// Tach-Engine & Nekuratek Sparkster x3 (from UnSX 2) // Slot 7, spawns shared with Biospark Carbine /* dev notes: - the general idea for primary fire is a projectile akin to the asmd ball, just with far more splash damage, closer to a rocket in damage perhaps - the altfire will be a single projectile at first, which will quickly explode forwards into a cloud of nokron (akin to the old hellblazer ravagers), the cloud will have some conical spread to it, but not a lot - the combo fire is going to be more or less identical to that of the UT99 incarnation of the weapon, complete with the tail of rotating rings (though initially accidental, it has a very charming look) - obviously, as it is a nokorokinylum projectile, it will also have the lingering beams as well like in the plasma blast - charge level is based on how long each trigger is held, up to a certain cap, and it only really affects damage scaling as well as splash radius */ Class ModernSparkster : SWWMWeapon { int clipcount, clipcount2; int chargelevel, chargelevel2; Property ClipCount : clipcount; Property ClipCount2 : clipcount2; Default { Tag "$T_NEWSPARKSTER"; Inventory.PickupMessage "$I_NEWSPARKSTER"; Obituary "$O_NEWSPARKSTER"; SWWMWeapon.Tooltip "$TT_NEWSPARKSTER"; SWWMWeapon.GetLine "getnewsparkster"; Weapon.SlotNumber 7; Weapon.SlotPriority 2.; Weapon.SelectionOrder 550; Weapon.AmmoType1 'SparksterBAmmo'; Weapon.AmmoGive1 1; Weapon.AmmoType2 'SparksterRAmmo'; Weapon.AmmoGive2 1; SWWMWeapon.DropAmmoType 'SWWMCellAmmoSmall'; ModernSparkster.ClipCount 4; ModernSparkster.ClipCount2 4; Stamina 220000; +SWWMWEAPON.NOFIRSTGIVE; +SWWMWEAPON.HASSCRTEX; +WEAPON.EXPLOSIVE; } States { Spawn: XZW1 A -1; Stop; } }