674 lines
18 KiB
Text
674 lines
18 KiB
Text
// Kmonn Shuna Quadravol (from UnSX series, not a Quadshot reskin anymore)
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// Slot 6, spawns shared with Hellblazer
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Class Quadravol : SWWMWeapon
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{
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int clipcount;
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int chargelevel;
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bool chambered, charged, waschambered, wascharged, fromfire;
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bool onehand;
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bool initialized;
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Property ClipCount : clipcount;
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transient ui Canvas AmmoLed;
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ui TextureID AmmoLedBase, AmmoLedRound, AmmoLedCharge;
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override void RenderTexture( RenderEvent e )
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{
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if ( !AmmoLed ) AmmoLed = TexMan.GetCanvas("QUADRLED");
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if ( !AmmoLedBase ) AmmoLedBase = TexMan.CheckForTexture("models/QuadLEDBase.png",TexMan.Type_Any);
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if ( !AmmoLedRound ) AmmoLedRound = TexMan.CheckForTexture("models/QuadLEDRound.png",TexMan.Type_Any);
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if ( !AmmoLedCharge ) AmmoLedCharge = TexMan.CheckForTexture("models/QuadLEDCharge.png",TexMan.Type_Any);
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AmmoLed.Clear(0,0,64,64,0xFF101033);
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AmmoLed.DrawTexture(AmmoLedBase,false,0,0,DTA_LegacyRenderStyle,STYLE_Shaded,DTA_FillColor,0xFF00FFFF);
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Color col;
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switch ( chargelevel )
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{
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default:
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col = 0xFF00FF00;
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break;
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case 1:
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case 9:
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col = 0xFF0080FF;
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break;
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case 2:
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case 8:
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col = 0xFF0000FF;
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break;
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case 3:
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case 7:
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col = 0xFF8000FF;
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break;
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case 4:
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case 6:
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col = 0xFFFF0080;
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break;
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case 5:
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col = 0xFFFF0000;
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break;
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}
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AmmoLed.DrawTexture(AmmoLedCharge,false,12,4,DTA_SrcX,(chargelevel%4)*64,DTA_SrcY,(chargelevel/4)*64,DTA_SrcWidth,40,DTA_SrcHeight,40,DTA_DestWidth,40,DTA_DestHeight,40,DTA_LegacyRenderStyle,STYLE_Shaded,DTA_FillColor,col);
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for ( int i=0; i<clipcount; i++ ) AmmoLed.DrawTexture(AmmoLedRound,false,36-8*i,52,DTA_LegacyRenderStyle,STYLE_Shaded,DTA_FillColor,0xFFFF8000);
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if ( chambered ) AmmoLed.DrawTexture(AmmoLedRound,false,52,52,DTA_LegacyRenderStyle,STYLE_Shaded,DTA_FillColor,charged?0xFF404040:0xFFFF8000);
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}
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override bool ReportHUDAmmo()
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{
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return (chargelevel>0)||(chambered&&!charged)||(clipcount>0)||(Ammo1.Amount > 0);
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}
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override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
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{
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if ( sv_infiniteammo || Owner.FindInventory('PowerInfiniteAmmo',true) ) return true;
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if ( (firemode == PrimaryFire) || (firemode == EitherFire) )
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{
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if ( (chargelevel > 0) || (chambered && !charged) || (clipcount > 0) || (Ammo1.Amount > 0) ) return true;
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if ( autoswitch ) PlayerPawn(Owner).PickNewWeapon(null);
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return false;
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}
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return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
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}
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override void PlayUpSound( Actor origin )
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{
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if ( onehand ) origin.A_StartSound("quadshot/selectfast",CHAN_WEAPON,CHANF_OVERLAP);
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else origin.A_StartSound(UpSound,CHAN_WEAPON,CHANF_OVERLAP);
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}
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override Vector3 GetTraceOffset()
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{
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return onehand?(10,3.5,-2):(10,3,-2.5);
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}
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action State A_QuadFire( bool bMelee = false )
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{
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static const String BaseNum[] = {"one","two","three","four","five"};
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static const StateLabel FireStates[] = {"FireOne","FireTwo","FireThree","FireFour","FireFive"};
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static const StateLabel FireStates1H[] = {"FireOne1H","FireTwo1H","FireThree1H","FireFour1H","FireFive1H"};
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int idx = clamp(invoker.chargelevel-1,0,4);
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A_StartSound("quadshot/fire"..BaseNum[idx],CHAN_WEAPON,CHANF_OVERLAP);
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A_PlayerFire();
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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double offy = invoker.onehand?3.5:3;
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double offz = invoker.onehand?2:2.5;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+offy*y-offz*z);
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bool pointblank = false;
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int rings = 1;
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Vector3 dir;
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FLineTraceData d;
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Actor fool = null;
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for ( double i=0; i<.16; i+=.04 )
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{
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for ( int j=0; j<360; j+=(360/rings) )
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{
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dir = SWWMUtility.ConeSpread(x,y,z,j,i);
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pointblank |= LineTrace(atan2(dir.y,dir.x),60,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y,d);
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if ( (d.HitType == TRACE_HitActor) && !fool ) fool = d.HitActor;
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}
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rings += 3;
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}
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Vector3 x2, y2, z2;
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[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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double a, s;
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Actor p;
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switch ( idx )
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{
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default:
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A_QuakeEx(3,3,3,15,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.4);
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A_BumpFOV(.98);
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A_SWWMFlash();
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SWWMHandler.DoFlash(self,Color(64,255,192,64),5);
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A_AlertMonsters(swwm_uncapalert?0:2000);
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SWWMUtility.DoKnockback(self,-x,1500.);
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p = Spawn("QuadProj",origin);
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p.target = self;
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p.angle = atan2(x2.y,x2.x);
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p.pitch = asin(-x2.z);
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p.vel = x2*p.speed;
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if ( pointblank || bMelee )
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{
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p.tracer = self;
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p.master = fool;
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p.special1 += bMelee?100:50;
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p.special2 += bMelee?120000:40000;
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p.bAMBUSH = bMelee;
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p.ExplodeMissile(null,null);
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self.DamageMobj(invoker,self,bMelee?20:40,'Fire',DMG_EXPLOSION);
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}
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break;
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case 1:
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A_QuakeEx(4,4,4,18,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.5);
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A_BumpFOV(.97);
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A_SWWMFlash();
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SWWMHandler.DoFlash(self,Color(64,255,192,64),7);
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A_AlertMonsters(swwm_uncapalert?0:3000);
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SWWMUtility.DoKnockback(self,-x,2500.);
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p = Spawn("QuadProj2",origin);
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p.target = self;
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p.angle = atan2(x2.y,x2.x);
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p.pitch = asin(-x2.z);
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p.vel = x2*p.speed;
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if ( pointblank || bMelee )
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{
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p.tracer = self;
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p.master = fool;
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p.special1 = bMelee?150:80;
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p.special2 = bMelee?150000:60000;
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p.bAMBUSH = bMelee;
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p.ExplodeMissile(null,null);
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self.DamageMobj(invoker,self,bMelee?20:40,'Fire',DMG_EXPLOSION);
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}
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break;
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case 2:
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A_Log("\cg// TODO - Fire Level 3\c-");
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break;
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case 3:
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A_Log("\cg// TODO - Fire Level 4\c-");
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break;
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case 4:
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if ( !invoker.charged ) A_Log("\cg// TODO - Fire Level 5+\c-");
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else A_Log("\cg// TODO - Fire Level 5\c-");
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break;
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}
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for ( int i=0; i<(4+idx); i++ )
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{
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let s = Spawn("SWWMSmoke",origin);
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s.special1 = 1;
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s.scale *= 1.3;
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s.alpha *= .2;
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s.vel += vel*.5+x*FRandom[Quadravol](5.,15.)+y*FRandom[Quadravol](-.5,.5)+z*FRandom[Quadravol](-.5,.5);
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s.vel *= 1.+.1*idx;
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}
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for ( int i=0; i<(10+2*idx); i++ )
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{
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let s = Spawn("SWWMSpark",origin);
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s.scale *= .3;
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s.alpha *= .4;
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s.vel += vel*.5+x*FRandom[Quadravol](4.,8.)+y*FRandom[Quadravol](-1.,1.)+z*FRandom[Quadravol](-1.,1.);
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s.vel *= 1.+.1*idx;
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}
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invoker.chargelevel = 0;
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invoker.charged = true; // eat it up
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if ( bMelee ) return ResolveState(null);
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return invoker.onehand?ResolveState(FireStates1H[idx]):ResolveState(FireStates[idx]);
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}
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action void A_Eject()
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{
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invoker.waschambered = invoker.chambered;
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invoker.wascharged = invoker.charged;
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invoker.chambered = (invoker.clipcount>0);
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invoker.clipcount = max(0,invoker.clipcount-1);
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invoker.charged = false;
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if ( invoker.waschambered )
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{
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A_ChangeModel("",2,"","",5,"models",invoker.wascharged?"QuadCell_Used.png":"QuadCell.png",CMDL_USESURFACESKIN,-1);
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if ( invoker.onehand ) A_Overlay(PSP_WEAPON+1,"DropCasing1H");
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else A_Overlay(PSP_WEAPON+1,"DropCasing");
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}
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}
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action void A_LoadOverlay()
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{
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A_PlayerReload(true);
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A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP,.8);
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A_ChangeModel("",2,"","",5,"models","QuadCell.png",CMDL_USESURFACESKIN,-1);
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A_Overlay(PSP_WEAPON+1,"LoadOverlay");
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}
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action void A_Load()
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{
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A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP,.3);
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invoker.clipcount = min(invoker.default.clipcount,invoker.clipcount+1);
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.Ammo1.Amount = max(0,invoker.Ammo1.Amount-1);
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}
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action bool A_Fill()
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{
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if ( !invoker.chambered || invoker.charged || (invoker.chargelevel >= 5) ) return false;
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invoker.charged = true;
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invoker.chargelevel++;
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return true;
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}
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action void A_DropCasing()
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{
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-8*x+8*y-16*z);
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if ( invoker.wascharged )
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{
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let c = Spawn("QuadravolCasing",origin);
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c.angle = angle;
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c.pitch = pitch-90;
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c.vel = x*FRandom[Junk](-2.5,-1.5)+y*FRandom[Junk](.5,1.)-(0,0,FRandom[Junk](2.,5.));
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c.vel += vel*.5;
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return;
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}
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if ( invoker.Ammo1.Amount >= invoker.Ammo1.MaxAmount )
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{
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let a = Inventory(Spawn("QuadravolAmmo",origin));
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a.bDROPPED = true;
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a.DropTime = 30;
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a.bSpecial = a.bSolid = false;
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a.Angle = Angle+190;
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a.VelFromAngle(5.);
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a.Vel.Z = -1.;
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a.Vel += Vel;
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a.bNoGravity = false;
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a.ClearCounters();
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a.OnDrop(self);
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a.vel += (RotateVector((FRandom[Junk](-1.5,.5),FRandom[Junk](-1.5,1.5)),a.angle),FRandom[Junk](-1.5,1.5));
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return;
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}
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invoker.Ammo1.Amount++;
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}
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action void A_FireBayonet()
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{
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A_StartSound("quadshot/bayonetfire",CHAN_WEAPON,CHANF_OVERLAP);
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A_Melee(60,"spreadgun/slug",1.5,.6,-.2,MELEE_Rip|MELEE_FleshSound|MELEE_NoRage|MELEE_NoUse,null);
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Vector3 dir = SWWMUtility.Vec3FromAngles(angle,pitch);
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vel += dir*4.;
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A_QuakeEx(4,4,4,8,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.75);
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A_BumpFOV(1.03);
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}
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override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
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{
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bool good = Super.PickupForAmmoSWWM(ownedWeapon);
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let Owner = ownedWeapon.Owner;
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if ( (AmmoGive1 == 0) && ((clipcount > 0) || (chambered && !charged)) )
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{
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// let's get this bread
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Inventory cur = Owner.FindInventory(AmmoType1);
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if ( !cur )
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{
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cur = Inventory(Spawn(AmmoType1));
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cur.Amount = 0;
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cur.AttachToOwner(Owner);
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}
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int ingun = clipcount+(chambered&&!charged);
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int maxgiveamt = min(cur.MaxAmount-cur.Amount,ingun);
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int dropamt = ingun-maxgiveamt;
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if ( dropamt > 0 ) cur.CreateTossable(dropamt);
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cur.Amount = min(cur.MaxAmount,cur.Amount+ingun);
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good = true;
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}
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return good;
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}
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override void AttachToOwner( Actor other )
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{
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if ( !initialized )
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{
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initialized = true;
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charged = false;
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chambered = false;
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clipcount = default.AmmoGive1; // match the ammo that the pickup should give
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}
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Super.AttachToOwner(other);
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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 "$O_QUADRAVOL";
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SWWMWeapon.Tooltip "$TT_QUADRAVOL";
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SWWMWeapon.GetLine "getquadravol";
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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.UpSound "quadshot/select";
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Weapon.AmmoType1 "QuadravolAmmo";
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Weapon.AmmoGive1 3;
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SWWMWeapon.DropAmmoType "SWWMRocketAmmoSmall";
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Quadravol.ClipCount 5;
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Stamina 80000;
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+SWWMWEAPON.NOFIRSTGIVE;
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+SWWMWEAPON.HASSCRTEX;
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+WEAPON.EXPLOSIVE;
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Radius 28;
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Height 32;
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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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Select:
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XZW2 R 1
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{
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A_FullRaise();
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return A_JumpIf(invoker.onehand,"Select1H");
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}
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XZW2 STUVWXYZ 1;
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XZW3 ABCDEFGHI 1;
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XZW3 JKLMN 2;
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Goto Ready;
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Ready:
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XZW2 A 1
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{
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A_Fill(); // just in case
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int flg = WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWZOOM;
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if ( (invoker.chargelevel <= 0) && (invoker.Ammo1.Amount <= 0) && (invoker.clipcount <= 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) flg |= WRF_NOPRIMARY;
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invoker.fromfire = false;
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A_WeaponReady(flg);
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if ( player.cmd.buttons&BT_ATTACK )
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invoker.CheckAmmo(EitherFire,true);
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}
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Wait;
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Fire:
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XZW2 A 1
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{
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if ( invoker.chargelevel <= 0 )
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{
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if ( invoker.clipcount > 0 ) return ResolveState("AltFire");
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invoker.fromfire = true;
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return ResolveState("Reload");
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}
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return A_QuadFire();
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}
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FireOne:
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XZW2 A 1;
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XZW3 OPQR 1;
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XZW3 STUV 2;
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Goto Ready;
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FireTwo:
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XZW2 A 1;
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XZW3 WX 1;
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XZW3 YZ 2;
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XZW4 ABCD 3;
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Goto Ready;
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FireThree:
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XZW2 A 1;
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XZW4 EFGH 2;
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XZW4 IJKL 3;
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Goto Ready;
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FireFour:
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XZW2 A 1;
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XZW4 MNOP 2;
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XZW4 QR 3;
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XZW4 ST 4;
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Goto Ready;
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FireFive:
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XZW2 A 1;
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XZW4 UV 2;
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XZW4 WX 3;
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XZW4 YZ 4;
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XZW5 AB 5;
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Goto Ready;
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AltFire:
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XZW2 A 2
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{
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A_PlayerCheckGun();
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return A_JumpIf(invoker.onehand,"AltFire1H");
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}
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XZW5 C 2;
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XZW5 D 2 A_StartSound("quadshot/leverforward",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 E 2 A_Eject();
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XZW5 FG 3;
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XZW5 H 2 A_StartSound("quadshot/leverback",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 I 2;
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XZW5 J 2 A_Fill();
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XZW5 K 2;
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XZW5 L 2;
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Goto Ready;
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DropCasing:
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XZWZ ABCDEF 2;
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XZWZ G 0;
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TNT1 A 1 A_DropCasing();
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Stop;
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Reload:
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XZW2 A 2
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{
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if ( (invoker.clipcount >= invoker.default.clipcount) || ((invoker.Ammo1.Amount <= 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true)) )
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return invoker.onehand?ResolveState("Idle1H"):ResolveState("Idle");
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if ( invoker.onehand ) return ResolveState("Reload1H");
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A_StartSound("quadshot/onehand",CHAN_WEAPON,CHANF_OVERLAP);
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return ResolveState(null);
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}
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XZW5 MNO 3;
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Goto ReloadHold;
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ReloadHold:
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XZW5 P 2 A_LoadOverlay();
|
|
XZW5 QRS 2;
|
|
XZW5 T 2 A_StartSound("quadshot/load",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZW5 UV 2;
|
|
XZW5 W 2 A_Load();
|
|
XZW5 XYZ 2;
|
|
XZW6 A 2;
|
|
XZW5 P 2
|
|
{
|
|
if ( (invoker.clipcount >= invoker.default.clipcount) || ((invoker.Ammo1.Amount <= 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true)) )
|
|
return A_JumpIf(invoker.onehand,"ReloadEnd1H");
|
|
if ( invoker.fromfire && (player.cmd.buttons&BT_ATTACK) )
|
|
return ResolveState("ReloadHold");
|
|
invoker.fromfire = false;
|
|
if ( player.cmd.buttons&BT_RELOAD ) return ResolveState("ReloadHold");
|
|
return A_JumpIf(invoker.onehand,"ReloadEnd1H");
|
|
}
|
|
XZW6 B 2 A_StartSound("quadshot/twohand",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZW6 CDEF 2;
|
|
XZW6 GHIJK 3;
|
|
Goto Ready;
|
|
LoadOverlay:
|
|
XZWZ HIJKLMN 2;
|
|
XZWZ O 0;
|
|
Stop;
|
|
Idle:
|
|
XZW2 A 2 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP,.8);
|
|
XZW6 LMNO 2;
|
|
XZW6 PQRST 3;
|
|
XZW6 U 2 A_StartSound("quadshot/twohand",CHAN_WEAPON,CHANF_OVERLAP,.6);
|
|
XZW6 VW 2;
|
|
XZW6 XYZ 3;
|
|
XZW7 A 3;
|
|
Goto Ready;
|
|
Zoom:
|
|
XZW2 A 2
|
|
{
|
|
if ( invoker.onehand )
|
|
{
|
|
invoker.onehand = false;
|
|
return ResolveState("Zoom1H");
|
|
}
|
|
A_StartSound("quadshot/onehand",CHAN_WEAPON,CHANF_OVERLAP);
|
|
invoker.onehand = true;
|
|
return ResolveState(null);
|
|
}
|
|
XZW8 Z 2;
|
|
XZW9 ABCDEF 2;
|
|
Goto Ready1H;
|
|
User1:
|
|
XZW2 A 2
|
|
{
|
|
A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
|
return A_JumpIf(invoker.onehand,"User11H");
|
|
}
|
|
XZW7 BCD 2;
|
|
XZW7 E 2
|
|
{
|
|
A_PlayerMelee();
|
|
A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
XZW7 FG 2;
|
|
XZW7 H 2 A_Parry(6);
|
|
XZW7 I 1;
|
|
XZW7 J 1 A_JumpIf(A_Melee(20,"demolitionist/whitm",1.2,.6,.2),"Bayonet");
|
|
XZW7 KLM 1;
|
|
XZW7 NOPQRST 2;
|
|
XZW7 UVWX 3;
|
|
Goto Ready;
|
|
Bayonet:
|
|
XZW7 J 1 A_FireBayonet();
|
|
XZW7 YZ 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire");
|
|
XZW8 ABC 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire");
|
|
XZW8 D 1 A_StartSound("quadshot/bayonetreturn",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZW8 EFGH 1;
|
|
XZW8 IJKL 2;
|
|
Goto Ready;
|
|
BayonetFire:
|
|
#### # 1 A_QuadFire(true);
|
|
XZW8 MNO 1;
|
|
XZW8 P 1 A_StartSound("quadshot/bayonetreturn",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZW8 QRST 1;
|
|
XZW8 UVWXY 2;
|
|
Goto Ready;
|
|
Deselect:
|
|
XZW2 A 1
|
|
{
|
|
A_StartSound(invoker.onehand?"quadshot/deselectfast":"quadshot/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
|
return A_JumpIf(invoker.onehand,"Deselect1H");
|
|
}
|
|
XZW2 BCDEFGHIJKLMNOPQR 1;
|
|
XZW2 R -1 A_FullLower();
|
|
Stop;
|
|
Flash:
|
|
XZW0 A 2 Bright
|
|
{
|
|
let psp = player.GetPSprite(PSP_FLASH);
|
|
psp.frame = Random[GunFlash](0,9)+invoker.onehand*10;
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
// one-handed states
|
|
Select1H:
|
|
XZW9 N 2 A_FullRaise();
|
|
XZW9 OPQRSTUVW 2;
|
|
Goto Ready1H;
|
|
Ready1H:
|
|
XZW9 G 1
|
|
{
|
|
A_Fill(); // just in case
|
|
int flg = WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWZOOM;
|
|
if ( (invoker.chargelevel <= 0) && (invoker.Ammo1.Amount <= 0) && (invoker.clipcount <= 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) flg |= WRF_NOPRIMARY;
|
|
invoker.fromfire = false;
|
|
A_WeaponReady(flg);
|
|
if ( player.cmd.buttons&BT_ATTACK )
|
|
invoker.CheckAmmo(EitherFire,true);
|
|
}
|
|
Wait;
|
|
FireOne1H:
|
|
XZW9 G 1;
|
|
XZW9 XYZ 1;
|
|
XZWA A 1;
|
|
XZWA BCDE 2;
|
|
Goto Ready1H;
|
|
FireTwo1H:
|
|
XZW9 G 1;
|
|
XZWA FG 1;
|
|
XZWA HI 2;
|
|
XZWA JKLM 3;
|
|
Goto Ready1H;
|
|
FireThree1H:
|
|
XZW9 G 1;
|
|
XZWA NOPQ 2;
|
|
XZWA RSTU 3;
|
|
Goto Ready1H;
|
|
FireFour1H:
|
|
XZW9 G 1;
|
|
XZWA VWXY 2;
|
|
XZWA Z 3;
|
|
XZWB A 3;
|
|
XZWB BC 4;
|
|
Goto Ready1H;
|
|
FireFive1H:
|
|
XZW9 G 1;
|
|
XZWB DE 2;
|
|
XZWB FG 3;
|
|
XZWB HI 4;
|
|
XZWB JK 5;
|
|
Goto Ready1H;
|
|
AltFire1H:
|
|
XZW9 G 2;
|
|
XZWB L 2;
|
|
XZWB M 1
|
|
{
|
|
A_StartSound("quadshot/leverforward",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_Eject();
|
|
}
|
|
XZWB NO 1;
|
|
XZWB P 2 A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP,pitch:.6);
|
|
XZWB QR 2;
|
|
XZWB S 2 A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP,pitch:.5);
|
|
XZWB TUV 2;
|
|
XZWB W 2 A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP,pitch:.4);
|
|
XZWB XY 1;
|
|
XZWB Z 1 A_StartSound("quadshot/leverback",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWC A 2;
|
|
XZWC B 2 A_Fill();
|
|
XZWC CDEF 3;
|
|
Goto Ready1H;
|
|
DropCasing1H:
|
|
XZWZ PQRSTUVW 1;
|
|
XZWZ X 0;
|
|
TNT1 A 1 A_DropCasing();
|
|
Stop;
|
|
Idle1H:
|
|
XZW9 G 2 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP,.8);
|
|
XZWC JKLM 2;
|
|
XZWC NOPQR 3;
|
|
XZWC STU 2;
|
|
XZWC VWX 3;
|
|
XZWC Y 3;
|
|
Goto Ready1H;
|
|
Zoom1H:
|
|
XZW9 G 2;
|
|
XZWE XYZ 2;
|
|
XZWF AB 2;
|
|
XZWF C 1 A_StartSound("quadshot/twohand",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWF DEFG 1;
|
|
XZWF HIJKL 2;
|
|
Goto Ready;
|
|
User11H:
|
|
XZW9 G 2;
|
|
XZWC Z 2;
|
|
XZWD AB 2;
|
|
XZWD C 2
|
|
{
|
|
A_PlayerMelee();
|
|
A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
XZWD DE 2;
|
|
XZWD F 2 A_Parry(6);
|
|
XZWD G 1;
|
|
XZWD H 1 A_JumpIf(A_Melee(20,"demolitionist/whitm",1.2,.6,.2),"Bayonet1H");
|
|
XZWD IJK 1;
|
|
XZWD LMNOPQR 2;
|
|
XZWD STUV 3;
|
|
Goto Ready1H;
|
|
Bayonet1H:
|
|
XZWD H 1 A_FireBayonet();
|
|
XZWD WX 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire1H");
|
|
XZWD YZ 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire1H");
|
|
XZWE A 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire1H");
|
|
XZWE B 1 A_StartSound("quadshot/bayonetreturn",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWE CDEF 1;
|
|
XZWE GHIJ 2;
|
|
Goto Ready1H;
|
|
BayonetFire1H:
|
|
#### # 1 A_QuadFire(true);
|
|
XZWE KLM 1;
|
|
XZWE N 1 A_StartSound("quadshot/bayonetreturn",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWE OPQR 1;
|
|
XZWE STUVW 2;
|
|
Goto Ready1H;
|
|
Deselect1H:
|
|
XZW9 GHIJKLM 2;
|
|
XZW9 N -1 A_FullLower();
|
|
Stop;
|
|
Reload1H:
|
|
XZW9 G 2;
|
|
XZWC G 3;
|
|
Goto ReloadHold;
|
|
ReloadEnd1H:
|
|
XZW5 P 2;
|
|
XZWC HI 3;
|
|
Goto Ready1H;
|
|
}
|
|
}
|