Add key gesture items.
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bca1bafdbc
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29 changed files with 1351 additions and 38 deletions
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@ -10,20 +10,12 @@ This is just a bit of *"future planning"* for stuff that I ***might*** add after
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- [8] Rail Carbine *("Tesla Beamer" in Ultra Suite 2 & 3)*
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- [9] Ray-Khom *(UnSX)*
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- [0] Grand Lance *(SWWM Iridium)*
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* ***(Maybe)* Add the collectibles that were removed due to time constraints:**
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- The Black Rat's Coven - Walpurgisnacht *(Debut album)*
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- Cat Catcher *(Promo poster)*
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- Hege Cactus *(Appears to absorb all water, causing intense thirst)*
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- Raidemin Action Figure *(A popular Nukuri superhero, "looks a lot like you")*
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- Hoagie *(Can't eat it, but looks delicious)*
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- Lithium - Volume One *(A work of art, one of the finest graphic novels)*
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- PISS Whiskey *("Is it actually piss or is that just the brand name? Either way, I don't want to know what's inside")*
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- **[Heretic]** Doomguy Action Figure *("Oh, he gets one too?")*
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- **[Hexen]** Lord Vilkreath - Fundaments of Puzzle Design *("What the hell is this crap?")*
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- **[Hexen]** Obelisk of the Golden Vale *("I puked out my guts when I touched that fucking thing")*
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* **Even more collectibles:**
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* **More collectibles (some of which were initially planned but didn't make it in time):**
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- AA-12 *("Ibuki's favorite shotgun. It's just a collectible model, so it doesn't actually shoot")*
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- Cube *("It's a cube")*
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- Hege Cactus *(Appears to absorb all water, causing intense thirst)*
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- Hoagie *(Can't eat it, but looks delicious)*
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- Lithium - Volume One *(A work of art, one of the finest graphic novels)*
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- Manarock *("A delicacy for gods, but instantly deadly for mortals")*
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- Rubber Duck *("Is this some kind of convoluted joke from those two?")*
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* ***(Maybe)* Fake livestream chat overlay, with dynamic reactions to all sorts of stuff**
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@ -58,6 +58,10 @@ Brightmap Texture "models/DoomKeyLight.png"
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{
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Map "brightmaps/Fullbright.png"
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}
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HardwareShader Texture "models/DoomKeyLight3.png"
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{
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Shader "shaders/glsl/KeyBlink.fp"
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}
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HardwareShader Texture "models/DoomRedSkull.png"
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{
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r715 \cu(Wed 30 Dec 19:04:52 CET 2020)";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r716 \cu(Wed 30 Dec 22:30:44 CET 2020)";
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1229
modeldef.gesture
1229
modeldef.gesture
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models/DoomCard1st.blend
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models/DoomKeyLight3.png
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models/DoomKeyLight3.png
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models/DoomSkull1st.blend
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models/HereticGreen1st.blend
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models/HereticRed1st.blend
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models/HereticRed1st_d.3d
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models/HereticYellow1st.blend
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models/HereticYellow1st_a.3d
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@ -11,7 +11,7 @@ Collectible models:
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x Kirin Manga
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x Kirin Plush
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Collectible pickup animations:
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Collectible gestures:
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- Moth Plushy
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- Akari Project
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- Love Signals CD
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@ -24,29 +24,27 @@ Collectible pickup animations:
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- Kirin Manga
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- Kirin Plush
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Key pickup animations:
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- Keycard
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- Skull key
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- Heretic Yellow Key
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- Heretic Green Key
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- Heretic Blue Key
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- Heretic Red Key
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Key gestures:
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x Keycard
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x Skull key
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x Heretic Yellow Key
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x Heretic Green Key
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x Heretic Blue Key
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x Heretic Red Key
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# Post-release stuff
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Character models:
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- White Lady
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Extra collectibles(?):
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- BRC Debut Album
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- Cat Catcher Poster
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Extra collectibles:
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- AA-12
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- Cube
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- Hege Cactus
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- Raidemin Figure
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- Hoagie
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- Lithium Vol.1
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- PISS Whiskey
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- Doomguy Figure
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- Eye Obelisk
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- Manarock
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- Rubber Duck
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# DLC Weaponset
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13
shaders/glsl/KeyBlink.fp
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13
shaders/glsl/KeyBlink.fp
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@ -0,0 +1,13 @@
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vec4 ProcessLight( vec4 color )
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{
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if ( mod(timer*35.,20.) < 10. )
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color.rgb = vec3(1.);
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return color;
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}
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vec4 ProcessTexel()
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{
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vec2 uv = vTexCoord.st*vec2(.5,1.);
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if ( mod(timer*35.,20.) >= 10. ) uv.x += .5;
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return getTexel(uv);
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}
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@ -145,10 +145,9 @@ Class SWWMItemGesture : SWWMWeapon abstract
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// push back
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gest.sweapon.Delete(0);
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gest.suse.Delete(0);
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// go back to the main gesture and clear ourselves
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// go back to the main gesture
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player.ReadyWeapon = gest;
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player.SetPSPrite(PSP_WEAPON,gest.ResolveState("Ready"));
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invoker.Destroy();
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return;
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}
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if ( gest.queued )
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@ -156,17 +155,15 @@ Class SWWMItemGesture : SWWMWeapon abstract
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gest.whichweapon = null;
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gest.whichgesture = gest.nextgesture;
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gest.queued = false;
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// go back to the main gesture and clear ourselves
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// go back to the main gesture
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player.ReadyWeapon = gest;
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player.SetPSPrite(PSP_WEAPON,gest.ResolveState("Ready"));
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invoker.Destroy();
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return;
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}
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// switch to old weapon and clear ourselves
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// switch to old weapon
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player.ReadyWeapon = gest;
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player.PendingWeapon = gest.formerweapon;
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player.SetPSPrite(PSP_WEAPON,gest.ResolveState("Deselect"));
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invoker.Destroy();
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}
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Default
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@ -2424,20 +2424,21 @@ Class DemolitionistMenu : GenericMenu
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if ( !multiplayer && (menuactive == Menu.On) )
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{
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// if it's a weapon, play the select sound
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// if it's a collectible or key, play the "hands up" sound
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let w = (Class<Weapon>)(hnd.checklist[j].used);
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if ( w )
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{
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// play if actually switching
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if ( hnd.checklist[j].result )
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{
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// gz 4.5pre workaround (expects a Name now)
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String snd = GetDefaultByType(w).UpSound;
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MenuSound(snd);
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}
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}
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else if ( (hnd.checklist[j].used is 'SWWMCollectible') || (hnd.checklist[j].used is 'SWWMKey') )
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MenuSound("demolitionist/handsup");
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else
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{
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// gz 4.5pre workaround (expects a Name now)
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String snd = GetDefaultByType(hnd.checklist[j].used).UseSound;
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MenuSound(snd);
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}
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@ -54,6 +54,7 @@ Class SWWMRedCard : SWWMKey
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Species "RedCard";
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Inventory.PickupMessage "$T_REDCARD";
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Inventory.PickupFlash "SWWMRedPickupFlash";
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SWWMKey.GestureWeapon "SWWMRedCardGesture";
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Radius 10;
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Height 25;
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}
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@ -72,6 +73,7 @@ Class SWWMYellowCard : SWWMKey
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Species "YellowCard";
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Inventory.PickupMessage "$T_YELLOWCARD";
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Inventory.PickupFlash "SWWMPickupFlash";
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SWWMKey.GestureWeapon "SWWMYellowCardGesture";
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Radius 10;
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Height 25;
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}
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@ -90,6 +92,7 @@ Class SWWMBlueCard : SWWMKey
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Species "BlueCard";
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Inventory.PickupMessage "$T_BLUECARD";
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Inventory.PickupFlash "SWWMBluePickupFlash";
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SWWMKey.GestureWeapon "SWWMBlueCardGesture";
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Radius 10;
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Height 25;
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}
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@ -108,6 +111,7 @@ Class SWWMSilverCardKDiZD : SWWMKey
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Species "BlueSkull";
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Inventory.PickupMessage "$T_SILVERCARD";
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Inventory.PickupFlash "SWWMWhitePickupFlash";
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SWWMKey.GestureWeapon "SWWMSilverCardGesture";
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Radius 10;
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Height 25;
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}
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@ -126,6 +130,7 @@ Class SWWMGreenCardKDiZD : SWWMKey
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Species "YellowSkull";
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Inventory.PickupMessage "$T_GREENCARD";
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Inventory.PickupFlash "SWWMGreenPickupFlash";
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SWWMKey.GestureWeapon "SWWMGreenCardGesture";
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Radius 10;
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Height 25;
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}
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@ -144,6 +149,7 @@ Class SWWMOrangeCardKDiZD : SWWMKey
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Species "RedSkull";
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Inventory.PickupMessage "$T_ORANGECARD";
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Inventory.PickupFlash "SWWMPickupFlash";
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SWWMKey.GestureWeapon "SWWMOrangeCardGesture";
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Radius 10;
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Height 25;
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}
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@ -162,6 +168,7 @@ Class SWWMGreenCard : SWWMKey
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Species "GreenCard";
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Inventory.PickupMessage "$T_GREENCARD";
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Inventory.PickupFlash "SWWMGreenPickupFlash";
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SWWMKey.GestureWeapon "SWWMGreenCardGesture";
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Radius 10;
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Height 25;
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}
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@ -182,6 +189,7 @@ Class SWWMRedSkull : SWWMKey
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Species "RedSkull";
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Inventory.PickupMessage "$T_REDSKULL";
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Inventory.PickupFlash "SWWMRedPickupFlash";
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SWWMKey.GestureWeapon "SWWMRedSkullGesture";
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Radius 10;
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Height 25;
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}
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@ -200,6 +208,7 @@ Class SWWMBlueSkull : SWWMKey
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Species "BlueSkull";
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Inventory.PickupMessage "$T_BLUESKULL";
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Inventory.PickupFlash "SWWMBluePickupFlash";
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SWWMKey.GestureWeapon "SWWMBlueSkullGesture";
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Radius 10;
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Height 25;
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}
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@ -218,6 +227,7 @@ Class SWWMYellowSkull : SWWMKey
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Species "YellowSkull";
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Inventory.PickupMessage "$T_YELLOWSKULL";
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Inventory.PickupFlash "SWWMPickupFlash";
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SWWMKey.GestureWeapon "SWWMYellowSkullGesture";
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Radius 10;
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Height 25;
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}
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@ -237,6 +247,7 @@ Class SWWMKeyGreen : SWWMKey
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Species "KeyGreen";
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Inventory.PickupMessage "$T_KEYGREEN";
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Inventory.PickupFlash "SWWMGreenPickupFlash";
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SWWMKey.GestureWeapon "SWWMGreenKeyGesture";
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Radius 10;
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Height 25;
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}
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@ -255,6 +266,7 @@ Class SWWMKeyBlue : SWWMKey
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Species "KeyBlue";
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Inventory.PickupMessage "$T_KEYBLUE";
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Inventory.PickupFlash "SWWMBluePickupFlash";
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SWWMKey.GestureWeapon "SWWMBlueKeyGesture";
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Radius 10;
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Height 25;
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}
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@ -273,6 +285,7 @@ Class SWWMKeyYellow : SWWMKey
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Species "KeyYellow";
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Inventory.PickupMessage "$T_KEYYELLOW";
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Inventory.PickupFlash "SWWMPickupFlash";
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SWWMKey.GestureWeapon "SWWMYellowKeyGesture";
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Radius 10;
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Height 25;
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}
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@ -291,6 +304,7 @@ Class SWWMKeyRed : SWWMKey
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Species "KeyRed";
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Inventory.PickupMessage "$T_KEYRED";
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Inventory.PickupFlash "SWWMRedPickupFlash";
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SWWMKey.GestureWeapon "SWWMRedKeyGesture";
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Radius 10;
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Height 25;
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}
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@ -301,3 +315,66 @@ Class SWWMKeyRed : SWWMKey
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Stop;
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}
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}
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// Key gestures
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// (they all use the same exact animations, just with the object changed)
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// (yeah, I'm lazy, and there's a lot of keys)
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Class SWWMKeyGesture : SWWMItemGesture abstract
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{
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States
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{
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Fire:
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XZW1 A 3 A_Jump(128,"AltFire","AltFire2");
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XZW1 B 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
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XZW1 CDEF 3;
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XZW1 GHIJKLMNO 4;
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XZW1 P 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
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XZW1 QRST 3;
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XZW1 A -1 A_FinishGesture();
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Stop;
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AltFire:
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XZW1 A 3 A_Jump(128,"Fire","AltFire2");
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XZW1 U 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
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XZW1 VWX 3;
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XZW1 YZ 4;
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XZW2 ABC 4;
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XZW2 D 4 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP,pitch:.7);
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XZW2 EFGHIJ 4;
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XZW2 KL 3;
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XZW2 M 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 NOPQR 3;
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XZW1 A -1 A_FinishGesture();
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Stop;
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AltFire2:
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XZW1 A 3;
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XZW2 S 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 TUVWX 3;
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XZW2 YZ 4;
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XZW3 ABCDE 4;
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XZW3 F 2 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 GHI 2;
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XZW3 JKL 3;
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XZW3 MN 2;
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XZW3 O 2 A_StartSound("demolitionist/petting",CHAN_WEAPON,CHANF_OVERLAP,.4);
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XZW3 PQ 2;
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XZW3 RS 4;
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XZW3 T 4 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 UV 4;
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XZW3 WXY 3;
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XZW1 A -1 A_FinishGesture();
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Stop;
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}
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}
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Class SWWMRedCardGesture : SWWMKeyGesture {}
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Class SWWMYellowCardGesture : SWWMKeyGesture {}
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Class SWWMBlueCardGesture : SWWMKeyGesture {}
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Class SWWMSilverCardGesture : SWWMKeyGesture {}
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Class SWWMGreenCardGesture : SWWMKeyGesture {}
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Class SWWMOrangeCardGesture : SWWMKeyGesture {}
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Class SWWMRedSkullGesture : SWWMKeyGesture {}
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Class SWWMYellowSkullGesture : SWWMKeyGesture {}
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Class SWWMBlueSkullGesture : SWWMKeyGesture {}
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Class SWWMGreenKeyGesture : SWWMKeyGesture {}
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Class SWWMBlueKeyGesture : SWWMKeyGesture {}
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Class SWWMYellowKeyGesture : SWWMKeyGesture {}
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Class SWWMRedKeyGesture : SWWMKeyGesture {}
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@ -3219,11 +3219,13 @@ Class SWWMGesture : SWWMWeapon
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{
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// already gesturing
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// queue if unique
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if ( (w.sweapon.Size() <= 0) || (w.sweapon.Find(a) != w.sweapon.Size()) )
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for ( int i=0; i<w.sweapon.Size(); i++ )
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{
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w.sweapon.Push(a);
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w.suse.Push(used);
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if ( (w.sweapon[i] != a) || (w.suse[i] != used) ) continue;
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return null;
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}
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w.sweapon.Push(a);
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w.suse.Push(used);
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return null;
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}
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if ( !w )
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