.default.clipcount) )
|
||||
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload"));
|
||||
else if ( !sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) ) A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWUSER1);
|
||||
else A_WeaponReady();
|
||||
else A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWUSER1);
|
||||
}
|
||||
else
|
||||
{
|
||||
int flg = WRF_NOSWITCH|WRF_NOSECONDARY;
|
||||
if ( !ExplodiumGun(invoker.SisterWeapon).chambered )
|
||||
flg |= WRF_NOPRIMARY;
|
||||
A_WeaponReady(flg);
|
||||
// left weapon isn't ready, but we can still reload right weapon if needed
|
||||
if ( (player.cmd.buttons&BT_RELOAD) && (ExplodiumGun(invoker.SisterWeapon).clipcount < ExplodiumGun(invoker.SisterWeapon).default.clipcount)
|
||||
&& (ExplodiumGun(invoker.SisterWeapon).clipcount <= invoker.clipcount) ) // give priority only if less than left hand
|
||||
player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
|
||||
else
|
||||
{
|
||||
int flg = WRF_NOSWITCH|WRF_NOSECONDARY;
|
||||
if ( !ExplodiumGun(invoker.SisterWeapon).chambered )
|
||||
flg |= WRF_NOPRIMARY;
|
||||
A_WeaponReady(flg);
|
||||
}
|
||||
}
|
||||
}
|
||||
Wait;
|
||||
LeftReady:
|
||||
XZWB A 1
|
||||
{
|
||||
if ( player.cmd.buttons&BT_ALTATTACK && invoker.chambered )
|
||||
let sis = player.FindPSprite(PSP_WEAPON);
|
||||
if ( (invoker.clipcount <= 0) && !invoker.chambered )
|
||||
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReloadLast"));
|
||||
else if ( (player.cmd.buttons&BT_RELOAD) && (invoker.clipcount < invoker.default.clipcount)
|
||||
&& (invoker.clipcount <= ExplodiumGun(invoker.SisterWeapon).clipcount) ) // give priority only if less than right hand
|
||||
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload"));
|
||||
else if ( player.cmd.buttons&BT_ALTATTACK && invoker.chambered )
|
||||
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftFire"));
|
||||
}
|
||||
Wait;
|
||||
|
|
@ -893,49 +901,35 @@ Class DualExplodiumGun : SWWMWeapon
|
|||
XZWI N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWI OPQR 1;
|
||||
XZWI S 2;
|
||||
Goto WaitLast;
|
||||
WaitLast:
|
||||
Goto ReloadLast;
|
||||
ReloadLast:
|
||||
XZWI V 1
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON+1);
|
||||
return A_JumpIf(sis.CurState.InStateSequence(ResolveState("LeftReady"))||sis.CurState.InStateSequence(ResolveState("LeftWaitLast")),"ReloadLast");
|
||||
A_PlayerReload();
|
||||
A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
}
|
||||
Wait;
|
||||
ReloadLast:
|
||||
XZWI V 9
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON+1);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLowerLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower"));
|
||||
}
|
||||
XZWI V 1 A_PlayerReload();
|
||||
XZWI WXYZ 1;
|
||||
XZWJ ABCD 1;
|
||||
XZWI WXYZ 2;
|
||||
XZWJ AB 2;
|
||||
XZWJ CD 1;
|
||||
XZWJ E 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
|
||||
XZWJ F 1;
|
||||
XZWJ G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWJ HIJK 1;
|
||||
XZWJ L 1 A_DropMag();
|
||||
XZWJ MNOPQR 1;
|
||||
XZWJ S 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWJ TUVWXYZ 1;
|
||||
XZWK ABCD 1;
|
||||
XZWK E 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount; }
|
||||
XZWK FGHI 1;
|
||||
XZWK J 1
|
||||
XZWJ HIJ 1;
|
||||
XZWJ K 0 A_DropMag();
|
||||
XZWJ LMN 3;
|
||||
XZWJ O 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWJ PQR 2;
|
||||
XZWJ S 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount; }
|
||||
XZWJ TUVW 1;
|
||||
XZWJ X 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWJ Y 2
|
||||
{
|
||||
A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
ExplodiumGun(invoker.SisterWeapon).clipcount--;
|
||||
ExplodiumGun(invoker.SisterWeapon).chambered = true;
|
||||
let sis = player.FindPSprite(PSP_WEAPON+1);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LeftLowerLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaiseLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise"));
|
||||
}
|
||||
XZWK K 1;
|
||||
XZWK L 3;
|
||||
XZWK MNOP 1;
|
||||
XZWJ Z 2;
|
||||
XZWK ABCD 2;
|
||||
Goto Ready;
|
||||
LeftFire:
|
||||
XZWB A 1
|
||||
|
|
@ -966,38 +960,41 @@ Class DualExplodiumGun : SWWMWeapon
|
|||
XZWK T 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWK UVWX 1;
|
||||
XZWK Y 2;
|
||||
Goto LeftWaitLast;
|
||||
LeftWaitLast:
|
||||
XZWK Z 1;
|
||||
Wait;
|
||||
Goto LeftReloadLast;
|
||||
LeftReloadLast:
|
||||
XZWK Z 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
|
||||
XZWK Z 1 A_PlayerReload();
|
||||
XZWL ABCDEFGH 1;
|
||||
XZWK Z 4
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON);
|
||||
if ( !sis.CurState.InStateSequence(ResolveState("Reload")) && !sis.CurState.InStateSequence(ResolveState("ReloadEmpty")) && !sis.CurState.InStateSequence(ResolveState("ReloadLast")) )
|
||||
return ResolveState("LeftReloadLast")+1;
|
||||
return ResolveState(null);
|
||||
}
|
||||
XZWK Z 1
|
||||
{
|
||||
A_PlayerReload();
|
||||
A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
}
|
||||
XZWL ABCDEF 2;
|
||||
XZWL GH 1;
|
||||
XZWL I 1 { invoker.clipcount = 0; }
|
||||
XZWL J 1;
|
||||
XZWL K 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWL LMNO 1;
|
||||
XZWL P 1 A_DropMag();
|
||||
XZWL QRSTUV 1;
|
||||
XZWL W 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWL LMN 1;
|
||||
XZWL O 0 A_DropMag();
|
||||
XZWL PQR 3;
|
||||
XZWL S 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWL TUV 2;
|
||||
XZWL W 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
|
||||
XZWL XYZ 1;
|
||||
XZWM ABCDEFGH 1;
|
||||
XZWM I 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
|
||||
XZWM JKLM 1;
|
||||
XZWM N 1
|
||||
XZWM A 1;
|
||||
XZWM B 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWM C 2
|
||||
{
|
||||
A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
invoker.clipcount--;
|
||||
invoker.chambered = true;
|
||||
let sis = player.FindPSprite(PSP_WEAPON);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LowerLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON,ResolveState("RaiseLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON,ResolveState("Raise"));
|
||||
}
|
||||
XZWM O 1;
|
||||
XZWM P 3;
|
||||
XZWM QRST 1;
|
||||
XZWM DEFGH 2;
|
||||
Goto LeftReady;
|
||||
Casing:
|
||||
XZWA A 1
|
||||
|
|
@ -1039,84 +1036,42 @@ Class DualExplodiumGun : SWWMWeapon
|
|||
XZWG VUT 2;
|
||||
XZWB A 1;
|
||||
Goto LeftReady;
|
||||
LowerLast:
|
||||
XZWI V 2;
|
||||
XZWM UVW 2;
|
||||
XZWM Y -1;
|
||||
Stop;
|
||||
LeftLowerLast:
|
||||
XZWK Z 2;
|
||||
XZWN FGH 2;
|
||||
XZWN J -1;
|
||||
Stop;
|
||||
RaiseLast:
|
||||
XZWM Y 2;
|
||||
XZWN WVU 2;
|
||||
XZWI V 1;
|
||||
Goto WaitLast;
|
||||
LeftRaiseLast:
|
||||
XZWN JHGF 2;
|
||||
XZWK Z 1;
|
||||
Goto LeftWaitLast;
|
||||
Reload:
|
||||
XZW2 A 9
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON+1);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLowerLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower"));
|
||||
}
|
||||
XZW2 A 1
|
||||
{
|
||||
A_PlayerReload();
|
||||
A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
if ( ExplodiumGun(invoker.SisterWeapon).clipcount <= 0 ) return ResolveState("ReloadEmpty");
|
||||
return ResolveState(null);
|
||||
}
|
||||
XZW2 TUVWXYZ 1;
|
||||
XZW2 TUVWXY 2;
|
||||
XZW2 Z 1;
|
||||
XZW3 A 1;
|
||||
XZW3 B 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
|
||||
XZW3 C 1;
|
||||
XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 EFGH 1;
|
||||
XZW3 I 1 A_DropMag();
|
||||
XZW3 EFG 1;
|
||||
XZW3 H 0 A_DropMag();
|
||||
Goto ReloadEnd;
|
||||
ReloadEmpty:
|
||||
XZW2 A 1;
|
||||
XZW3 JKLMNOPQRS 1;
|
||||
XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 UVWX 1;
|
||||
XZW3 Y 1 A_DropMag();
|
||||
XZW3 IJKLMN 2;
|
||||
XZW3 OPQR 1;
|
||||
XZW3 S 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 TUV 1;
|
||||
XZW3 W 0 A_DropMag();
|
||||
Goto ReloadEnd;
|
||||
ReloadEnd:
|
||||
XZW3 Z 1;
|
||||
XZW4 ABCDE 1;
|
||||
XZW4 F 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 GHIJKLMNOPQ 1;
|
||||
XZW4 R 1
|
||||
{
|
||||
A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount;
|
||||
}
|
||||
XZW4 STUV 1;
|
||||
XZW2 A 0 A_JumpIf(!ExplodiumGun(invoker.SisterWeapon).chambered,"Slide");
|
||||
XZW2 A 0
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON+1);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LeftLowerLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaiseLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise"));
|
||||
}
|
||||
XZW3 XYZ 3;
|
||||
XZW4 A 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 BCD 2;
|
||||
XZW4 E 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount; }
|
||||
XZW4 FGHI 1;
|
||||
XZW4 J 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 KLMNOP 2;
|
||||
Goto Ready;
|
||||
PreSlide:
|
||||
XZW2 A 9
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON+1);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLowerLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower"));
|
||||
}
|
||||
Slide:
|
||||
XZW2 A 1;
|
||||
XZW2 A 10 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); }
|
||||
XZW4 WXY 1;
|
||||
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW5 BC 1;
|
||||
|
|
@ -1128,73 +1083,51 @@ Class DualExplodiumGun : SWWMWeapon
|
|||
XZW5 EFG 1;
|
||||
XZW5 H 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW5 IJKLM 1;
|
||||
XZW2 A 0
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON+1);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LeftLowerLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaiseLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise"));
|
||||
}
|
||||
XZW2 A 0 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise")); }
|
||||
Goto Ready;
|
||||
LeftReload:
|
||||
XZWB A 9
|
||||
XZWB A 4
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("WaitLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON,ResolveState("LowerLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON,ResolveState("Lower"));
|
||||
if ( !sis.CurState.InStateSequence(ResolveState("Reload")) && !sis.CurState.InStateSequence(ResolveState("ReloadEmpty")) && !sis.CurState.InStateSequence(ResolveState("ReloadLast")) )
|
||||
return ResolveState("LeftReload")+1;
|
||||
return ResolveState(null);
|
||||
}
|
||||
XZWB A 1
|
||||
{
|
||||
A_PlayerReload();
|
||||
A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
if ( invoker.clipcount <= 0 ) return ResolveState("LeftReloadEmpty");
|
||||
return ResolveState(null);
|
||||
}
|
||||
XZWB TUVWXYZ 1;
|
||||
XZWB TUVWXY 2;
|
||||
XZWB Z 1;
|
||||
XZWC A 1;
|
||||
XZWC B 1 { invoker.clipcount = 0; }
|
||||
XZWC C 1;
|
||||
XZWC D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWC EFGH 1;
|
||||
XZWC I 1 A_DropMag(-1);
|
||||
XZWC EFG 1;
|
||||
XZWC H 0 A_DropMag();
|
||||
Goto LeftReloadEnd;
|
||||
LeftReloadEmpty:
|
||||
XZWB A 1;
|
||||
XZWC JKLMNOPQRS 1;
|
||||
XZWC T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWC UVWX 1;
|
||||
XZWC Y 1 A_DropMag(-1);
|
||||
XZWC IJKLMN 2;
|
||||
XZWC OPQR 1;
|
||||
XZWC S 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWC TUV 1;
|
||||
XZWC W 0 A_DropMag();
|
||||
Goto LeftReloadEnd;
|
||||
LeftReloadEnd:
|
||||
XZWC Z 1;
|
||||
XZWD ABCDE 1;
|
||||
XZWD F 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWD GHIJKLMNOPQ 1;
|
||||
XZWD R 1
|
||||
{
|
||||
A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
invoker.clipcount = invoker.default.clipcount;
|
||||
}
|
||||
XZWD STUV 1;
|
||||
XZWB A 0 A_JumpIf(!invoker.chambered,"LeftSlide");
|
||||
XZWB A 0
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LowerLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON,ResolveState("RaiseLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON,ResolveState("Raise"));
|
||||
}
|
||||
XZWC XYZ 3;
|
||||
XZWD A 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWD BCD 2;
|
||||
XZWD E 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
|
||||
XZWD FGHI 1;
|
||||
XZWD J 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWD KLMNOP 2;
|
||||
Goto LeftReady;
|
||||
LeftPreSlide:
|
||||
XZWB A 9
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("WaitLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON,ResolveState("LowerLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON,ResolveState("Lower"));
|
||||
}
|
||||
LeftSlide:
|
||||
XZWB A 1;
|
||||
XZWB A 10 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
|
||||
XZWD WXY 1;
|
||||
XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWE BC 1;
|
||||
|
|
@ -1206,13 +1139,7 @@ Class DualExplodiumGun : SWWMWeapon
|
|||
XZWE EFG 1;
|
||||
XZWE H 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWE IJKLM 1;
|
||||
XZWB A 0
|
||||
{
|
||||
let sis = player.FindPSprite(PSP_WEAPON);
|
||||
if ( sis.CurState.InStateSequence(ResolveState("LowerLast")) )
|
||||
player.SetPSPrite(PSP_WEAPON,ResolveState("RaiseLast"));
|
||||
else player.SetPSPrite(PSP_WEAPON,ResolveState("Raise"));
|
||||
}
|
||||
XZWB A 0 { player.SetPSPrite(PSP_WEAPON,ResolveState("Raise")); }
|
||||
Goto LeftReady;
|
||||
Zoom:
|
||||
XZW2 A 1
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue