Push to master all the current WIP stuff in 0.9.11b:
- Reduce number of collectibles (some might come back in the future).
- Merge both DLC weaponsets into one, removing redundant weapons.
- Readjust prices of some items.
- Initial work on collectibles (currently Frispy Corn is done).
- Added bigfont for main menu, based on Source Han Sans.
- Reduced default HUD margin to 10.
- Added blob shadows.
- Added precise crosshair drawing.
- Tweaked decals, imported more stuff from UT.
- Swapped the Ynykron impact decal for something better.
- Fixes to slope alignment code.
- Implemented headpats for MBF Helper Dogs and Cacodemons.
- Implemented partial HDoom support, with love and headpats.
- Fix various string functions breaking on unicode.
- Added cracktro-style text scroll to Titlemap.
- Fixed handling of healthbars for friendly monsters.
- Workaround for maps that use the old author name hack (" - by: " separator).
- Fixed Silver Bullet not autoswitching on first pickup.
- Fixed misalignment of Silver Bullet zoomed aim.
- Silver Bullet is unchambered on first pickup, consistent with Candygun.
- Adjusted collision sizes of all items across the board.
- Implemented "Use To Pickup" to work around any issues introduced by the previous change.
- Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
- Tweaked Biospark arc lengths, for balance and higher performance.
- Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
- Prettified the loading disclaimers for BD and HDoom.
- Add pickup flash to all items.
- Add custom key models for Doom and Heretic.
- Fix blown kisses giving you "need key" messages.
- Fix worn armor and embiggeners not being removed on scripted inventory resets.
- Remove all references to the no longer planned Radio.
- Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
- Added timezone to fake clock.
- Fix some times and dates in said clock.
- SWWM blood now also hits ceilings.
- Added default properties to DLC ammo and weapon stubs.
- Lore entries for collectibles and dlc weapons (incomplete).
- Massive amount of typo fixes across the board.
This commit is contained in:
parent
525213d30b
commit
eb2ee7b29f
42558 changed files with 4995 additions and 1976 deletions
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@ -3,4 +3,32 @@
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Class BlackfireIgniter : SWWMWeapon
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{
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int clipcount;
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bool hasaux;
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int auxclipcount;
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Property ClipCount : clipcount;
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Default
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{
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Tag "$T_BLACKFIRE";
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Inventory.PickupMessage "$T_BLACKFIRE";
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Obituary "$O_BLACKFIRE";
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Inventory.Icon "graphics/HUD/Icons/W_Blackfire.png";
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Weapon.SlotNumber 7;
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Weapon.SlotPriority 2.;
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Weapon.SelectionOrder 550;
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Weapon.AmmoType1 "DarkCanister";
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Weapon.AmmoGive1 1;
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SWWMWeapon.DropAmmoType "DarkCanister";
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BlackfireIgniter.ClipCount 100;
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Stamina 220000;
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+SWWMWEAPON.NOFIRSTGIVE;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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@ -2,52 +2,291 @@
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Class SMW05Ammo : Ammo
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{
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Mixin SWWMShellAmmo;
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_SMW05BULLET";
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Stamina 300;
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Inventory.Icon "graphics/HUD/Icons/A_SMW05Ammo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 120;
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Ammo.BackpackAmount 6;
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Ammo.DropAmount 6;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class SMW05SmallAmmo : SMW05Ammo
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{
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Default
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{
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Inventory.Amount 6;
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}
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}
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Class SMW05BigAmmo : SMW05Ammo
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{
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Default
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{
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Inventory.Amount 30;
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}
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}
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Class SheenAmmo : Ammo
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{
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Mixin SWWMShellAmmo;
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_SHEENBULLET";
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Stamina 400;
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Inventory.Icon "graphics/HUD/Icons/A_SheenAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 600;
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Ammo.BackpackAmount 50;
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Ammo.DropAmount 100;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class SheenSmallAmmo: SheenAmmo
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{
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Default
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{
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Inventory.Amount 50;
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}
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}
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Class SheenBigAmmo : SheenAmmo
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{
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Default
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{
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Inventory.Amount 200;
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}
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}
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Class QuadravolAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_QUADAMMO";
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Inventory.PickupMessage "$T_QUADAMMO";
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Stamina 10000;
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Inventory.Icon "graphics/HUD/Icons/A_QuadAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 6;
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Ammo.BackpackAmount 1;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class QuadravolPack : QuadravolAmmo
