Pusher model created.
Will be animated once the player model is done and I can use its arms.
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README.md
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README.md
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@ -21,6 +21,13 @@ so don't forget to bind those too.
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All weapons also have a quick melee attack using the Weapon State 1 button,
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this is optional but may help to have it bound too.
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If a weapon has no actions on either the reload or zoom buttons, it may be
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replaced with some special idle action, such as spinning or fiddling around
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with it.
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More weapons may be added in future updates, but for now these are the ones
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planned.
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### Pusher (slot 1), replaces Chainsaw
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What was going to be the new melee weapon in Ultra Suite 2, but it never
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@ -70,21 +77,15 @@ too much. Has infinite ammo.
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### Spreadgun (slot 3), replaces Shotgun
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Coming from the Doom modding side of things, this gun really packs a punch, but
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is kind of unwieldy to use, and can sometimes jam.
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is kind of unwieldy to use.
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Primary fire fires, duh. Depending on the loaded ammo the effects may vary.
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Note that if the gun is jammed and you keep spamming this it will eventually
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misfire and explode in your face, with varying results. It's rumored that this
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mistake was the downfall of a famous terrorist.
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Secondary fire switches ammo type for the next shot to be loaded.
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Reload unloads the current shell and loads a new one. Unspent shells are
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re-added to their respective ammo type pool.
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Zoom gives it a lil' whack if it's jammed, otherwise it acts as a very
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inaccurate shot.
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The Spreadgun uses 10 gauge ammunition (like the Quadshot), with four types
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available, with varying spawn rates:
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- Standard shotshell (red). Lots of tiny pellets ready to tear enemies to
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@ -93,11 +94,12 @@ available, with varying spawn rates:
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- Dragon's breath (white). Fiery pain in one shot for everything in front of
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you. Not very effective underwater, but still deals some small heat damage.
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Rare spawn.
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- Kinylum saltshot (cyan). Highly volatile pieces of Kinylum that leave behind
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- Kinylum saltshot (blue). Highly volatile pieces of Kinylum that leave behind
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a trail of burning plasma. Rare spawn.
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- "Fuck your shit" round (black). A special home-made incendiary ammo type
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that only an absolute madman would have come up with. Sets everything on
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fire (potentially including yourself). Very rare spawn.
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- "The ball" (purple). A big lead ball, 'nuff said.
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- Golden shell (self-explanatory color). An extremely rare, but very valuable
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type. Fires a sabot packed with a very dense, high-grade Explodium charge,
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the shell also contains some gold glitter, but it's just for show. Clearly
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@ -110,7 +112,7 @@ available, with varying spawn rates:
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A ludicrously overkill weapon, courtesy of the always-overkill Blackmann Arms.
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Sporting 5 groups of 5 barrels, for a grand total of 25. Everything in front
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of you is pretty much dead. Can only use shotshell and slugs.
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of you is pretty much dead. Can use all the same ammo types as the spreadgun.
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Primary fire shoots one barrel at a time.
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@ -220,8 +222,8 @@ explodium gun on steroids.
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Primary fire releases explosive candy bullets. The blasts are a tasty treat of
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pain.
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Secondary fire is a charged shot, emptying the whole mag at once. This causes
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a delicious blast of sweetness and death.
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Secondary fire is a charged shot, emptying the whole mag in the blink of an
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eye. This causes a delicious blast of sweetness and death.
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Reload reloads. If the current mag is not empty it will be flung at enemies
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for extra explosiveness.
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models/Pusher.blend
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models/Pusher.png
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models/PusherPickup_a.3d
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models/PusherPickup_d.3d
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models/PusherPickup_d.3d
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