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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@ -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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{
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if ( (ExplodiumGun(invoker.SisterWeapon).clipcount > 0) && !ExplodiumGun(invoker.SisterWeapon).chambered )
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player.SetPSprite(PSP_WEAPON,ResolveState("PreSlide"));
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else if ( (invoker.clipcount <= 0) && !invoker.chambered )
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReloadLast"));
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player.SetPSprite(PSP_WEAPON,ResolveState("Slide"));
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else if ( (invoker.clipcount > 0) && !invoker.chambered )
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftPreSlide"));
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftSlide"));
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else if ( (player.cmd.buttons&BT_RELOAD) && (ExplodiumGun(invoker.SisterWeapon).clipcount < ExplodiumGun(invoker.SisterWeapon).default.clipcount)
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&& (ExplodiumGun(invoker.SisterWeapon).clipcount <= invoker.clipcount) ) // give priority only if less than left hand
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player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
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else if ( (player.cmd.buttons&BT_RELOAD) && (invoker.clipcount < invoker.default.clipcount) )
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload"));
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else if ( !sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) ) A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWUSER1);
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else A_WeaponReady();
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else A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWUSER1);
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}
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else
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{
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int flg = WRF_NOSWITCH|WRF_NOSECONDARY;
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if ( !ExplodiumGun(invoker.SisterWeapon).chambered )
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flg |= WRF_NOPRIMARY;
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A_WeaponReady(flg);
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// left weapon isn't ready, but we can still reload right weapon if needed
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if ( (player.cmd.buttons&BT_RELOAD) && (ExplodiumGun(invoker.SisterWeapon).clipcount < ExplodiumGun(invoker.SisterWeapon).default.clipcount)
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&& (ExplodiumGun(invoker.SisterWeapon).clipcount <= invoker.clipcount) ) // give priority only if less than left hand
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player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
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else
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{
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int flg = WRF_NOSWITCH|WRF_NOSECONDARY;
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if ( !ExplodiumGun(invoker.SisterWeapon).chambered )
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flg |= WRF_NOPRIMARY;
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A_WeaponReady(flg);
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}
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}
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}
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Wait;
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LeftReady:
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XZWB A 1
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{
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if ( player.cmd.buttons&BT_ALTATTACK && invoker.chambered )
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let sis = player.FindPSprite(PSP_WEAPON);
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if ( (invoker.clipcount <= 0) && !invoker.chambered )
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReloadLast"));
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else if ( (player.cmd.buttons&BT_RELOAD) && (invoker.clipcount < invoker.default.clipcount)
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&& (invoker.clipcount <= ExplodiumGun(invoker.SisterWeapon).clipcount) ) // give priority only if less than right hand
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload"));
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else if ( player.cmd.buttons&BT_ALTATTACK && invoker.chambered )
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftFire"));
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}
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Wait;
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@ -893,49 +901,35 @@ Class DualExplodiumGun : SWWMWeapon
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XZWI N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
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XZWI OPQR 1;
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XZWI S 2;
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Goto WaitLast;
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WaitLast:
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Goto ReloadLast;
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ReloadLast:
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XZWI V 1
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{
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let sis = player.FindPSprite(PSP_WEAPON+1);
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return A_JumpIf(sis.CurState.InStateSequence(ResolveState("LeftReady"))||sis.CurState.InStateSequence(ResolveState("LeftWaitLast")),"ReloadLast");
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A_PlayerReload();
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A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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}
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Wait;
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ReloadLast:
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XZWI V 9
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{
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let sis = player.FindPSprite(PSP_WEAPON+1);
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if ( sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) )
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player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLowerLast"));
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else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower"));
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}
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XZWI V 1 A_PlayerReload();
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XZWI WXYZ 1;
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XZWJ ABCD 1;
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XZWI WXYZ 2;
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XZWJ AB 2;
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XZWJ CD 1;
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XZWJ E 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
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XZWJ F 1;
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XZWJ G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZWJ HIJK 1;
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XZWJ L 1 A_DropMag();
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XZWJ MNOPQR 1;
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XZWJ S 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWJ TUVWXYZ 1;
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XZWK ABCD 1;
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XZWK E 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount; }
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XZWK FGHI 1;
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XZWK J 1
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XZWJ HIJ 1;
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XZWJ K 0 A_DropMag();
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XZWJ LMN 3;
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XZWJ O 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWJ PQR 2;
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XZWJ S 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount; }
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XZWJ TUVW 1;
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XZWJ X 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
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XZWJ Y 2
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{
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A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
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ExplodiumGun(invoker.SisterWeapon).clipcount--;
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ExplodiumGun(invoker.SisterWeapon).chambered = true;
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let sis = player.FindPSprite(PSP_WEAPON+1);
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if ( sis.CurState.InStateSequence(ResolveState("LeftLowerLast")) )
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player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaiseLast"));
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else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise"));
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}
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XZWK K 1;
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XZWK L 3;
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XZWK MNOP 1;
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XZWJ Z 2;
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XZWK ABCD 2;
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Goto Ready;
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LeftFire:
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XZWB A 1
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@ -966,38 +960,41 @@ Class DualExplodiumGun : SWWMWeapon
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XZWK T 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
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XZWK UVWX 1;
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XZWK Y 2;
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Goto LeftWaitLast;
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LeftWaitLast:
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XZWK Z 1;
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Wait;
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Goto LeftReloadLast;
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LeftReloadLast:
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XZWK Z 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
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XZWK Z 1 A_PlayerReload();
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XZWL ABCDEFGH 1;
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XZWK Z 4
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{
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let sis = player.FindPSprite(PSP_WEAPON);
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if ( !sis.CurState.InStateSequence(ResolveState("Reload")) && !sis.CurState.InStateSequence(ResolveState("ReloadEmpty")) && !sis.CurState.InStateSequence(ResolveState("ReloadLast")) )
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return ResolveState("LeftReloadLast")+1;
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return ResolveState(null);
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}
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XZWK Z 1
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{
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A_PlayerReload();
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A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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}
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XZWL ABCDEF 2;
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XZWL GH 1;
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XZWL I 1 { invoker.clipcount = 0; }
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XZWL J 1;
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XZWL K 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZWL LMNO 1;
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XZWL P 1 A_DropMag();
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XZWL QRSTUV 1;
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XZWL W 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWL LMN 1;
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XZWL O 0 A_DropMag();
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XZWL PQR 3;
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XZWL S 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWL TUV 2;
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XZWL W 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
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XZWL XYZ 1;
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XZWM ABCDEFGH 1;
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XZWM I 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
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XZWM JKLM 1;
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XZWM N 1
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XZWM A 1;
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XZWM B 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
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XZWM C 2
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{
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A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
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invoker.clipcount--;
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invoker.chambered = true;
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let sis = player.FindPSprite(PSP_WEAPON);
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if ( sis.CurState.InStateSequence(ResolveState("LowerLast")) )
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player.SetPSPrite(PSP_WEAPON,ResolveState("RaiseLast"));
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else player.SetPSPrite(PSP_WEAPON,ResolveState("Raise"));
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}
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XZWM O 1;
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XZWM P 3;
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XZWM QRST 1;
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XZWM DEFGH 2;
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Goto LeftReady;
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Casing:
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XZWA A 1
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@ -1039,84 +1036,42 @@ Class DualExplodiumGun : SWWMWeapon
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XZWG VUT 2;
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XZWB A 1;
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Goto LeftReady;
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LowerLast:
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XZWI V 2;
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XZWM UVW 2;
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XZWM Y -1;
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Stop;
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LeftLowerLast:
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XZWK Z 2;
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XZWN FGH 2;
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XZWN J -1;
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Stop;
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RaiseLast:
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XZWM Y 2;
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XZWN WVU 2;
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XZWI V 1;
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Goto WaitLast;
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LeftRaiseLast:
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XZWN JHGF 2;
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XZWK Z 1;
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Goto LeftWaitLast;
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Reload:
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XZW2 A 9
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{
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let sis = player.FindPSprite(PSP_WEAPON+1);
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if ( sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) )
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player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLowerLast"));
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else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower"));
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}
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XZW2 A 1
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{
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A_PlayerReload();
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A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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if ( ExplodiumGun(invoker.SisterWeapon).clipcount <= 0 ) return ResolveState("ReloadEmpty");
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return ResolveState(null);
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}
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XZW2 TUVWXYZ 1;
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XZW2 TUVWXY 2;
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XZW2 Z 1;
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XZW3 A 1;
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XZW3 B 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
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XZW3 C 1;
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XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 EFGH 1;
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XZW3 I 1 A_DropMag();
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XZW3 EFG 1;
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XZW3 H 0 A_DropMag();
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Goto ReloadEnd;
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ReloadEmpty:
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XZW2 A 1;
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XZW3 JKLMNOPQRS 1;
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XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 UVWX 1;
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XZW3 Y 1 A_DropMag();
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XZW3 IJKLMN 2;
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XZW3 OPQR 1;
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XZW3 S 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 TUV 1;
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XZW3 W 0 A_DropMag();
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Goto ReloadEnd;
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ReloadEnd:
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XZW3 Z 1;
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XZW4 ABCDE 1;
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XZW4 F 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
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XZW4 GHIJKLMNOPQ 1;
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XZW4 R 1
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{
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A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP);
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ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount;
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}
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XZW4 STUV 1;
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XZW2 A 0 A_JumpIf(!ExplodiumGun(invoker.SisterWeapon).chambered,"Slide");
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XZW2 A 0
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{
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let sis = player.FindPSprite(PSP_WEAPON+1);
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if ( sis.CurState.InStateSequence(ResolveState("LeftLowerLast")) )
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player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaiseLast"));
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else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise"));
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}
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XZW3 XYZ 3;
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XZW4 A 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
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XZW4 BCD 2;
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XZW4 E 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount; }
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XZW4 FGHI 1;
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XZW4 J 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
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XZW4 KLMNOP 2;
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Goto Ready;
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PreSlide:
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XZW2 A 9
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{
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let sis = player.FindPSprite(PSP_WEAPON+1);
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if ( sis.CurState.InStateSequence(ResolveState("LeftWaitLast")) )
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player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLowerLast"));
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else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower"));
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}
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Slide:
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XZW2 A 1;
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XZW2 A 10 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); }
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XZW4 WXY 1;
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XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 BC 1;
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@ -1128,73 +1083,51 @@ Class DualExplodiumGun : SWWMWeapon
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XZW5 EFG 1;
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XZW5 H 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 IJKLM 1;
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XZW2 A 0
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{
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let sis = player.FindPSprite(PSP_WEAPON+1);
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if ( sis.CurState.InStateSequence(ResolveState("LeftLowerLast")) )
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player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaiseLast"));
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else player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise"));
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}
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XZW2 A 0 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise")); }
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Goto Ready;
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LeftReload:
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XZWB A 9
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XZWB A 4
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{
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let sis = player.FindPSprite(PSP_WEAPON);
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if ( sis.CurState.InStateSequence(ResolveState("WaitLast")) )
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player.SetPSPrite(PSP_WEAPON,ResolveState("LowerLast"));
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else player.SetPSPrite(PSP_WEAPON,ResolveState("Lower"));
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if ( !sis.CurState.InStateSequence(ResolveState("Reload")) && !sis.CurState.InStateSequence(ResolveState("ReloadEmpty")) && !sis.CurState.InStateSequence(ResolveState("ReloadLast")) )
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return ResolveState("LeftReload")+1;
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return ResolveState(null);
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}
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XZWB A 1
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{
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A_PlayerReload();
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A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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if ( invoker.clipcount <= 0 ) return ResolveState("LeftReloadEmpty");
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return ResolveState(null);
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}
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XZWB TUVWXYZ 1;
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XZWB TUVWXY 2;
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XZWB Z 1;
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XZWC A 1;
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XZWC B 1 { invoker.clipcount = 0; }
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XZWC C 1;
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XZWC D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZWC EFGH 1;
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XZWC I 1 A_DropMag(-1);
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XZWC EFG 1;
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XZWC H 0 A_DropMag();
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Goto LeftReloadEnd;
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LeftReloadEmpty:
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XZWB A 1;
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XZWC JKLMNOPQRS 1;
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XZWC T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZWC UVWX 1;
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XZWC Y 1 A_DropMag(-1);
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XZWC IJKLMN 2;
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XZWC OPQR 1;
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XZWC S 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
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XZWC TUV 1;
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XZWC W 0 A_DropMag();
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Goto LeftReloadEnd;
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LeftReloadEnd:
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XZWC Z 1;
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XZWD ABCDE 1;
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XZWD F 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
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XZWD GHIJKLMNOPQ 1;
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XZWD R 1
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{
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A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP);
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invoker.clipcount = invoker.default.clipcount;
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}
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XZWD STUV 1;
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XZWB A 0 A_JumpIf(!invoker.chambered,"LeftSlide");
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XZWB A 0
|
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{
|
||||
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