swwmgz_m/zscript/weapons/swwm_splode.zsc

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Text

// Munch Innovations Explodium Gun (from SWWM series)
// Slot 2, replaces Pistol, Elven Wand, Hexen starting weapons
Class ExplodiumGun : SWWMWeapon
{
int clipcount;
bool chambered;
bool preinit;
bool firstselect;
double casex, casey;
int deadeyecnt;
Property ClipCount : ClipCount;
override Vector3 GetTraceOffset()
{
if ( Owner.player.ReadyWeapon == SisterWeapon ) return (10.,3.5,-2.);
return (10.,3.,-2.);
}
override bool HandlePickup( Inventory item )
{
// can't hold both weapons at once
if ( swwm_swapweapons && IsSwapWeapon(item) )
return true;
if ( (item.GetClass() == 'ExplodiumGun') && !item.ShouldStay() )
{
if ( !deathmatch && (Amount+item.Amount > MaxAmount) && (item.Stamina != 0) )
{
// sell excess
int sellprice = abs(item.Stamina)/2;
SWWMScoreObj.Spawn(sellprice,level.Vec3Offset(Owner.pos,SWWMUtility.Vec3FromAngles(FRandom[ScoreBits](0,360),FRandom[ScoreBits](-90,90))*8.+(0,0,Owner.Height/2)));
SWWMCredits.Give(Owner.player,sellprice);
if ( Owner.player )
{
if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice);
else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice);
}
item.bPickupGood = true;
}
// give a spare
if ( Amount < MaxAmount )
{
Amount++;
// if the gun has status info, override our sister
let eg = ExplodiumGun(item);
if ( eg && eg.preinit )
{
DualExplodiumGun(SisterWeapon).chambered = eg.chambered;
DualExplodiumGun(SisterWeapon).clipcount = eg.clipcount;
}
else
{
// otherwise use defaults
DualExplodiumGun(SisterWeapon).chambered = false;
DualExplodiumGun(SisterWeapon).clipcount = DualExplodiumGun(SisterWeapon).default.clipcount;
}
// autoswitch if enabled
if ( !Owner.player.GetNeverSwitch() )
Owner.player.PendingWeapon = SisterWeapon;
// add the oneliner
let demo = Demolitionist(Owner);
if ( demo && demo.mystats && !demo.mystats.GotWeapon(SisterWeapon.GetClass()) && (Owner.player == players[consoleplayer]) && !demo.ingivecheat )
{
SWWMHandler.AddOneliner(SWWMWeapon(SisterWeapon).GetLine,2);
demo.facegrin = true;
}
item.bPickupGood = true;
}
return true;
}
return Weapon.HandlePickup(item);
}
action void A_Schutt()
{
let weap = Weapon(invoker);
if ( !weap ) return;
invoker.chambered = invoker.clipcount;
invoker.clipcount = max(invoker.clipcount-1,0);
A_StartSound("explodium/fire",CHAN_WEAPON,CHANF_OVERLAP);
A_QuakeEx(5,5,5,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.5);
A_BumpFOV(.96);
A_SWWMFlash();
SWWMHandler.DoFlash(self,Color(64,255,224,64),3);
A_AlertMonsters(swwm_uncapalert?0:5000);
A_PlayerFire();
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
SWWMUtility.DoKnockback(self,-x,4000.);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-2*z);
double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.002);
[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = SWWMUtility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y,d);
SWWMBulletTrail.DoTrail(self,origin,dir,10000,2);
if ( d.HitType == TRACE_HitActor )
{
if ( d.HitActor.IsHostile(self) )
{
invoker.deadeyecnt++;
SWWMUtility.AchievementProgress("deadeye",invoker.deadeyecnt,player);
}
int dmg = 15;
// might as well apply explosion on top
if ( dmg >= d.HitActor.Health ) dmg += 25;
SWWMUtility.DoKnockback(d.HitActor,d.HitDir,48000);
let p = SWWMPuff.Setup(d.HitLocation,d.HitDir,invoker,self,d.HitActor);
dmg = d.HitActor.DamageMobj(p,self,dmg,'Explodium',DMG_THRUSTLESS|DMG_INFLICTOR_IS_PUFF);
if ( !d.HitActor || d.HitActor.bNOBLOOD || d.HitActor.bDORMANT || d.HitActor.bINVULNERABLE )
{
let p = Spawn("SWWMBulletImpact",d.HitLocation);
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
p.target = self;
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
let b = Spawn("ExplodiumBulletImpact",d.HitLocation-d.HitDir*4.);
b.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
b.pitch = asin(d.HitDir.z);
b.target = self;
}
else if ( d.HitType != TRACE_HitNone )
{
invoker.deadeyecnt = 0;
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("SWWMBulletImpact",d.HitLocation+hitnormal*0.01);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
p.target = self;
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
let b = Spawn("ExplodiumBulletImpact",d.HitLocation+hitnormal*4.);
b.angle = atan2(hitnormal.y,hitnormal.x);
b.pitch = asin(-hitnormal.z);
b.target = self;
if ( swwm_omnibust ) BusterWall.BustLinetrace(d,50,self,d.HitDir,d.HitLocation.z);
}
else invoker.deadeyecnt = 0;
for ( int i=0; i<6; i++ )
{
let s = Spawn("SWWMSmoke",origin);
s.scale *= .15;
s.alpha *= .5;
s.speed *= .2;
s.vel += vel*.5+x*FRandom[Explodium](.2,.5);
}
}
action void A_ThrowMag()
{
invoker.deadeyecnt = 0;
let weap = Weapon(invoker);
if ( !weap ) return;
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*y-3*z);
double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.005);
[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = SWWMUtility.ConeSpread(x2,y2,z2,a,s);
let p = Spawn("ExplodiumMagProj",origin);
p.special1 = invoker.special1;
p.target = self;
p.angle = atan2(dir.y,dir.x);
p.pitch = asin(-dir.z);
p.vel = dir*p.speed;
if ( FindInventory("RagekitPower") )
{
p.vel *= 4.;
p.ClearBounce();
}
if ( p.waterlevel <= 0 ) p.vel.z += 5.;
p.vel += vel*.5;
}
action void A_DropMag()
{
invoker.deadeyecnt = 0;
if ( swwm_nomagdrop ) return;
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*y-10*z);
let c = Spawn("ExplodiumMag",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-1.2,.3)-(0,0,FRandom[Junk](2,3));
c.vel += vel*.5;
}
action void A_DropCasing()
{
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+8*y-10*z);
let c = Spawn("ExplodiumCasing",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](2,4)-(0,0,FRandom[Junk](2,3));
c.vel += vel*.5;
}
override bool ReportHUDAmmo()
{
return true;
}
override bool Use( bool pickup )
{
// switch to dual if already selected
if ( Owner.player && (Owner.player.ReadyWeapon == self) && (Amount > 1) )
{
Owner.player.PendingWeapon = SisterWeapon;
return false;
}
return Super.Use(pickup);
}
override Inventory CreateTossable( int amt )
{
// disallow dropping if weapon isn't ready for switching
if ( (Owner.player.ReadyWeapon == self) && (!(Owner.player.WeaponState&WF_WEAPONSWITCHOK) || (Owner.player.WeaponState&WF_DISABLESWITCH)) )
return null;
let copy = ExplodiumGun(Inventory.CreateTossable(1));
if ( !copy ) return null;
// destroy sister weapon if we're removing ourselves
if ( copy == self )
{
preinit = true; // need this in case we get picked up again out of order
if ( SisterWeapon )
{
SisterWeapon.SisterWeapon = null;
SisterWeapon.Destroy();
}
// reattach our glow if we became a pickup
if ( (PickupFlash is 'SWWMPickupFlash') && swwm_itemglows )
{
let p = Spawn(PickupFlash,Vec3Offset(0,0,16));
p.target = self;
p.SetStateLabel("Pickup");
}
}
else if ( SisterWeapon )
{
// pass sister's clipcount and chamber status to copy
copy.chambered = DualExplodiumGun(SisterWeapon).chambered;
copy.clipcount = DualExplodiumGun(SisterWeapon).clipcount;
copy.preinit = true; // signal that this copy has preset info
// forcibly switch back from sister weapon
if ( Owner.player.ReadyWeapon == SisterWeapon )
{
Owner.player.ReadyWeapon = self;
Owner.player.SetPSprite(PSP_WEAPON,FindState("Ready"));
Owner.player.SetPSprite(PSP_WEAPON+1,null); // delete left weapon psprite
}
}
return copy;
}
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkSound("explodium/casing1");
MarkSound("explodium/casing2");
MarkSound("explodium/casing3");
MarkSound("explodium/casing4");
MarkSound("explodium/checkout");
MarkSound("explodium/fire1");
MarkSound("explodium/fire2");
MarkSound("explodium/fire3");
MarkSound("explodium/hit1");
MarkSound("explodium/hit2");
MarkSound("explodium/hit3");
MarkSound("explodium/jamitin");
MarkSound("explodium/mag1");
MarkSound("explodium/mag2");
MarkSound("explodium/mag3");
MarkSound("explodium/maghit1");
MarkSound("explodium/maghit2");
MarkSound("explodium/magin");
MarkSound("explodium/magout");
MarkSound("explodium/magpin");
MarkSound("explodium/select");
MarkSound("explodium/deselect");
MarkSound("explodium/slideback");
MarkSound("explodium/slideforward");
MarkSound("explodium/speen");
MarkSound("explodium/throwmag");
}
override void PlayUpSound( Actor origin )
{
if ( firstselect ) return;
Super.PlayUpSound(origin);
}
override void SetTags( String colname )
{
A_ChangeModel("",1,"","",0,"models","DemoTags"..colname..".png",CMDL_USESURFACESKIN,-1);
}
Default
{
Tag "$T_EXPLODIUM";
Inventory.PickupMessage "$T_EXPLODIUM";
Obituary "$O_EXPLODIUM";
SWWMWeapon.Tooltip "$TT_EXPLODIUM";
SWWMWeapon.GetLine "getexplodiumgun1";
Weapon.UpSound "explodium/select";
Weapon.SlotNumber 2;
Weapon.SelectionOrder 1000;
Inventory.MaxAmount 2;
Weapon.SisterWeapon "DualExplodiumGun";
Stamina 8000;
ExplodiumGun.ClipCount 7;
+WEAPON.EXPLOSIVE;
Radius 12;
Height 24;
}
States
{
Spawn:
XZW1 A -1;
Stop;
Select:
XZW2 B 2
{
invoker.deadeyecnt = 0;
A_FullRaise();
return A_JumpIf(invoker.firstselect,"FirstSelect");
}
XZW2 CDEFGH 2;
Goto Ready;
FirstSelect:
XZW2 B 1 A_JumpIf(level.maptime>8,1);
Wait;
XZW2 B 2
{
invoker.firstselect = false;
invoker.PlayUpSound(self);
}
XZW2 CDEFGH 2;
XZW2 A 2;
Goto Slide;
Ready:
XZW2 A 1
{
if ( invoker.firstselect ) player.SetPSprite(PSP_WEAPON,ResolveState("FirstSelect"));
else if ( (invoker.clipcount > 0) && !invoker.chambered ) player.SetPSprite(PSP_WEAPON,ResolveState("Slide"));
else A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWUSER1|WRF_ALLOWRELOAD);
}
Wait;
Fire:
XZW2 A 1
{
A_Schutt();
return A_JumpIf((invoker.clipcount<=0)&&!invoker.chambered,"FireLast");
}
XZW2 I 1;
XZW2 J 1
{
int layer = PSP_WEAPON+1;
while ( player.FindPSprite(layer) ) layer++;
A_Overlay(layer,"Casing");
}
XZW2 KLMNOP 1;
XZW2 Q 2;
Goto Ready;
FireLast:
XZW2 A 1;
XZWA K 1;
XZWA L 1
{
int layer = PSP_WEAPON+1;
while ( player.FindPSprite(layer) ) layer++;
A_Overlay(layer,"Casing");
}
XZWA M 1;
XZWA N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
XZWA OPQR 1;
XZWA S 2;
Goto ReloadLast;
ReloadLast:
XZW9 X 1 A_PlayerReload();
XZW9 Z 1;
XZWA XYZ 1;
XZWB ABCD 1;
XZWB E 1 { invoker.clipcount = 0; }
XZWB F 1;
XZWB G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWB HIJK 1;
XZWB L 1 A_DropMag();
XZWB MNOPQR 1;
XZWB S 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZWB TUVWXYZ 1;
XZWC ABCD 1;
XZWC E 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
XZWC FGHI 1;
XZWC J 1
{
A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
invoker.clipcount--;
invoker.chambered = true;
}
XZWC K 1;
XZWC L 3;
XZWC MNOP 1;
Goto Ready;
Casing:
XZWA A 1
{
A_OverlayOffset(OverlayID(),0,0);
invoker.casex = FRandom[Explodium](-1.,5.);
invoker.casey = FRandom[Explodium](-2.,1.);
}
XZWA BCDEFGHIJ 1 A_OverlayOffset(OverlayID(),invoker.casex,invoker.casey,WOF_ADD|WOF_INTERPOLATE);
TNT1 A 1 A_DropCasing();
Stop;
AltFire:
XZW2 A 2
{
A_PlayerReload();
return A_JumpIf(invoker.clipcount<=0,"Reload");
}
XZW5 NO 2;
XZW5 P 1 A_StartSound("explodium/magpin",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 QRSTUVWXYZ 1;
XZW6 AB 1;
XZW6 C 1
{
A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
invoker.special1 = invoker.clipcount;
invoker.clipcount = 0;
}
XZW6 D 1
{
A_StartSound("explodium/throwmag",CHAN_WEAPON,CHANF_OVERLAP);
A_PlayerMelee();
}
XZW6 EFGHIJKLMNOPRS 1;
XZW6 T 1 A_ThrowMag();
XZW6 UV 2;
XZW6 W 2
{
A_PlayerReload();
A_StartSound("explodium/magget",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW6 XY 2;
XZW6 Z 4;
Goto ReloadEnd;
Reload:
XZW2 A 1
{
if ( invoker.clipcount >= invoker.default.clipcount ) return ResolveState("CheckBullet");
A_PlayerReload();
if ( invoker.clipcount <= 0 ) return ResolveState("ReloadEmpty");
return ResolveState(null);
}
XZW2 TUVWXYZ 1;
XZW3 A 1;
XZW3 B 1 { invoker.clipcount = 0; }
XZW3 C 1;
XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 EFGH 1;
XZW3 I 1 A_DropMag();
Goto ReloadEnd;
ReloadEmpty:
XZW2 A 1;
XZW3 JKLMNOPQRS 1;
XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 UVWX 1;
XZW3 Y 1 A_DropMag();
Goto ReloadEnd;
ReloadEnd:
XZW3 Z 1;
XZW4 ABCDE 1;
XZW4 F 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZW4 GHIJKLMNOPQ 1;
XZW4 R 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
XZW4 STUV 1;
XZW2 A 1 A_JumpIf(!invoker.chambered,"Slide");
Goto Ready;
Slide:
XZW2 A 1;
XZW4 WXY 1;
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 BC 1;
XZW5 D 1 { invoker.chambered = true; invoker.clipcount--; }
XZW5 EFG 1;
XZW5 H 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 IJKLM 1;
Goto Ready;
Zoom:
XZW2 A 1
{
A_PlayerCheckGun();
return A_Jump(256,"Zoom1","Zoom2","Zoom2");
}
Goto Ready;
CheckBullet:
XZW2 A 1;
XZW7 ABCDE 1;
XZW7 F 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZW7 GHIJKLMNOP 1;
XZW7 Q 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
XZW7 RS 1;
Goto Ready;
User1:
XZW2 A 1;
XZW7 TU 1;
User1Hold:
XZW7 V 1
{
A_PlayerMelee(true);
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
A_Parry(9);
}
XZW7 WX 1;
XZW7 Y 1 A_Melee();
XZW7 Z 2;
XZW8 ABCDE 2;
XZW8 F 1 A_JumpIf(player.cmd.buttons&BT_USER1,"User1Hold");
XZW2 B 0 { invoker.PlayUpSound(self); }
Goto Select;
Zoom1:
XZW2 A 2 A_StartSound("explodium/checkout",CHAN_WEAPON,CHANF_OVERLAP);
XZW8 GHIJKLMNOPQRSTUVWXYZ 2;
Goto Ready;
Zoom2:
XZW2 A 1 A_StartSound("explodium/speen",CHAN_WEAPON,CHANF_OVERLAP);
XZW9 ABCDEFGHIJKLMNOPQRSTUVW 1;
Goto Ready;
Deselect:
XZW2 A 2 A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
XZWA TUVW 2;
XZW2 B 2;
XZW2 B -1 A_FullLower();
Stop;
Flash:
XZWZ A 2 Bright
{
let psp = player.GetPSprite(PSP_FLASH);
psp.frame = Random[GunFlash](0,9);
let l = Spawn("SWWMWeaponLight",pos);
l.target = self;
}
Stop;
}
}
// Dual Explodium Guns
Class DualExplodiumGun : SWWMWeapon
{
int clipcount;
bool chambered;
double casex, casey, lcasex, lcasey;
Property ClipCount : ClipCount;
override void RenderUnderlay( RenderEvent e )
{
Super.RenderUnderlay(e);
// draw both crosshairs
SWWMWeapon(SisterWeapon).RenderUnderlay(e);
}
override Vector3 GetTraceOffset()
{
if ( Owner.player.ReadyWeapon == SisterWeapon ) return (10.,-3.,-2.);
return (10.,-3.5,-2.);
}
action void A_LeftFlash( StateLabel flashlabel = null )
{
if ( !player || !player.ReadyWeapon )
return;
Weapon weap = player.ReadyWeapon;
State flashstate = null;
if ( !flashlabel )
{
if ( weap.bAltFire )
flashstate = weap.FindState('LeftAltFlash');
if ( !flashstate )
flashstate = weap.FindState('LeftFlash');
}
else flashstate = weap.FindState(flashlabel);
player.SetPSprite(PSP_FLASH+1,flashstate);
A_OverlayFlags(PSP_FLASH+1,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderStyle(PSP_FLASH+1,STYLE_Add);
}
action void A_Schutt( int side = 1 )
{
let weap = Weapon(invoker);
if ( !weap ) return;
if ( side == 1 )
{
ExplodiumGun(invoker.SisterWeapon).chambered = ExplodiumGun(invoker.SisterWeapon).clipcount;
ExplodiumGun(invoker.SisterWeapon).clipcount = max(ExplodiumGun(invoker.SisterWeapon).clipcount-1,0);
}
else if ( side == -1 )
{
invoker.chambered = invoker.clipcount;
invoker.clipcount = max(invoker.clipcount-1,0);
}
A_StartSound("explodium/fire",CHAN_WEAPON,CHANF_OVERLAP);
A_QuakeEx(5,5,5,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.5);
A_BumpFOV(.96);
if ( side == 1 )
A_SWWMFlash("Flash");
else if ( side == -1 )
A_LeftFlash("LeftFlash");
SWWMHandler.DoFlash(self,Color(64,255,224,64),3);
A_AlertMonsters(swwm_uncapalert?0:5000);
A_PlayerFire();
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
SWWMUtility.DoKnockback(self,-x,4000.);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3.5*side*y-2*z);
double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.002);
[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = SWWMUtility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y,d);
SWWMBulletTrail.DoTrail(self,origin,dir,10000,2);
if ( d.HitType == TRACE_HitActor )
{
if ( d.HitActor.IsHostile(self) )
{
ExplodiumGun(invoker.SisterWeapon).deadeyecnt++;
SWWMUtility.AchievementProgress("deadeye",ExplodiumGun(invoker.SisterWeapon).deadeyecnt,player);
}
int dmg = 15;
// might as well apply explosion on top
if ( dmg >= d.HitActor.Health ) dmg += 25;
SWWMUtility.DoKnockback(d.HitActor,d.HitDir,48000);
let p = SWWMPuff.Setup(d.HitLocation,d.HitDir,invoker,self,d.HitActor);
dmg = d.HitActor.DamageMobj(p,self,dmg,'Explodium',DMG_THRUSTLESS|DMG_INFLICTOR_IS_PUFF);
if ( d.HitActor.bNOBLOOD || d.HitActor.bDORMANT || d.HitActor.bINVULNERABLE )
{
let p = Spawn("SWWMBulletImpact",d.HitLocation);
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
p.target = self;
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
let b = Spawn("ExplodiumBulletImpact",d.HitLocation-d.HitDir*4.);
b.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
b.pitch = asin(d.HitDir.z);
b.target = self;
}
else if ( d.HitType != TRACE_HitNone )
{
ExplodiumGun(invoker.SisterWeapon).deadeyecnt = 0;
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("SWWMBulletImpact",d.HitLocation+hitnormal*0.01);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
p.target = self;
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
let b = Spawn("ExplodiumBulletImpact",d.HitLocation+hitnormal*4.);
b.angle = atan2(hitnormal.y,hitnormal.x);
b.pitch = asin(-hitnormal.z);
b.target = self;
if ( swwm_omnibust ) BusterWall.BustLinetrace(d,50,self,d.HitDir,d.HitLocation.z);
}
else ExplodiumGun(invoker.SisterWeapon).deadeyecnt = 0;
for ( int i=0; i<6; i++ )
{
let s = Spawn("SWWMSmoke",origin);
s.scale *= .15;
s.alpha *= .5;
s.speed *= .2;
s.vel += vel*.5+x*FRandom[Explodium](.2,.5);
}
}
action void A_DropMag( int side = 1 )
{
ExplodiumGun(invoker.SisterWeapon).deadeyecnt = 0;
if ( swwm_nomagdrop ) return;
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*side*y-10*z);
let c = Spawn("ExplodiumMag",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-.5,.5)+y*side*FRandom[Junk](-1.2,.3)-(0,0,FRandom[Junk](2,3));
c.vel += vel*.5;
}
action void A_DropCasing( int side = 1 )
{
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+8*side*y-10*z);
let c = Spawn("ExplodiumCasing",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-.5,.5)+y*side*FRandom[Junk](2,4)-(0,0,FRandom[Junk](2,3));
c.vel += vel*.5;
}
override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
{
return (SisterWeapon&&(SisterWeapon.Amount > 1));
}
override bool Use( bool pickup )
{
// need to override here because other mods will fuck things up
if ( !SisterWeapon || (SisterWeapon.Amount < 2) )
return false;
return Super.Use(pickup);
}
override bool ReportHUDAmmo()
{
return true;
}
override Inventory CreateTossable( int amt )
{
// disallow dropping if weapon isn't ready for switching
if ( (Owner.player.ReadyWeapon == self) && (!(Owner.player.WeaponState&WF_WEAPONSWITCHOK) || (Owner.player.WeaponState&WF_DISABLESWITCH)) )
return null;
// call toss on sister
return SisterWeapon.CreateTossable(amt);
}
override void SetTags( String colname )
{
Super.SetTags(colname);
// also set tag for the second gun
A_ChangeModel("",3,"","",0,"models","DemoTags"..colname..".png",CMDL_USESURFACESKIN,-1);
}
Default
{
Tag "$T_EXPLODIUM2";
Obituary "$O_EXPLODIUM";
SWWMWeapon.Tooltip "$TT_EXPLODIUM2";
SWWMWeapon.GetLine "getexplodiumgun2";
Weapon.UpSound "explodium/select";
Weapon.SisterWeapon "ExplodiumGun";
Weapon.SlotNumber 2;
Weapon.SelectionOrder 950;
Weapon.SlotPriority 2.;
DualExplodiumGun.ClipCount 7;
+WEAPON.EXPLOSIVE;
+SWWMWEAPON.HIDEINMENU;
+SWWMWEAPON.NOSWAPWEAPON;
}
States
{
Select:
XZW2 B 2
{
ExplodiumGun(invoker.SisterWeapon).deadeyecnt = 0;
A_FullRaise();
ExplodiumGun(invoker.SisterWeapon).firstselect = false;
}
XZW2 C 2;
XZW2 D 2 { player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftSelect")); }
XZW2 EFGHAA 2;
Goto Ready;
LeftSelect:
XZWB BCDEFGH 2;
Goto LeftReady;
Ready:
XZW2 A 1
{
ExplodiumGun(invoker.SisterWeapon).firstselect = false;
let sis = player.FindPSprite(PSP_WEAPON+1);
if ( !sis )
{
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReady"));
sis = player.FindPSprite(PSP_WEAPON+1);
}
if ( sis.CurState.InStateSequence(ResolveState("LeftReady")) )
{
if ( (ExplodiumGun(invoker.SisterWeapon).clipcount > 0) && !ExplodiumGun(invoker.SisterWeapon).chambered )
player.SetPSprite(PSP_WEAPON,ResolveState("Slide"));
else if ( (invoker.clipcount > 0) && !invoker.chambered )
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftSlide"));
else if ( (player.cmd.buttons&BT_RELOAD) && (ExplodiumGun(invoker.SisterWeapon).clipcount < ExplodiumGun(invoker.SisterWeapon).default.clipcount)
&& (ExplodiumGun(invoker.SisterWeapon).clipcount <= invoker.clipcount) ) // give priority only if less than left hand
player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
else A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWUSER1);
}
else
{
// left weapon isn't ready, but we can still reload right weapon if needed
if ( (player.cmd.buttons&BT_RELOAD) && (ExplodiumGun(invoker.SisterWeapon).clipcount < ExplodiumGun(invoker.SisterWeapon).default.clipcount)
&& (ExplodiumGun(invoker.SisterWeapon).clipcount <= invoker.clipcount) ) // give priority only if less than left hand
player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
else
{
int flg = WRF_NOSWITCH|WRF_NOSECONDARY;
if ( !ExplodiumGun(invoker.SisterWeapon).chambered )
flg |= WRF_NOPRIMARY;
// don't bob while the left weapon is firing
if ( sis.CurState.InStateSequence(ResolveState("LeftFire")) || sis.CurState.InStateSequence(ResolveState("LeftFireLast")) )
flg |= WRF_NOBOB;
A_WeaponReady(flg);
}
}
}
Wait;
LeftReady:
XZWB A 1
{
let sis = player.FindPSprite(PSP_WEAPON);
if ( (invoker.clipcount <= 0) && !invoker.chambered )
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReloadLast"));
else if ( (player.cmd.buttons&BT_RELOAD) && (invoker.clipcount < invoker.default.clipcount)
&& (invoker.clipcount <= ExplodiumGun(invoker.SisterWeapon).clipcount) ) // give priority only if less than right hand
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload"));
else if ( player.cmd.buttons&BT_ALTATTACK && invoker.chambered )
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftFire"));
// allow bobbing while the right weapon reloads
if ( !sis.CurState.InStateSequence(ResolveState("Fire")) && !sis.CurState.InStateSequence(ResolveState("FireLast")) )
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
}
Wait;
Fire:
XZW2 A 1
{
A_Schutt();
return A_JumpIf((ExplodiumGun(invoker.SisterWeapon).clipcount<=0)&&!ExplodiumGun(invoker.SisterWeapon).chambered,"FireLast");
}
XZW2 I 1;
XZW2 J 1
{
int layer = PSP_WEAPON+2;
while ( player.FindPSprite(layer) ) layer++;
A_Overlay(layer,"Casing");
}
XZW2 KLMNOP 1;
XZW2 Q 2;
Goto Ready;
FireLast:
XZW2 A 1;
XZWI K 1;
XZWI L 1
{
int layer = PSP_WEAPON+1;
while ( player.FindPSprite(layer) ) layer++;
A_Overlay(layer,"Casing");
}
XZWI M 1;
XZWI N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
XZWI OPQR 1;
XZWI S 2;
Goto ReloadLast;
ReloadLast:
XZWI V 1
{
A_PlayerReload();
A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
}
XZWI WXYZ 2;
XZWJ AB 2;
XZWJ CD 1;
XZWJ E 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
XZWJ F 1;
XZWJ G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWJ HIJ 1;
XZWJ K 0 A_DropMag();
XZWJ LMN 3;
XZWJ O 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZWJ PQR 2;
XZWJ S 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount; }
XZWJ TUVW 1;
XZWJ X 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
XZWJ Y 2
{
A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
ExplodiumGun(invoker.SisterWeapon).clipcount--;
ExplodiumGun(invoker.SisterWeapon).chambered = true;
}
XZWJ Z 2;
XZWK ABCD 2;
Goto Ready;
LeftFire:
XZWB A 1
{
A_Schutt(-1);
return A_JumpIf((invoker.clipcount<=0)&&!invoker.chambered,"LeftFireLast");
}
XZWB I 1;
XZWB J 1
{
int layer = PSP_WEAPON+12;
while ( player.FindPSprite(layer) ) layer++;
A_Overlay(layer,"LeftCasing");
}
XZWB KLMNOP 1;
XZWB Q 2;
Goto LeftReady;
LeftFireLast:
XZWB A 1;
XZWK Q 1;
XZWK R 1
{
int layer = PSP_WEAPON+1;
while ( player.FindPSprite(layer) ) layer++;
A_Overlay(layer,"Casing");
}
XZWK S 1;
XZWK T 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
XZWK UVWX 1;
XZWK Y 2;
Goto LeftReloadLast;
LeftReloadLast:
XZWK Z 4
{
let sis = player.FindPSprite(PSP_WEAPON);
if ( !sis.CurState.InStateSequence(ResolveState("Reload")) && !sis.CurState.InStateSequence(ResolveState("ReloadEmpty")) && !sis.CurState.InStateSequence(ResolveState("ReloadLast")) )
return ResolveState("LeftReloadLast")+1;
return ResolveState(null);
}
XZWK Z 1
{
A_PlayerReload();
A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
}
XZWL ABCDEF 2;
XZWL GH 1;
XZWL I 1 { invoker.clipcount = 0; }
XZWL J 1;
XZWL K 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWL LMN 1;
XZWL O 0 A_DropMag();
XZWL PQR 3;
XZWL S 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZWL TUV 2;
XZWL W 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
XZWL XYZ 1;
XZWM A 1;
XZWM B 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
XZWM C 2
{
A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
invoker.clipcount--;
invoker.chambered = true;
}
XZWM DEFGH 2;
Goto LeftReady;
Casing:
XZWA A 1
{
A_OverlayOffset(OverlayID(),0,0);
invoker.casex = FRandom[Explodium](-1.,5.);
invoker.casey = FRandom[Explodium](-2.,1.);
}
XZWA BCDEFGHIJ 1 A_OverlayOffset(OverlayID(),invoker.casex,invoker.casey,WOF_ADD|WOF_INTERPOLATE);
TNT1 A 1 A_DropCasing();
Stop;
LeftCasing:
XZWI A 1
{
A_OverlayOffset(OverlayID(),0,0);
invoker.lcasex = FRandom[Explodium](-5.,1.);
invoker.lcasey = FRandom[Explodium](-1.,2.);
}
XZWI BCDEFGHIJ 1 A_OverlayOffset(OverlayID(),invoker.lcasex,invoker.lcasey,WOF_ADD|WOF_INTERPOLATE);
TNT1 A 1 A_DropCasing(-1);
Stop;
Lower:
XZW2 A 2;
XZW7 TUV 2;
XZW2 B -1;
Stop;
LeftLower:
XZWB A 2;
XZWG TUV 2;
XZWB B -1;
Stop;
Raise:
XZW2 B 2;
XZW7 VUT 2;
XZW2 A 1;
Goto Ready;
LeftRaise:
XZWB B 2;
XZWG VUT 2;
XZWB A 1;
Goto LeftReady;
Reload:
XZW2 A 1
{
A_PlayerReload();
A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
if ( ExplodiumGun(invoker.SisterWeapon).clipcount <= 0 ) return ResolveState("ReloadEmpty");
return ResolveState(null);
}
XZW2 TUVWXY 2;
XZW2 Z 1;
XZW3 A 1;
XZW3 B 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
XZW3 C 1;
XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 EFG 1;
XZW3 H 0 A_DropMag();
Goto ReloadEnd;
ReloadEmpty:
XZW2 A 1;
XZW3 IJKLMN 2;
XZW3 OPQR 1;
XZW3 S 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 TUV 1;
XZW3 W 0 A_DropMag();
Goto ReloadEnd;
ReloadEnd:
XZW3 XYZ 3;
XZW4 A 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZW4 BCD 2;
XZW4 E 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount; }
XZW4 FGHI 1;
XZW4 J 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
XZW4 KLMNOP 2;
Goto Ready;
Slide:
XZW2 A 9 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); }
XZW2 A 1;
XZW4 WXY 1;
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 BC 1;
XZW5 D 1
{
ExplodiumGun(invoker.SisterWeapon).chambered = true;
ExplodiumGun(invoker.SisterWeapon).clipcount--;
}
XZW5 EFG 1;
XZW5 H 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 IJKLM 1;
XZW2 A 0 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise")); }
Goto Ready;
LeftReload:
XZWB A 4
{
let sis = player.FindPSprite(PSP_WEAPON);
if ( !sis.CurState.InStateSequence(ResolveState("Reload")) && !sis.CurState.InStateSequence(ResolveState("ReloadEmpty")) && !sis.CurState.InStateSequence(ResolveState("ReloadLast")) )
return ResolveState("LeftReload")+1;
return ResolveState(null);
}
XZWB A 1
{
A_PlayerReload();
A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
if ( invoker.clipcount <= 0 ) return ResolveState("LeftReloadEmpty");
return ResolveState(null);
}
XZWB TUVWXY 2;
XZWB Z 1;
XZWC A 1;
XZWC B 1 { invoker.clipcount = 0; }
XZWC C 1;
XZWC D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWC EFG 1;
XZWC H 0 A_DropMag();
Goto LeftReloadEnd;
LeftReloadEmpty:
XZWB A 1;
XZWC IJKLMN 2;
XZWC OPQR 1;
XZWC S 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWC TUV 1;
XZWC W 0 A_DropMag();
Goto LeftReloadEnd;
LeftReloadEnd:
XZWC XYZ 3;
XZWD A 2 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZWD BCD 2;
XZWD E 1 { A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP); invoker.clipcount = invoker.default.clipcount; }
XZWD FGHI 1;
XZWD J 2 A_StartSound("explodium/select",CHAN_WEAPON,CHANF_OVERLAP);
XZWD KLMNOP 2;
Goto LeftReady;
LeftSlide:
XZWB A 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
XZWB A 1;
XZWD WXY 1;
XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZWE BC 1;
XZWE D 1
{
invoker.chambered = true;
invoker.clipcount--;
}
XZWE EFG 1;
XZWE H 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
XZWE IJKLM 1;
XZWB A 0 { player.SetPSPrite(PSP_WEAPON,ResolveState("Raise")); }
Goto LeftReady;
Zoom:
XZW2 A 1
{
A_PlayerCheckGun();
A_StartSound("explodium/speen",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW9 ABCDEFG 1;
XZW9 H 1 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftZoom")); }
XZW9 IJKLMNOPQRSTUVW 1;
Goto Ready;
LeftZoom:
XZWB A 1;
XZWH ABCDEFGHIJKLMNOPQRSTUVW 1;
Goto LeftReady;
User1:
XZW2 A 1 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftUser1")); }
XZW7 TU 1;
User1Hold:
XZW7 V 1
{
A_PlayerMelee(true);
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
A_Parry(9);
}
XZW7 WX 1;
XZW7 Y 1 A_Melee();
XZW7 Z 2;
XZW8 ABCDE 2;
XZW8 F 1 A_JumpIf(player.cmd.buttons&BT_USER1,"User1Hold");
XZW2 B 0 { invoker.PlayUpSound(self); player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftSelect")); }
Goto Select;
LeftUser1:
XZWB A 1;
XZWG TUV 1;
XZWB B -1;
Stop;
Deselect:
XZW2 A 2 A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
XZWA T 2;
XZWA U 2 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftDeselect")); }
XZWA VW 2;
XZW2 B 6;
XZW2 B -1 A_FullLower();
Stop;
LeftDeselect:
XZWB A 2;
XZWA PQRS 2;
XZWB B 2;
Stop;
Flash:
XZWZ A 2 Bright
{
let psp = player.GetPSprite(PSP_FLASH);
psp.frame = Random[GunFlash](0,9);
let l = Spawn("SWWMWeaponLight",pos);
l.target = self;
}
Stop;
LeftFlash:
XZWZ K 2 Bright
{
let psp = player.GetPSprite(PSP_FLASH+1);
psp.frame = Random[GunFlash](10,19);
let l = Spawn("SWWMWeaponLight",pos);
l.target = self;
}
Stop;
}
}