Add key gesture items.
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29 changed files with 1351 additions and 38 deletions
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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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