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Class QuadravolAmmoBundleSpawn : Actor
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{
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override void PostBeginPlay()
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{
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if ( bCOUNTSECRET ) level.total_secrets--;
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int bnd = Random[Bundle](2,3);
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for ( int i=0; i<3; i++ )
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{
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let a = Spawn("QuadravolAmmo",Vec3Angle(6,i*(360/bnd)));
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a.special = special;
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a.angle = i*(360/bnd);
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a.FloatBobPhase = FloatBobPhase;
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for ( int j=0; j<5; j++ ) a.args[j] = args[j];
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if ( bCOUNTSECRET )
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{
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a.bCOUNTSECRET = true;
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level.total_secrets++;
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}
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}
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Destroy();
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}
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}
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Class DarkCanister : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_DARKAMMO";
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Inventory.PickupMessage "$T_DARKAMMO";
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Stamina 20000;
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Inventory.Icon "graphics/HUD/Icons/A_DarkAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 5;
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Ammo.BackpackAmount 1;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class EMPCore : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_EMPCORE";
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Inventory.PickupMessage "$T_EMPCORE";
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Stamina 60000;
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Inventory.Icon "graphics/HUD/Icons/A_EMPCore.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 10;
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Ammo.BackpackAmount 0;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class EMPCoreBundleSpawn : Actor
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{
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override void PostBeginPlay()
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{
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if ( bCOUNTSECRET ) level.total_secrets--;
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int bnd = Random[Bundle](2,3);
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for ( int i=0; i<3; i++ )
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{
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let a = Spawn("EMPCore",Vec3Angle(6,i*(360/bnd)));
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a.special = special;
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a.angle = i*(360/bnd);
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a.FloatBobPhase = FloatBobPhase;
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for ( int j=0; j<5; j++ ) a.args[j] = args[j];
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if ( bCOUNTSECRET )
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{
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a.bCOUNTSECRET = true;
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level.total_secrets++;
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}
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}
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Destroy();
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}
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}
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Class RayBolt : MagAmmo
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{
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Default
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{
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Tag "$T_RAYBOLT";
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Inventory.PickupMessage "$T_RAYBOLT";
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Inventory.Icon "graphics/HUD/Icons/A_RayBolt.png";
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MagAmmo.ParentAmmo "RayAmmo";
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MagAmmo.ClipSize 20;
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Inventory.MaxAmount 40;
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Inventory.InterHubAmount 40;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class RayAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_RAYAMMO";
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Inventory.PickupMessage "$T_RAYAMMO";
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Stamina 150000;
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Inventory.Icon "graphics/HUD/Icons/A_RayAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 4;
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Ammo.BackpackAmount 0;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class RayBattery : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_RAYBATTERY";
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Inventory.PickupMessage "$T_RAYBATTERY";
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Stamina 320000;
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Inventory.Icon "graphics/HUD/Icons/A_RayBattery.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 2;
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Inventory.PickupFlash "SWWMPickupFlash";
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Ammo.BackpackAmount 0;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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@ -3,4 +3,22 @@
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Class ItamexHammer : SWWMWeapon
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{
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Default
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{
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Tag "$T_HAMMER";
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Inventory.PickupMessage "$I_HAMMER";
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Obituary "$O_HAMMER";
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Inventory.Icon "graphics/HUD/Icons/W_ItamexHammer.png";
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Weapon.SlotNumber 1;
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Weapon.SlotPriority 3.;
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Weapon.SelectionOrder 1200;
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Stamina 9000;
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+WEAPON.MELEEWEAPON;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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@ -3,4 +3,25 @@
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Class HeavyMahSheenGun : SWWMWeapon
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{
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Default
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{
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Tag "$T_SHEENHMG";
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Inventory.PickupMessage "$I_SHEENHMG";
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Obituary "$O_SHEENHMG";
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Inventory.Icon "graphics/HUD/Icons/W_SheenHMG.png";
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Weapon.SlotNumber 5;
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Weapon.SlotPriority 2.;
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Weapon.SelectionOrder 100;
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Weapon.AmmoType1 "SheenAmmo";
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Weapon.AmmoGive1 200;
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SWWMWeapon.DropAmmoType "SheenAmmo";
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Stamina 100000;
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+SWWMWEAPON.NOFIRSTGIVE;
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}
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States
|
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{
|
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Spawn:
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XZW1 A -1;
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Stop;
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||||
}
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}
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@ -3,4 +3,32 @@
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Class Quadravol : SWWMWeapon
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{
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int clipcount;
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int extracharge;
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Property ClipCount : clipcount;
|
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|
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Default
|
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{
|
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Tag "$T_QUADRAVOL";
|
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Inventory.PickupMessage "$I_QUADRAVOL";
|
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Obituary "$O_QUADRAVOL";
|
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Inventory.Icon "graphics/HUD/Icons/W_Quadravol.png";
|
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Weapon.SlotNumber 6;
|
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Weapon.SlotPriority 2.;
|
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Weapon.SelectionOrder 650;
|
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Weapon.AmmoType1 "QuadAmmo";
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Weapon.AmmoGive1 1;
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SWWMWeapon.DropAmmoType "QuadAmmo";
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Quadravol.ClipCount 10;
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Stamina 80000;
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+SWWMWEAPON.NOFIRSTGIVE;
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+WEAPON.EXPLOSIVE;
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}
|
||||
States
|
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{
|
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Spawn:
|
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XZW1 A -1;
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Stop;
|
||||
}
|
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}
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@ -3,4 +3,29 @@
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Class PuntzerBeta : SWWMWeapon
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{
|
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int bullets[6];
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int rotation;
|
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bool initialized;
|
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|
||||
Default
|
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{
|
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Tag "$T_PUNTZERBETA";
|
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Inventory.PickupMessage "$I_PUNTZERBETA";
|
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Obituary "$O_PUNTZERBETA";
|
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Inventory.Icon "graphics/HUD/Icons/W_PuntzerBeta.png";
|
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Weapon.SlotNumber 3;
|
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Weapon.SlotPriority 2.;
|
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Weapon.SelectionOrder 450;
|
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Weapon.AmmoType1 "SMW05Ammo";
|
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Weapon.AmmoGive1 6;
|
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SWWMWeapon.DropAmmoType "SMW05Ammo";
|
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Stamina 10000;
|
||||
+SWWMWEAPON.NOFIRSTGIVE;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,4 +3,31 @@
|
|||
|
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Class PuntzerGamma : SWWMWeapon
|
||||
{
|
||||
int ClipCount;
|
||||
bool chambered;
|
||||
|
||||
Property ClipCount : ClipCount;
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "$T_PUNTZERGAMMA";
|
||||
Inventory.PickupMessage "$I_PUNTZERGAMMA";
|
||||
Obituary "$O_PUNTZERGAMMA";
|
||||
Inventory.Icon "graphics/HUD/Icons/W_PuntzerGamma.png";
|
||||
Weapon.SlotNumber 4;
|
||||
Weapon.SlotPriority 2.;
|
||||
Weapon.SelectionOrder 200;
|
||||
PuntzerGamma.ClipCount 30;
|
||||
Weapon.AmmoType1 "SMW05Ammo";
|
||||
Weapon.AmmoGive1 30;
|
||||
SWWMWeapon.DropAmmoType "SMW05Ammo";
|
||||
Stamina 30000;
|
||||
+SWWMWEAPON.NOFIRSTGIVE;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,4 +3,38 @@
|
|||
|
||||
Class RayKhom : SWWMWeapon
|
||||
{
|
||||
int clipcount, clipcount2;
|
||||
bool chambered;
|
||||
|
||||
Property ClipCount : clipcount;
|
||||
Property ClipCount2 : clipcount2;
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "$T_RAYKHOM";
|
||||
Inventory.PickupMessage "$T_RAYKHOM";
|
||||
Obituary "$O_RAYKHOM";
|
||||
Inventory.Icon "graphics/HUD/Icons/W_RayKhom.png";
|
||||
Weapon.SlotNumber 9;
|
||||
Weapon.SlotPriority 2.;
|
||||
Weapon.SelectionOrder 750;
|
||||
Weapon.AmmoType1 "RayAmmo";
|
||||
Weapon.AmmoGive1 1;
|
||||
Weapon.AmmoType2 "RayBattery";
|
||||
Weapon.AmmoGive2 0;
|
||||
SWWMWeapon.DropAmmoType "RayAmmo";
|
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RayKhom.ClipCount 20;
|
||||
RayKhom.ClipCount2 500;
|
||||
Stamina 1600000;
|
||||
+SWWMWEAPON.NOFIRSTGIVE;
|
||||
+WEAPON.PRIMARY_USES_BOTH;
|
||||
+WEAPON.EXPLOSIVE;
|
||||
+WEAPON.BFG;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,4 +3,34 @@
|
|||
|
||||
Class EMPCarbine : SWWMWeapon
|
||||
{
|
||||
int clipcount;
|
||||
bool chambered;
|
||||
bool initialized;
|
||||
|
||||
Property ClipCount : clipcount;
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "$T_EMPCARBINE";
|
||||
Inventory.PickupMessage "$I_EMPCARBINE";
|
||||
Obituary "$O_EMPCARBINE";
|
||||
Inventory.Icon "graphics/HUD/Icons/W_EMPCarbine.png";
|
||||
Weapon.SlotNumber 8;
|
||||
Weapon.SlotPriority 2.;
|
||||
Weapon.SelectionOrder 850;
|
||||
Weapon.AmmoType1 "EMPCore";
|
||||
Weapon.AmmoGive1 1;
|
||||
SWWMWeapon.DropAmmoType "EMPCore";
|
||||
EMPCarbine.ClipCount 4;
|
||||
Stamina 500000;
|
||||
+SWWMWEAPON.NOFIRSTGIVE;
|
||||
+WEAPON.EXPLOSIVE;
|
||||
+WEAPON.ALT_AMMO_OPTIONAL;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue