Reimplement Hellblazer. Everything's working again.
This commit is contained in:
parent
1832536c9b
commit
c0dccaf870
7 changed files with 236 additions and 785 deletions
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@ -35,12 +35,12 @@ More weapons, because we need 'em. In addition, all the "easy to implement" mini
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- ✓ Buttslam lines
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* ☑ **Additional Collectibles:**
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- ✓ Saya's Mug
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* ☐ ***"Trimming the fat"*:**
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* ☑ ***"Trimming the fat"*:**
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- ✓ Remove all shell types except buckshot and golden shells
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- ✓ Spreadgun loads golden shells with altfire, like in IA3
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- ✓ Wallbuster tops up buckshot one cylinder at a time until stopped
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- Remove all missile types except blazers, and rewrite the absolute mess of code the Hellblazer currently is
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- Remove fat chodes
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- ✓ Remove all missile types except blazers, and rewrite the absolute mess of code the Hellblazer currently is
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- ✓ Remove fat chodes
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## 1.4 update *(Fine Refinements)*:
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r547 \cu(Fri 7 Oct 20:14:38 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r547 \cu(2022-10-07 20:14:38)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r548 \cu(Sat 8 Oct 01:51:06 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r548 \cu(2022-10-08 01:51:06)\c-";
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@ -41,36 +41,6 @@ Model "Hellblazer"
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FrameIndex XZW1 A 0 0
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}
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// individual missiles for pickup model
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Model "HellblazerXSub"
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{
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Path "models"
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Model 0 "HellblazerPickup_d.3d"
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Scale 0.11 0.11 0.11
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AngleOffset 180
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ZOffset 20
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ROTATING
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// Missiles
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SurfaceSkin 0 6 "HellblazerMissile.png"
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FrameIndex XZW1 A 0 0
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SurfaceSkin 0 6 ""
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SurfaceSkin 0 7 "HellblazerMissile.png"
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FrameIndex XZW1 B 0 0
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SurfaceSkin 0 7 ""
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SurfaceSkin 0 8 "HellblazerMissile.png"
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FrameIndex XZW1 C 0 0
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SurfaceSkin 0 8 ""
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SurfaceSkin 0 9 "HellblazerMissile.png"
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FrameIndex XZW1 D 0 0
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SurfaceSkin 0 9 ""
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SurfaceSkin 0 10 "HellblazerMissile.png"
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FrameIndex XZW1 E 0 0
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SurfaceSkin 0 10 ""
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SurfaceSkin 0 11 "HellblazerMissile.png"
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FrameIndex XZW1 F 0 0
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}
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Model "HellblazerX"
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{
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Path "models"
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@ -87,7 +57,7 @@ Model "HellblazerX"
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}
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// translucent part
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/*Model "Hellblazer"
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Model "Hellblazer"
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{
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Path "models"
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@ -99,167 +69,148 @@ Model "HellblazerX"
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Offset -2 2 1
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// Still / Deselect
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FrameIndex XZWL S 2 0
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FrameIndex XZWL T 2 1
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FrameIndex XZWL U 2 2
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FrameIndex XZWL V 2 3
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FrameIndex XZWL W 2 4
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FrameIndex XZWL X 2 5
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FrameIndex XZWL Y 2 6
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FrameIndex XZWL Z 2 7
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FrameIndex XZWM A 2 8 // Select
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FrameIndex XZWM B 2 9
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FrameIndex XZWM C 2 10
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FrameIndex XZWM D 2 11
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FrameIndex XZWM E 2 12
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FrameIndex XZWM F 2 13
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FrameIndex XZWM G 2 14
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FrameIndex XZWM H 2 15
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FrameIndex XZW7 A 2 0
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FrameIndex XZW7 B 2 1
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FrameIndex XZW7 C 2 2
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FrameIndex XZW7 D 2 3
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FrameIndex XZW7 E 2 4
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FrameIndex XZW7 F 2 5
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FrameIndex XZW7 G 2 6
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FrameIndex XZW7 H 2 7
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FrameIndex XZW7 I 2 8 // Select
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FrameIndex XZW7 J 2 9
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FrameIndex XZW7 K 2 10
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FrameIndex XZW7 L 2 11
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FrameIndex XZW7 M 2 12
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FrameIndex XZW7 N 2 13
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FrameIndex XZW7 O 2 14
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FrameIndex XZW7 P 2 15
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// Fire
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FrameIndex XZWM I 2 17
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FrameIndex XZWM J 2 18
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FrameIndex XZWM K 2 19
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FrameIndex XZWM L 2 20
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FrameIndex XZWM M 2 21
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FrameIndex XZWM N 2 22
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FrameIndex XZWM O 2 23
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FrameIndex XZW7 Q 2 17
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FrameIndex XZW7 R 2 18
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FrameIndex XZW7 S 2 19
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FrameIndex XZW7 T 2 20
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FrameIndex XZW7 U 2 21
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FrameIndex XZW7 V 2 22
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FrameIndex XZW7 W 2 23
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// AltFire
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FrameIndex XZWM P 2 25
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FrameIndex XZWM Q 2 26
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FrameIndex XZWM R 2 27
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FrameIndex XZWM S 2 28
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FrameIndex XZWM T 2 29
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FrameIndex XZWM U 2 30
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FrameIndex XZWM V 2 31
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FrameIndex XZW7 X 2 25
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FrameIndex XZW7 Y 2 26
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FrameIndex XZW7 Z 2 27
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FrameIndex XZW8 A 2 28
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FrameIndex XZW8 B 2 29
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FrameIndex XZW8 C 2 30
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FrameIndex XZW8 D 2 31
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// CycleStart/End
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FrameIndex XZWM W 2 33
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FrameIndex XZW8 E 2 33
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// Cycle1
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FrameIndex XZWM X 2 37
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FrameIndex XZWM Y 2 38
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FrameIndex XZWM Z 2 39
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FrameIndex XZWN A 2 40
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// Cycle2
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FrameIndex XZWN B 2 41
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FrameIndex XZWN C 2 42
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FrameIndex XZWN D 2 43
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FrameIndex XZWN E 2 44
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FrameIndex XZWN F 2 45
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FrameIndex XZWN G 2 46
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FrameIndex XZWN H 2 47
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// Cycle3
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FrameIndex XZWN I 2 48
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FrameIndex XZWN J 2 49
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FrameIndex XZWN K 2 50
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FrameIndex XZWN L 2 51
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FrameIndex XZWN M 2 52
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FrameIndex XZWN N 2 53
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FrameIndex XZWN O 2 54
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FrameIndex XZWN P 2 55
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FrameIndex XZWN Q 2 56
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FrameIndex XZWN R 2 57
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FrameIndex XZW8 F 2 37
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FrameIndex XZW8 G 2 38
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FrameIndex XZW8 H 2 39
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FrameIndex XZW8 I 2 40
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// Unload
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FrameIndex XZWN S 2 59
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FrameIndex XZWN T 2 60
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FrameIndex XZWN U 2 61
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FrameIndex XZWN V 2 62
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FrameIndex XZWN W 2 63
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FrameIndex XZWN X 2 64
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FrameIndex XZWN Y 2 65
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FrameIndex XZWN Z 2 66
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FrameIndex XZWO A 2 67
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FrameIndex XZWO B 2 68
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FrameIndex XZWO C 2 69
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FrameIndex XZWO D 2 70
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FrameIndex XZWO E 2 71
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FrameIndex XZWO F 2 72
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FrameIndex XZWO G 2 73
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FrameIndex XZWO H 2 74
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FrameIndex XZWO I 2 75
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FrameIndex XZWO J 2 76
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FrameIndex XZWO K 2 77
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FrameIndex XZWO L 2 78
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FrameIndex XZWO M 2 79
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FrameIndex XZWO N 2 80
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FrameIndex XZWO O 2 81
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FrameIndex XZWO P 2 82
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FrameIndex XZWO Q 2 83
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FrameIndex XZWO R 2 84
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FrameIndex XZW8 J 2 59
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FrameIndex XZW8 K 2 60
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FrameIndex XZW8 L 2 61
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FrameIndex XZW8 M 2 62
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FrameIndex XZW8 N 2 63
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FrameIndex XZW8 O 2 64
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FrameIndex XZW8 P 2 65
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FrameIndex XZW8 Q 2 66
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FrameIndex XZW8 R 2 67
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FrameIndex XZW8 S 2 68
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FrameIndex XZW8 T 2 69
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FrameIndex XZW8 U 2 70
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FrameIndex XZW8 V 2 71
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FrameIndex XZW8 W 2 72
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FrameIndex XZW8 X 2 73
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FrameIndex XZW8 Y 2 74
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FrameIndex XZW8 Z 2 75
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FrameIndex XZW9 A 2 76
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FrameIndex XZW9 B 2 77
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FrameIndex XZW9 C 2 78
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FrameIndex XZW9 D 2 79
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FrameIndex XZW9 E 2 80
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FrameIndex XZW9 F 2 81
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FrameIndex XZW9 G 2 82
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FrameIndex XZW9 H 2 83
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FrameIndex XZW9 I 2 84
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// Load
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FrameIndex XZWO S 2 85
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FrameIndex XZWO T 2 86
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FrameIndex XZWO U 2 87
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FrameIndex XZWO V 2 88
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FrameIndex XZWO W 2 89
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FrameIndex XZWO X 2 90
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FrameIndex XZWO Y 2 91
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FrameIndex XZWO Z 2 92
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FrameIndex XZWP A 2 93
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FrameIndex XZWP B 2 94
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FrameIndex XZWP C 2 95
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FrameIndex XZWP D 2 96
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FrameIndex XZWP E 2 97
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FrameIndex XZWP F 2 98
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FrameIndex XZWP G 2 99
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FrameIndex XZWP H 2 100
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FrameIndex XZWP I 2 101
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FrameIndex XZWP J 2 102
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FrameIndex XZWP K 2 103
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FrameIndex XZWP L 2 104
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FrameIndex XZWP M 2 105
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FrameIndex XZWP N 2 106
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FrameIndex XZWP O 2 107
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FrameIndex XZWP P 2 108
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FrameIndex XZWP Q 2 109
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FrameIndex XZWP R 2 110
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FrameIndex XZWP S 2 111
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FrameIndex XZW9 J 2 85
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FrameIndex XZW9 K 2 86
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FrameIndex XZW9 L 2 87
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FrameIndex XZW9 M 2 88
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FrameIndex XZW9 N 2 89
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FrameIndex XZW9 O 2 90
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FrameIndex XZW9 P 2 91
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FrameIndex XZW9 Q 2 92
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FrameIndex XZW9 R 2 93
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FrameIndex XZW9 S 2 94
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FrameIndex XZW9 T 2 95
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FrameIndex XZW9 U 2 96
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FrameIndex XZW9 V 2 97
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FrameIndex XZW9 W 2 98
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FrameIndex XZW9 X 2 99
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FrameIndex XZW9 Y 2 100
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FrameIndex XZW9 Z 2 101
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FrameIndex XZWA A 2 102
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FrameIndex XZWA B 2 103
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FrameIndex XZWA C 2 104
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FrameIndex XZWA D 2 105
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FrameIndex XZWA E 2 106
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FrameIndex XZWA F 2 107
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FrameIndex XZWA G 2 108
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FrameIndex XZWA H 2 109
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FrameIndex XZWA I 2 110
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FrameIndex XZWA J 2 111
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// Idle
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FrameIndex XZWP T 2 113
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FrameIndex XZWP U 2 114
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FrameIndex XZWP V 2 115
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FrameIndex XZWP W 2 116
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FrameIndex XZWP X 2 117
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FrameIndex XZWP Y 2 118
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FrameIndex XZWP Z 2 119
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FrameIndex XZWQ A 2 120
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FrameIndex XZWQ B 2 121
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FrameIndex XZWQ C 2 122
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FrameIndex XZWQ D 2 123
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FrameIndex XZWQ E 2 124
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FrameIndex XZWQ F 2 125
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FrameIndex XZWQ G 2 126
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FrameIndex XZWQ H 2 127
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FrameIndex XZWQ I 2 128
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FrameIndex XZWQ J 2 129
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FrameIndex XZWA K 2 113
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FrameIndex XZWA L 2 114
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FrameIndex XZWA M 2 115
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FrameIndex XZWA N 2 116
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FrameIndex XZWA O 2 117
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FrameIndex XZWA P 2 118
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FrameIndex XZWA Q 2 119
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FrameIndex XZWA R 2 120
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FrameIndex XZWA S 2 121
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FrameIndex XZWA T 2 122
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FrameIndex XZWA U 2 123
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FrameIndex XZWA V 2 124
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FrameIndex XZWA W 2 125
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FrameIndex XZWA X 2 126
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FrameIndex XZWA Y 2 127
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FrameIndex XZWA Z 2 128
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FrameIndex XZWB A 2 129
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// Melee
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FrameIndex XZWQ K 2 131
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FrameIndex XZWQ L 2 132
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FrameIndex XZWQ M 2 133
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FrameIndex XZWQ N 2 134
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FrameIndex XZWQ O 2 135
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FrameIndex XZWQ P 2 136
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FrameIndex XZWQ Q 2 137
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FrameIndex XZWQ R 2 138
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FrameIndex XZWQ S 2 139
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FrameIndex XZWQ T 2 140
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FrameIndex XZWQ U 2 141
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FrameIndex XZWQ V 2 142
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FrameIndex XZWQ W 2 143
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FrameIndex XZWQ X 2 144
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FrameIndex XZWQ Y 2 145
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FrameIndex XZWQ Z 2 146
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FrameIndex XZWR A 2 147
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FrameIndex XZWR B 2 148
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FrameIndex XZWR C 2 149
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FrameIndex XZWR D 2 150
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FrameIndex XZWB B 2 131
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FrameIndex XZWB C 2 132
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FrameIndex XZWB D 2 133
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FrameIndex XZWB E 2 134
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FrameIndex XZWB F 2 135
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FrameIndex XZWB G 2 136
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FrameIndex XZWB H 2 137
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FrameIndex XZWB I 2 138
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FrameIndex XZWB J 2 139
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FrameIndex XZWB K 2 140
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FrameIndex XZWB L 2 141
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FrameIndex XZWB M 2 142
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FrameIndex XZWB N 2 143
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FrameIndex XZWB O 2 144
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FrameIndex XZWB P 2 145
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FrameIndex XZWB Q 2 146
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FrameIndex XZWB R 2 147
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FrameIndex XZWB S 2 148
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FrameIndex XZWB T 2 149
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FrameIndex XZWB U 2 150
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// ReloadInter
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FrameIndex XZWR E 2 153
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FrameIndex XZWR F 2 154
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FrameIndex XZWR G 2 155
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FrameIndex XZWR H 2 156
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FrameIndex XZWR I 2 157
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}*/
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FrameIndex XZWB V 2 153
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FrameIndex XZWB W 2 154
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FrameIndex XZWB X 2 155
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FrameIndex XZWB Y 2 156
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FrameIndex XZWB Z 2 157
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}
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/*Model "Hellblazer"
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Model "Hellblazer"
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{
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Path "models"
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@ -273,7 +224,6 @@ Model "HellblazerX"
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Scale -0.005 0.0025 0.005
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Offset -2 2 1
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////// MISSILES
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SurfaceSkin 1 5 "HellblazerAmmo.png"
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SurfaceSkin 1 6 "HellblazerAmmo.png"
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SurfaceSkin 1 7 "HellblazerAmmo.png"
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@ -412,443 +362,14 @@ Model "HellblazerX"
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FrameIndex XZW6 S 1 148
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FrameIndex XZW6 T 1 149
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FrameIndex XZW6 U 1 150
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////// CRACKSHOTS
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SurfaceSkin 1 5 "HellblazerAmmo_Cluster.png"
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SurfaceSkin 1 6 ""
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SurfaceSkin 1 7 "HellblazerAmmo_Cluster.png"
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SurfaceSkin 1 8 ""
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// Still / Deselect
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FrameIndex XZW6 V 1 0
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FrameIndex XZW6 W 1 1
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FrameIndex XZW6 X 1 2
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FrameIndex XZW6 Y 1 3
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FrameIndex XZW6 Z 1 4
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FrameIndex XZW7 A 1 5
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FrameIndex XZW7 B 1 6
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FrameIndex XZW7 C 1 7
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FrameIndex XZW7 D 1 8 // Select
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FrameIndex XZW7 E 1 9
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FrameIndex XZW7 F 1 10
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FrameIndex XZW7 G 1 11
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FrameIndex XZW7 H 1 12
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FrameIndex XZW7 I 1 13
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FrameIndex XZW7 J 1 14
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FrameIndex XZW7 K 1 15
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// Fire
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FrameIndex XZW7 L 1 17
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FrameIndex XZW7 M 1 18
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FrameIndex XZW7 N 1 19
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FrameIndex XZW7 O 1 20
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FrameIndex XZW7 P 1 21
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FrameIndex XZW7 Q 1 22
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FrameIndex XZW7 R 1 23
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// AltFire
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FrameIndex XZW7 S 1 25
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FrameIndex XZW7 T 1 26
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FrameIndex XZW7 U 1 27
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FrameIndex XZW7 V 1 28
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FrameIndex XZW7 W 1 29
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FrameIndex XZW7 X 1 30
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FrameIndex XZW7 Y 1 31
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// CycleStart/End
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FrameIndex XZW7 Z 1 33
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// Cycle2
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FrameIndex XZW8 A 1 41
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FrameIndex XZW8 B 1 42
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FrameIndex XZW8 C 1 43
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FrameIndex XZW8 D 1 44
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FrameIndex XZW8 E 1 45
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FrameIndex XZW8 F 1 46
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FrameIndex XZW8 G 1 47
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// Unload
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FrameIndex XZW8 H 1 59
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FrameIndex XZW8 I 1 60
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FrameIndex XZW8 J 1 61
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FrameIndex XZW8 K 1 62
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FrameIndex XZW8 L 1 63
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FrameIndex XZW8 M 1 64
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FrameIndex XZW8 N 1 65
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FrameIndex XZW8 O 1 66
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FrameIndex XZW8 P 1 67
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FrameIndex XZW8 Q 1 68
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FrameIndex XZW8 R 1 69
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FrameIndex XZW8 S 1 70
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FrameIndex XZW8 T 1 71
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FrameIndex XZW8 U 1 72
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FrameIndex XZW8 V 1 73
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FrameIndex XZW8 W 1 74
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FrameIndex XZW8 X 1 75
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FrameIndex XZW8 Y 1 76
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FrameIndex XZW8 Z 1 77
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FrameIndex XZW9 A 1 78
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FrameIndex XZW9 B 1 79
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FrameIndex XZW9 C 1 80
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FrameIndex XZW9 D 1 81
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FrameIndex XZW9 E 1 82
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FrameIndex XZW9 F 1 83
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FrameIndex XZW9 G 1 84
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// Load
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FrameIndex XZW9 H 1 85
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FrameIndex XZW9 I 1 86
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FrameIndex XZW9 J 1 87
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FrameIndex XZW9 K 1 88
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FrameIndex XZW9 L 1 89
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FrameIndex XZW9 M 1 90
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FrameIndex XZW9 N 1 91
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FrameIndex XZW9 O 1 92
|
||||
FrameIndex XZW9 P 1 93
|
||||
FrameIndex XZW9 Q 1 94
|
||||
FrameIndex XZW9 R 1 95
|
||||
FrameIndex XZW9 S 1 96
|
||||
FrameIndex XZW9 T 1 97
|
||||
FrameIndex XZW9 U 1 98
|
||||
FrameIndex XZW9 V 1 99
|
||||
FrameIndex XZW9 W 1 100
|
||||
FrameIndex XZW9 X 1 101
|
||||
FrameIndex XZW9 Y 1 102
|
||||
FrameIndex XZW9 Z 1 103
|
||||
FrameIndex XZWA A 1 104
|
||||
FrameIndex XZWA B 1 105
|
||||
FrameIndex XZWA C 1 106
|
||||
FrameIndex XZWA D 1 107
|
||||
FrameIndex XZWA E 1 108
|
||||
FrameIndex XZWA F 1 109
|
||||
FrameIndex XZWA G 1 110
|
||||
FrameIndex XZWA H 1 111
|
||||
// Idle
|
||||
FrameIndex XZWA I 1 113
|
||||
FrameIndex XZWA J 1 114
|
||||
FrameIndex XZWA K 1 115
|
||||
FrameIndex XZWA L 1 116
|
||||
FrameIndex XZWA M 1 117
|
||||
FrameIndex XZWA N 1 118
|
||||
FrameIndex XZWA O 1 119
|
||||
FrameIndex XZWA P 1 120
|
||||
FrameIndex XZWA Q 1 121
|
||||
FrameIndex XZWA R 1 122
|
||||
FrameIndex XZWA S 1 123
|
||||
FrameIndex XZWA T 1 124
|
||||
FrameIndex XZWA U 1 125
|
||||
FrameIndex XZWA V 1 126
|
||||
FrameIndex XZWA W 1 127
|
||||
FrameIndex XZWA X 1 128
|
||||
FrameIndex XZWA Y 1 129
|
||||
// Melee
|
||||
FrameIndex XZWA Z 1 131
|
||||
FrameIndex XZWB A 1 132
|
||||
FrameIndex XZWB B 1 133
|
||||
FrameIndex XZWB C 1 134
|
||||
FrameIndex XZWB D 1 135
|
||||
FrameIndex XZWB E 1 136
|
||||
FrameIndex XZWB F 1 137
|
||||
FrameIndex XZWB G 1 138
|
||||
FrameIndex XZWB H 1 139
|
||||
FrameIndex XZWB I 1 140
|
||||
FrameIndex XZWB J 1 141
|
||||
FrameIndex XZWB K 1 142
|
||||
FrameIndex XZWB L 1 143
|
||||
FrameIndex XZWB M 1 144
|
||||
FrameIndex XZWB N 1 145
|
||||
FrameIndex XZWB O 1 146
|
||||
FrameIndex XZWB P 1 147
|
||||
FrameIndex XZWB Q 1 148
|
||||
FrameIndex XZWB R 1 149
|
||||
FrameIndex XZWB S 1 150
|
||||
////// RAVAGERS
|
||||
SurfaceSkin 1 5 "HellblazerAmmo_Fire.png"
|
||||
SurfaceSkin 1 6 ""
|
||||
SurfaceSkin 1 7 "HellblazerAmmo_Fire.png"
|
||||
SurfaceSkin 1 8 ""
|
||||
// Still / Deselect
|
||||
FrameIndex XZWB T 1 0
|
||||
FrameIndex XZWB U 1 1
|
||||
FrameIndex XZWB V 1 2
|
||||
FrameIndex XZWB W 1 3
|
||||
FrameIndex XZWB X 1 4
|
||||
FrameIndex XZWB Y 1 5
|
||||
FrameIndex XZWB Z 1 6
|
||||
FrameIndex XZWC A 1 7
|
||||
FrameIndex XZWC B 1 8 // Select
|
||||
FrameIndex XZWC C 1 9
|
||||
FrameIndex XZWC D 1 10
|
||||
FrameIndex XZWC E 1 11
|
||||
FrameIndex XZWC F 1 12
|
||||
FrameIndex XZWC G 1 13
|
||||
FrameIndex XZWC H 1 14
|
||||
FrameIndex XZWC I 1 15
|
||||
// Fire
|
||||
FrameIndex XZWC J 1 17
|
||||
FrameIndex XZWC K 1 18
|
||||
FrameIndex XZWC L 1 19
|
||||
FrameIndex XZWC M 1 20
|
||||
FrameIndex XZWC N 1 21
|
||||
FrameIndex XZWC O 1 22
|
||||
FrameIndex XZWC P 1 23
|
||||
// AltFire
|
||||
FrameIndex XZWC Q 1 25
|
||||
FrameIndex XZWC R 1 26
|
||||
FrameIndex XZWC S 1 27
|
||||
FrameIndex XZWC T 1 28
|
||||
FrameIndex XZWC U 1 29
|
||||
FrameIndex XZWC V 1 30
|
||||
FrameIndex XZWC W 1 31
|
||||
// CycleStart/End
|
||||
FrameIndex XZWC X 1 33
|
||||
// Cycle2
|
||||
FrameIndex XZWC Y 1 41
|
||||
FrameIndex XZWC Z 1 42
|
||||
FrameIndex XZWD A 1 43
|
||||
FrameIndex XZWD B 1 44
|
||||
FrameIndex XZWD C 1 45
|
||||
FrameIndex XZWD D 1 46
|
||||
FrameIndex XZWD E 1 47
|
||||
// Unload
|
||||
FrameIndex XZWD F 1 59
|
||||
FrameIndex XZWD G 1 60
|
||||
FrameIndex XZWD H 1 61
|
||||
FrameIndex XZWD I 1 62
|
||||
FrameIndex XZWD J 1 63
|
||||
FrameIndex XZWD K 1 64
|
||||
FrameIndex XZWD L 1 65
|
||||
FrameIndex XZWD M 1 66
|
||||
FrameIndex XZWD N 1 67
|
||||
FrameIndex XZWD O 1 68
|
||||
FrameIndex XZWD P 1 69
|
||||
FrameIndex XZWD Q 1 70
|
||||
FrameIndex XZWD R 1 71
|
||||
FrameIndex XZWD S 1 72
|
||||
FrameIndex XZWD T 1 73
|
||||
FrameIndex XZWD U 1 74
|
||||
FrameIndex XZWD V 1 75
|
||||
FrameIndex XZWD W 1 76
|
||||
FrameIndex XZWD X 1 77
|
||||
FrameIndex XZWD Y 1 78
|
||||
FrameIndex XZWD Z 1 79
|
||||
FrameIndex XZWE A 1 80
|
||||
FrameIndex XZWE B 1 81
|
||||
FrameIndex XZWE C 1 82
|
||||
FrameIndex XZWE D 1 83
|
||||
FrameIndex XZWE E 1 84
|
||||
// Load
|
||||
FrameIndex XZWE F 1 85
|
||||
FrameIndex XZWE G 1 86
|
||||
FrameIndex XZWE H 1 87
|
||||
FrameIndex XZWE I 1 88
|
||||
FrameIndex XZWE J 1 89
|
||||
FrameIndex XZWE K 1 90
|
||||
FrameIndex XZWE L 1 91
|
||||
FrameIndex XZWE M 1 92
|
||||
FrameIndex XZWE N 1 93
|
||||
FrameIndex XZWE O 1 94
|
||||
FrameIndex XZWE P 1 95
|
||||
FrameIndex XZWE Q 1 96
|
||||
FrameIndex XZWE R 1 97
|
||||
FrameIndex XZWE S 1 98
|
||||
FrameIndex XZWE T 1 99
|
||||
FrameIndex XZWE U 1 100
|
||||
FrameIndex XZWE V 1 101
|
||||
FrameIndex XZWE W 1 102
|
||||
FrameIndex XZWE X 1 103
|
||||
FrameIndex XZWE Y 1 104
|
||||
FrameIndex XZWE Z 1 105
|
||||
FrameIndex XZWF A 1 106
|
||||
FrameIndex XZWF B 1 107
|
||||
FrameIndex XZWF C 1 108
|
||||
FrameIndex XZWF D 1 109
|
||||
FrameIndex XZWF E 1 110
|
||||
FrameIndex XZWF F 1 111
|
||||
// Idle
|
||||
FrameIndex XZWF G 1 113
|
||||
FrameIndex XZWF H 1 114
|
||||
FrameIndex XZWF I 1 115
|
||||
FrameIndex XZWF J 1 116
|
||||
FrameIndex XZWF K 1 117
|
||||
FrameIndex XZWF L 1 118
|
||||
FrameIndex XZWF M 1 119
|
||||
FrameIndex XZWF N 1 120
|
||||
FrameIndex XZWF O 1 121
|
||||
FrameIndex XZWF P 1 122
|
||||
FrameIndex XZWF Q 1 123
|
||||
FrameIndex XZWF R 1 124
|
||||
FrameIndex XZWF S 1 125
|
||||
FrameIndex XZWF T 1 126
|
||||
FrameIndex XZWF U 1 127
|
||||
FrameIndex XZWF V 1 128
|
||||
FrameIndex XZWF W 1 129
|
||||
// Melee
|
||||
FrameIndex XZWF X 1 131
|
||||
FrameIndex XZWF Y 1 132
|
||||
FrameIndex XZWF Z 1 133
|
||||
FrameIndex XZWG A 1 134
|
||||
FrameIndex XZWG B 1 135
|
||||
FrameIndex XZWG C 1 136
|
||||
FrameIndex XZWG D 1 137
|
||||
FrameIndex XZWG E 1 138
|
||||
FrameIndex XZWG F 1 139
|
||||
FrameIndex XZWG G 1 140
|
||||
FrameIndex XZWG H 1 141
|
||||
FrameIndex XZWG I 1 142
|
||||
FrameIndex XZWG J 1 143
|
||||
FrameIndex XZWG K 1 144
|
||||
FrameIndex XZWG L 1 145
|
||||
FrameIndex XZWG M 1 146
|
||||
FrameIndex XZWG N 1 147
|
||||
FrameIndex XZWG O 1 148
|
||||
FrameIndex XZWG P 1 149
|
||||
FrameIndex XZWG Q 1 150
|
||||
////// WARHEADS
|
||||
SurfaceSkin 1 5 "HellblazerAmmo_Nuke.png"
|
||||
SurfaceSkin 1 6 ""
|
||||
SurfaceSkin 1 7 ""
|
||||
SurfaceSkin 1 8 "HellblazerAmmo_Nuke.png"
|
||||
// Still / Deselect
|
||||
FrameIndex XZWG R 1 0
|
||||
FrameIndex XZWG S 1 1
|
||||
FrameIndex XZWG T 1 2
|
||||
FrameIndex XZWG U 1 3
|
||||
FrameIndex XZWG V 1 4
|
||||
FrameIndex XZWG W 1 5
|
||||
FrameIndex XZWG X 1 6
|
||||
FrameIndex XZWG Y 1 7
|
||||
FrameIndex XZWG Z 1 8 // Select
|
||||
FrameIndex XZWH A 1 9
|
||||
FrameIndex XZWH B 1 10
|
||||
FrameIndex XZWH C 1 11
|
||||
FrameIndex XZWH D 1 12
|
||||
FrameIndex XZWH E 1 13
|
||||
FrameIndex XZWH F 1 14
|
||||
FrameIndex XZWH G 1 15
|
||||
// Fire
|
||||
FrameIndex XZWH H 1 17
|
||||
FrameIndex XZWH I 1 18
|
||||
FrameIndex XZWH J 1 19
|
||||
FrameIndex XZWH K 1 20
|
||||
FrameIndex XZWH L 1 21
|
||||
FrameIndex XZWH M 1 22
|
||||
FrameIndex XZWH N 1 23
|
||||
// AltFire
|
||||
FrameIndex XZWH O 1 25
|
||||
FrameIndex XZWH P 1 26
|
||||
FrameIndex XZWH Q 1 27
|
||||
FrameIndex XZWH R 1 28
|
||||
FrameIndex XZWH S 1 29
|
||||
FrameIndex XZWH T 1 30
|
||||
FrameIndex XZWH U 1 31
|
||||
// CycleStart/End
|
||||
FrameIndex XZWH V 1 33
|
||||
// Cycle3
|
||||
FrameIndex XZWH W 1 48
|
||||
FrameIndex XZWH X 1 49
|
||||
FrameIndex XZWH Y 1 50
|
||||
FrameIndex XZWH Z 1 51
|
||||
FrameIndex XZWI A 1 52
|
||||
FrameIndex XZWI B 1 53
|
||||
FrameIndex XZWI C 1 54
|
||||
FrameIndex XZWI D 1 55
|
||||
FrameIndex XZWI E 1 56
|
||||
FrameIndex XZWI F 1 57
|
||||
// Unload
|
||||
FrameIndex XZWI G 1 59
|
||||
FrameIndex XZWI H 1 60
|
||||
FrameIndex XZWI I 1 61
|
||||
FrameIndex XZWI J 1 62
|
||||
FrameIndex XZWI K 1 63
|
||||
FrameIndex XZWI L 1 64
|
||||
FrameIndex XZWI M 1 65
|
||||
FrameIndex XZWI N 1 66
|
||||
FrameIndex XZWI O 1 67
|
||||
FrameIndex XZWI P 1 68
|
||||
FrameIndex XZWI Q 1 69
|
||||
FrameIndex XZWI R 1 70
|
||||
FrameIndex XZWI S 1 71
|
||||
FrameIndex XZWI T 1 72
|
||||
FrameIndex XZWI U 1 73
|
||||
FrameIndex XZWI V 1 74
|
||||
FrameIndex XZWI W 1 75
|
||||
FrameIndex XZWI X 1 76
|
||||
FrameIndex XZWI Y 1 77
|
||||
FrameIndex XZWI Z 1 78
|
||||
FrameIndex XZWJ A 1 79
|
||||
FrameIndex XZWJ B 1 80
|
||||
FrameIndex XZWJ C 1 81
|
||||
FrameIndex XZWJ D 1 82
|
||||
FrameIndex XZWJ E 1 83
|
||||
FrameIndex XZWJ F 1 84
|
||||
// Load
|
||||
FrameIndex XZWJ G 1 85
|
||||
FrameIndex XZWJ H 1 86
|
||||
FrameIndex XZWJ I 1 87
|
||||
FrameIndex XZWJ J 1 88
|
||||
FrameIndex XZWJ K 1 89
|
||||
FrameIndex XZWJ L 1 90
|
||||
FrameIndex XZWJ M 1 91
|
||||
FrameIndex XZWJ N 1 92
|
||||
FrameIndex XZWJ O 1 93
|
||||
FrameIndex XZWJ P 1 94
|
||||
FrameIndex XZWJ Q 1 95
|
||||
FrameIndex XZWJ R 1 96
|
||||
FrameIndex XZWJ S 1 97
|
||||
FrameIndex XZWJ T 1 98
|
||||
FrameIndex XZWJ U 1 99
|
||||
FrameIndex XZWJ V 1 100
|
||||
FrameIndex XZWJ W 1 101
|
||||
FrameIndex XZWJ X 1 102
|
||||
FrameIndex XZWJ Y 1 103
|
||||
FrameIndex XZWJ Z 1 104
|
||||
FrameIndex XZWK A 1 105
|
||||
FrameIndex XZWK B 1 106
|
||||
FrameIndex XZWK C 1 107
|
||||
FrameIndex XZWK D 1 108
|
||||
FrameIndex XZWK E 1 109
|
||||
FrameIndex XZWK F 1 110
|
||||
FrameIndex XZWK G 1 111
|
||||
// Idle
|
||||
FrameIndex XZWK H 1 113
|
||||
FrameIndex XZWK I 1 114
|
||||
FrameIndex XZWK J 1 115
|
||||
FrameIndex XZWK K 1 116
|
||||
FrameIndex XZWK L 1 117
|
||||
FrameIndex XZWK M 1 118
|
||||
FrameIndex XZWK N 1 119
|
||||
FrameIndex XZWK O 1 120
|
||||
FrameIndex XZWK P 1 121
|
||||
FrameIndex XZWK Q 1 122
|
||||
FrameIndex XZWK R 1 123
|
||||
FrameIndex XZWK S 1 124
|
||||
FrameIndex XZWK T 1 125
|
||||
FrameIndex XZWK U 1 126
|
||||
FrameIndex XZWK V 1 127
|
||||
FrameIndex XZWK W 1 128
|
||||
FrameIndex XZWK X 1 129
|
||||
// Melee
|
||||
FrameIndex XZWK Y 1 131
|
||||
FrameIndex XZWK Z 1 132
|
||||
FrameIndex XZWL A 1 133
|
||||
FrameIndex XZWL B 1 134
|
||||
FrameIndex XZWL C 1 135
|
||||
FrameIndex XZWL D 1 136
|
||||
FrameIndex XZWL E 1 137
|
||||
FrameIndex XZWL F 1 138
|
||||
FrameIndex XZWL G 1 139
|
||||
FrameIndex XZWL H 1 140
|
||||
FrameIndex XZWL I 1 141
|
||||
FrameIndex XZWL J 1 142
|
||||
FrameIndex XZWL K 1 143
|
||||
FrameIndex XZWL L 1 144
|
||||
FrameIndex XZWL M 1 145
|
||||
FrameIndex XZWL N 1 146
|
||||
FrameIndex XZWL O 1 147
|
||||
FrameIndex XZWL P 1 148
|
||||
FrameIndex XZWL Q 1 149
|
||||
FrameIndex XZWL R 1 150
|
||||
// ReloadInter
|
||||
SurfaceSkin 1 5 ""
|
||||
SurfaceSkin 1 6 ""
|
||||
SurfaceSkin 1 7 ""
|
||||
SurfaceSkin 1 8 ""
|
||||
FrameIndex XZWR J 1 153
|
||||
FrameIndex XZWR K 1 154
|
||||
FrameIndex XZWR L 1 155
|
||||
FrameIndex XZWR M 1 156
|
||||
FrameIndex XZWR N 1 157
|
||||
}*/
|
||||
FrameIndex XZW6 V 1 153
|
||||
FrameIndex XZW6 W 1 154
|
||||
FrameIndex XZW6 X 1 155
|
||||
FrameIndex XZW6 Y 1 156
|
||||
FrameIndex XZW6 Z 1 157
|
||||
}
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ Model "SilverBulletMag"
|
|||
Path "models"
|
||||
|
||||
Model 0 "SilverbulletMag_d.3d"
|
||||
Skin 0 "SilverbulletAmmo_EmptyMag.png"
|
||||
Skin 0 "SilverbulletAmmo_Empty.png"
|
||||
Scale 0.2 0.2 0.2
|
||||
USEACTORPITCH
|
||||
USEACTORROLL
|
||||
|
|
|
|||
|
|
@ -2246,8 +2246,7 @@ Class SWWMUtility
|
|||
// rocket launcher spawn
|
||||
static Class<Weapon> PickSWWMSlot6()
|
||||
{
|
||||
return PickPair('Quadravol','Hellblazer'); // temporarily swapped until Hellblazer is re-implemented
|
||||
//return PickPair('Hellblazer','Quadravol');
|
||||
return PickPair('Hellblazer','Quadravol');
|
||||
}
|
||||
// first plasma rifle spawn
|
||||
static Class<Weapon> PickSWWMSlot7()
|
||||
|
|
|
|||
|
|
@ -11,49 +11,12 @@ Class HellblazerX : GhostArtifactX
|
|||
}
|
||||
}
|
||||
|
||||
// I'll do this properly in 1.4, for now it's gross-looking
|
||||
Class HellblazerXSub : GhostArtifactX
|
||||
{
|
||||
Hellblazer weap;
|
||||
int ridx;
|
||||
|
||||
Default
|
||||
{
|
||||
RenderStyle "Normal";
|
||||
}
|
||||
void UpdateMe()
|
||||
{
|
||||
if ( !weap.bInitialized )
|
||||
{
|
||||
// not initialized, default to 3 loaded rockets
|
||||
if ( ridx < 3 ) SetState(SpawnState+1+ridx);
|
||||
else Setstate(SpawnState);
|
||||
return;
|
||||
}
|
||||
int idx = ridx-weap.magpos;
|
||||
if ( idx > 5 ) idx -= 6;
|
||||
else if ( idx < 0 ) idx += 6;
|
||||
if ( weap.magstate[ridx] ) SetState(SpawnState);
|
||||
else SetState(SpawnState+1+idx);
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1;
|
||||
Stop;
|
||||
Missiles:
|
||||
XZW1 ABCDEF -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class Hellblazer : SWWMWeapon
|
||||
{
|
||||
int clipcount;
|
||||
bool magstate[6]; // true: rocket was spent
|
||||
int magpos; // current rotation
|
||||
int spinskipped;
|
||||
HellblazerXSub pickuprockets[6];
|
||||
int preload; // additional loaded missiles (up to 2)
|
||||
Actor seektarget[3];
|
||||
int seekcnt;
|
||||
|
|
@ -62,7 +25,7 @@ Class Hellblazer : SWWMWeapon
|
|||
transient ui SWWMProjectionData projdata;
|
||||
ui TextureID LockIcon;
|
||||
|
||||
/*override void RenderUnderlay( RenderEvent e )
|
||||
override void RenderUnderlay( RenderEvent e )
|
||||
{
|
||||
Super.RenderUnderlay(e);
|
||||
if ( !LockIcon ) LockIcon = TexMan.CheckForTexture("graphics/HUD/HellblazerMissileLock.png");
|
||||
|
|
@ -158,9 +121,8 @@ Class Hellblazer : SWWMWeapon
|
|||
A_OverlayRenderStyle(PSP_WEAPON+1,STYLE_Add);
|
||||
}
|
||||
|
||||
action state A_JumpX( StateLabel a, StateLabel g, StateLabel o = null )
|
||||
action state A_JumpX( StateLabel a, StateLabel g )
|
||||
{
|
||||
A_Overlay(-9999,o);
|
||||
A_GlassOverlay(g);
|
||||
return invoker.FindState(a);
|
||||
}
|
||||
|
|
@ -207,7 +169,7 @@ Class Hellblazer : SWWMWeapon
|
|||
int takeamt = invoker.LoadedCapacity()-invoker.clipcount;
|
||||
invoker.clipcount = invoker.LoadedCapacity();
|
||||
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
|
||||
Ammo1.Amount = max(0,Ammo1.Amount-takeamt);
|
||||
invoker.Ammo1.Amount = max(0,invoker.Ammo1.Amount-takeamt);
|
||||
invoker.magpos = 0;
|
||||
for ( int i=0; i<6; i++ )
|
||||
invoker.magstate[i] = !(invoker.clipcount > i);
|
||||
|
|
@ -218,7 +180,7 @@ Class Hellblazer : SWWMWeapon
|
|||
{
|
||||
int flg = WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1;
|
||||
// can we fire?
|
||||
bool canfire = (invoker.clipcount > 0) || (Ammo1.Amount > 0);
|
||||
bool canfire = (invoker.clipcount > 0) || (invoker.Ammo1.Amount > 0);
|
||||
if ( !canfire ) flg |= WRF_NOPRIMARY|WRF_NOSECONDARY;
|
||||
A_WeaponReady(flg);
|
||||
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK) )
|
||||
|
|
@ -235,26 +197,28 @@ Class Hellblazer : SWWMWeapon
|
|||
// do the spin
|
||||
invoker.magpos = (invoker.magpos+invoker.spinskipped)%6;
|
||||
invoker.spinskipped = 0;
|
||||
}*/
|
||||
}
|
||||
|
||||
action void A_UpdatePickup()
|
||||
{
|
||||
for ( int i=0; i<6; i++ )
|
||||
{
|
||||
if ( !invoker.pickuprockets[i] )
|
||||
if ( !invoker.bInitialized )
|
||||
{
|
||||
invoker.pickuprockets[i] = HellblazerXSub(Spawn("HellblazerXSub",pos));
|
||||
invoker.pickuprockets[i].angle = angle;
|
||||
invoker.pickuprockets[i].target = invoker;
|
||||
invoker.pickuprockets[i].weap = invoker;
|
||||
invoker.pickuprockets[i].FloatBobPhase = FloatBobPhase;
|
||||
invoker.pickuprockets[i].ridx = i;
|
||||
// not initialized, default to 3 loaded rockets
|
||||
if ( i < 3 ) A_ChangeModel("",0,"","",6+i,"models","HellblazerMissile.png",CMDL_USESURFACESKIN,-1);
|
||||
else A_ChangeModel("",0,"","",6+i,"models","",CMDL_USESURFACESKIN,-1);
|
||||
continue;
|
||||
}
|
||||
invoker.pickuprockets[i].UpdateMe();
|
||||
int idx = i-invoker.magpos;
|
||||
if ( idx > 5 ) idx -= 6;
|
||||
else if ( idx < 0 ) idx += 6;
|
||||
if ( invoker.magstate[i] ) A_ChangeModel("",0,"","",6+idx,"models","",CMDL_USESURFACESKIN,-1);
|
||||
else A_ChangeModel("",0,"","",6+idx,"models","HellblazerMissile.png",CMDL_USESURFACESKIN,-1);
|
||||
}
|
||||
}
|
||||
|
||||
/*action void A_CheckLockOn()
|
||||
action void A_CheckLockOn()
|
||||
{
|
||||
if ( invoker.seekcnt > invoker.preload ) return;
|
||||
Vector3 x, y, z, x2, y2, z2, dir;
|
||||
|
|
@ -316,7 +280,7 @@ Class Hellblazer : SWWMWeapon
|
|||
invoker.seekcnt++;
|
||||
A_StartSound("hellblazer/lock",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
override void PreTravelled()
|
||||
{
|
||||
|
|
@ -393,7 +357,7 @@ Class Hellblazer : SWWMWeapon
|
|||
Spawn:
|
||||
XZW1 A -1 NoDelay A_UpdatePickup();
|
||||
Stop;
|
||||
/*Select:
|
||||
Select:
|
||||
XZW2 I 2
|
||||
{
|
||||
A_CheckSpinSkip();
|
||||
|
|
@ -403,7 +367,7 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW2 JKLMNOP 2;
|
||||
Goto Ready;
|
||||
Select_G:
|
||||
XZWM ABCDEFGH 2;
|
||||
XZW7 IJKLMNOP 2;
|
||||
Goto Ready_G;
|
||||
Deselect:
|
||||
XZW2 A 2
|
||||
|
|
@ -415,15 +379,14 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW2 I -1 A_FullLower();
|
||||
Stop;
|
||||
Deselect_G:
|
||||
XZWL STUVWXYZ 2;
|
||||
XZWM A 2;
|
||||
XZW7 ABCDEFGHI 2;
|
||||
Stop;
|
||||
Ready:
|
||||
XZW2 A 0 A_GlassOverlay("Ready_G");
|
||||
XZW2 A 1 A_HellblazerReady();
|
||||
Wait;
|
||||
Ready_G:
|
||||
XZWL S 1;
|
||||
XZW7 A 1;
|
||||
Wait;
|
||||
Fire:
|
||||
#### # 0
|
||||
|
|
@ -434,29 +397,23 @@ Class Hellblazer : SWWMWeapon
|
|||
#### # 1
|
||||
{
|
||||
if ( invoker.clipcount <= 0 )
|
||||
{
|
||||
A_GlassOverlay("Unload_G");
|
||||
return ResolveState("Unload");
|
||||
}
|
||||
return A_JumpX("Unload","Unload_G");
|
||||
if ( player.cmd.buttons&BT_ATTACK )
|
||||
{
|
||||
invoker.preloadcnt++;
|
||||
if ( (player.cmd.buttons&BT_ALTATTACK) || ((invoker.clipcount < 2) && (invoker.preloadcnt >= 10)) )
|
||||
{
|
||||
invoker.preloadcnt = 0;
|
||||
A_GlassOverlay("Ready_G");
|
||||
return ResolveState("PreFire");
|
||||
return A_JumpX("PreFire","Ready_G");
|
||||
}
|
||||
if ( invoker.preloadcnt >= 10 )
|
||||
{
|
||||
invoker.preloadcnt = 0;
|
||||
A_GlassOverlay("Ready_G");
|
||||
return ResolveState("PreLoad");
|
||||
return A_JumpX("PreLoad","Ready_G");
|
||||
}
|
||||
return ResolveState(null);
|
||||
}
|
||||
A_GlassOverlay("DoFire_G");
|
||||
return ResolveState("DoFire");
|
||||
return A_JumpX("DoFire","DoFire_G");
|
||||
}
|
||||
Wait;
|
||||
DoFire:
|
||||
|
|
@ -469,15 +426,14 @@ Class Hellblazer : SWWMWeapon
|
|||
{
|
||||
invoker.preload--;
|
||||
invoker.spinskipped--;
|
||||
A_GlassOverlay("DoFire_G");
|
||||
return ResolveState("DoFire");
|
||||
return A_JumpX("DoFire","DoFire_G");
|
||||
}
|
||||
return ResolveState(null);
|
||||
}
|
||||
Goto Cycle;
|
||||
DoFire_G:
|
||||
XZWL S 1;
|
||||
XZWM IJKLMNO 2;
|
||||
XZW7 A 1;
|
||||
XZW7 QRSTUVW 2;
|
||||
Goto Ready_G; // state jump to cycling is done elsewhere
|
||||
AltFire:
|
||||
#### # 0
|
||||
|
|
@ -488,29 +444,23 @@ Class Hellblazer : SWWMWeapon
|
|||
#### # 1
|
||||
{
|
||||
if ( invoker.clipcount <= 0 )
|
||||
{
|
||||
A_GlassOverlay("Unload_G");
|
||||
return ResolveState("Unload");
|
||||
}
|
||||
return A_JumpX("Unload","Unload_G");
|
||||
if ( player.cmd.buttons&BT_ALTATTACK )
|
||||
{
|
||||
invoker.preloadcnt++;
|
||||
if ( (player.cmd.buttons&BT_ATTACK) || ((invoker.clipcount < 2) && (invoker.preloadcnt >= 10)) )
|
||||
{
|
||||
invoker.preloadcnt = 0;
|
||||
A_GlassOverlay("Ready_G");
|
||||
return ResolveState("PreAltFire");
|
||||
return A_JumpX("PreAltFire","Ready_G");
|
||||
}
|
||||
if ( invoker.preloadcnt >= 10 )
|
||||
{
|
||||
invoker.preloadcnt = 0;
|
||||
A_GlassOverlay("Ready_G");
|
||||
return ResolveState("PreAltLoad");
|
||||
return A_JumpX("PreAltLoad","Ready_G");
|
||||
}
|
||||
return ResolveState(null);
|
||||
}
|
||||
A_GlassOverlay("DoAltFire_G");
|
||||
return ResolveState("DoAltFire");
|
||||
return A_JumpX("DoAltFire","DoAltFire_G");
|
||||
}
|
||||
Wait;
|
||||
DoAltFire:
|
||||
|
|
@ -524,14 +474,15 @@ Class Hellblazer : SWWMWeapon
|
|||
{
|
||||
invoker.preload--;
|
||||
invoker.spinskipped--;
|
||||
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
|
||||
return A_JumpX("AltFire","AltFire_G");
|
||||
}
|
||||
return ResolveState(null);
|
||||
}
|
||||
Goto Cycle;
|
||||
DoAltFire_G:
|
||||
XZWL S 1;
|
||||
XZWM PQRSTUV 2;
|
||||
XZW7 A 1;
|
||||
XZW7 XYZ 2;
|
||||
XZW8 ABCD 2;
|
||||
Goto Ready_G; // state jump to cycling is done elsewhere
|
||||
PreLoad:
|
||||
XZW2 A 10 A_StartSound("hellblazer/preload",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
|
|
@ -548,16 +499,10 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW2 A 1
|
||||
{
|
||||
if ( !(player.cmd.buttons&BT_ATTACK) )
|
||||
{
|
||||
A_GlassOverlay("DoFire_G");
|
||||
return ResolveState("DoFire");
|
||||
}
|
||||
return A_JumpX("DoFire","DoFire_G");
|
||||
if ( (player.cmd.buttons&BT_ALTATTACK) || (invoker.preload >= min(invoker.clipcount-1,2)) )
|
||||
{
|
||||
A_GlassOverlay("Ready_G");
|
||||
return ResolveState("PreFire");
|
||||
}
|
||||
return ResolveState("PreLoad");
|
||||
return A_JumpX("PreFire","Ready_G");
|
||||
return A_JumpX("PreLoad","Ready_G");
|
||||
}
|
||||
Wait;
|
||||
PreAltLoad:
|
||||
|
|
@ -575,16 +520,10 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW2 A 1
|
||||
{
|
||||
if ( !(player.cmd.buttons&BT_ALTATTACK) )
|
||||
{
|
||||
A_GlassOverlay("DoAltFire_G");
|
||||
return ResolveState("DoAltFire");
|
||||
}
|
||||
return A_JumpX("DoAltFire","DoAltFire_G");
|
||||
if ( (player.cmd.buttons&BT_ATTACK) || (invoker.preload >= min(invoker.clipcount-1,2)) )
|
||||
{
|
||||
A_GlassOverlay("Ready_G");
|
||||
return ResolveState("PreAltFire");
|
||||
}
|
||||
return ResolveState("PreAltLoad");
|
||||
return A_JumpX("PreAltFire","Ready_G");
|
||||
return A_JumpX("PreAltLoad","Ready_G");
|
||||
}
|
||||
Wait;
|
||||
PreFire:
|
||||
|
|
@ -596,10 +535,7 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW2 A 1
|
||||
{
|
||||
if ( !(player.cmd.buttons&BT_ATTACK) )
|
||||
{
|
||||
A_GlassOverlay("DoFire_G");
|
||||
return ResolveState("DoFire");
|
||||
}
|
||||
return A_JumpX("DoFire","DoFire_G");
|
||||
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
|
||||
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
|
||||
A_CheckLockOn();
|
||||
|
|
@ -621,10 +557,7 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW2 A 1
|
||||
{
|
||||
if ( !(player.cmd.buttons&BT_ALTATTACK) )
|
||||
{
|
||||
A_GlassOverlay("DoAltFire_G");
|
||||
return ResolveState("DoAltFire");
|
||||
}
|
||||
return A_JumpX("DoAltFire","DoAltFire_G");
|
||||
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
|
||||
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
|
||||
A_CheckLockOn();
|
||||
|
|
@ -650,55 +583,53 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW3 FE 2;
|
||||
Goto Ready;
|
||||
Cycle_G:
|
||||
XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWM W 2;
|
||||
XZWM X 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWM YZ 2;
|
||||
XZWN A 2;
|
||||
XZWN A 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWM XW 2;
|
||||
XZW7 A 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW8 E 2;
|
||||
XZW8 F 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW8 GH 2;
|
||||
XZW8 I 2;
|
||||
XZW8 I 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW8 FE 2;
|
||||
Goto Ready_G;
|
||||
Reload:
|
||||
XZW2 A 2
|
||||
{
|
||||
if ( invoker.clipcount >= invoker.LoadedCapacity() )
|
||||
{
|
||||
A_GlassOverlay("Zoom_G");
|
||||
return ResolveState("Zoom");
|
||||
}
|
||||
A_GlassOverlay("Unload_G");
|
||||
return ResolveState("Unload");
|
||||
return A_JumpX("Zoom","Zoom_G");
|
||||
return A_JumpX("Unload","Unload_G");
|
||||
}
|
||||
Goto Ready;
|
||||
Unload:
|
||||
XZW2 A 2;
|
||||
XZW3 JKLMNOPQRSTUVWXYZ 2;
|
||||
XZW4 ABCDEFGHIJ 2;
|
||||
XZWR JKLMN 3;
|
||||
XZW6 VWXYZ 3;
|
||||
XZW4 J 0 A_SwapAmmo();
|
||||
Goto Load;
|
||||
Unload_G:
|
||||
XZWL S 2 A_StartSound("hellblazer/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWN STU 2;
|
||||
XZWN V 2 A_StartSound("hellblazer/open",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWN WXYZ 2;
|
||||
XZWO ABCDEFGH 2;
|
||||
XZWO I 2 A_StartSound("hellblazer/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWO JKLMNOPQRS 2;
|
||||
XZWR EFGHI 3;
|
||||
XZW7 A 2 A_StartSound("hellblazer/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW8 JKL 2;
|
||||
XZW8 M 2 A_StartSound("hellblazer/open",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW8 NOPQ 2;
|
||||
XZW8 RSTUVWXY 2;
|
||||
XZW8 Z 2 A_StartSound("hellblazer/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW9 ABCDEFGHIJ 2;
|
||||
XZWB VWXYZ 3;
|
||||
Goto Load_G;
|
||||
Load:
|
||||
XZW4 JKLMNOPQRSTUVWXYZ 2;
|
||||
XZW5 ABCDEFGHIJ 2;
|
||||
Goto Ready;
|
||||
Load_G:
|
||||
XZWO S 2 A_PlayerReload();
|
||||
XZWO TUVWXY 2;
|
||||
XZWO Z 2 A_StartSound("hellblazer/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWP ABCDEFG 2;
|
||||
XZWP H 2 A_StartSound("hellblazer/close",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWP IJKL 2;
|
||||
XZWP M 2 A_StartSound("hellblazer/meleestop",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWP NOPQRS 2;
|
||||
XZW9 J 2 A_PlayerReload();
|
||||
XZW9 KLMNOP 2;
|
||||
XZW9 Q 2 A_StartSound("hellblazer/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW9 RSTUVWX 2;
|
||||
XZW9 Y 2 A_StartSound("hellblazer/close",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW9 Z 2;
|
||||
XZWA ABC 2;
|
||||
XZWA D 2 A_StartSound("hellblazer/meleestop",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWA EFGHIJ 2;
|
||||
Goto Ready_G;
|
||||
Zoom:
|
||||
XZW2 A 2 A_GlassOverlay("Zoom_G");
|
||||
|
|
@ -706,15 +637,16 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW6 A 2;
|
||||
Goto Ready;
|
||||
Zoom_G:
|
||||
XZWL S 2
|
||||
XZW7 A 2
|
||||
{
|
||||
A_StartSound("hellblazer/idle",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
A_PlayerCheckGun();
|
||||
}
|
||||
XZWP TUVWX 2;
|
||||
XZWP Y 2 A_StartSound("hellblazer/dustoff",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWP Z 2;
|
||||
XZWQ ABCDEFGHIJ 2;
|
||||
XZWA KLMNO 2;
|
||||
XZWA P 2 A_StartSound("hellblazer/dustoff",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWA Q 2;
|
||||
XZWA RSTUVWXYZ 2;
|
||||
XZWB A 2;
|
||||
Goto Ready_G;
|
||||
User1:
|
||||
XZW2 A 2 A_GlassOverlay("User_G");
|
||||
|
|
@ -724,20 +656,19 @@ Class Hellblazer : SWWMWeapon
|
|||
XZW6 LMNOPQRSTU 2;
|
||||
Goto Ready;
|
||||
User1_G:
|
||||
XZWL S 2
|
||||
XZW7 A 2
|
||||
{
|
||||
A_StartSound("hellblazer/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
A_PlayerMelee();
|
||||
}
|
||||
XZWQ KLM 2;
|
||||
XZWQ N 2 A_Parry(9);
|
||||
XZWQ OP 1;
|
||||
XZWQ Q 1 A_Melee(75,"demolitionist/whitl",1.05,1.2,1.2);
|
||||
XZWQ RSTUV 2;
|
||||
XZWQ W 2 A_StartSound("hellblazer/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWQ XYZ 2;
|
||||
XZWR ABCD 2;
|
||||
Goto Ready_G;*/
|
||||
XZWB BCD 2;
|
||||
XZWB E 2 A_Parry(9);
|
||||
XZWB FG 1;
|
||||
XZWB H 1 A_Melee(75,"demolitionist/whitl",1.05,1.2,1.2);
|
||||
XZWB IJKLM 2;
|
||||
XZWB N 2 A_StartSound("hellblazer/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZWB OPQRSTU 2;
|
||||
Goto Ready_G;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -151,7 +151,7 @@ Class HellblazerArm : Actor
|
|||
TNT1 A 1
|
||||
{
|
||||
Spawn("HellblazerArmTrail",pos);
|
||||
SWWMUtility.DoExplosion(self,5+reactiontime/2,300+50*reactiontime,60+4*reactiontime);
|
||||
SWWMUtility.DoExplosion(self,12+reactiontime,3000+500*reactiontime,80+10*reactiontime);
|
||||
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](1,5);
|
||||
let s = Spawn("SWWMHalfSmoke",pos);
|
||||
s.vel = pvel+vel*.2;
|
||||
|
|
@ -358,7 +358,7 @@ Class HellblazerMissile : Actor
|
|||
A_SetRenderStyle(1.0,STYLE_Add);
|
||||
A_SprayDecal("BigRocketBlast",50);
|
||||
A_SetScale(4.5);
|
||||
SWWMUtility.DoExplosion(self,320,320000,200,90);
|
||||
SWWMUtility.DoExplosion(self,300,320000,150,100);
|
||||
A_NoGravity();
|
||||
A_QuakeEx(5,5,5,15,0,1500,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:500,rollIntensity:.8);
|
||||
A_StopSound(CHAN_BODY);
|
||||
|
|
@ -398,7 +398,7 @@ Class HellblazerMissile : Actor
|
|||
|
||||
void A_SubExpl( double xscale = 1. )
|
||||
{
|
||||
if ( special1 < 8 ) SWWMUtility.DoExplosion(self,80-special1*10,30000-special1*3000,180+special1*15,damagetype:'Fire');
|
||||
if ( special1 < 15 ) SWWMUtility.DoExplosion(self,100-special1*5,30000-special1*2000,100+special1*10,damagetype:'Fire');
|
||||
special1++;
|
||||
if ( (special1 <= 8) && !(special1%2) )
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue