72 lines
1.8 KiB
Plaintext
72 lines
1.8 KiB
Plaintext
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/*
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* Copyright © 2024 Nicole O'Connor
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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class RapidZorcherHGA : RapidZorcher replaces RapidZorcher {
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Default {
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Weapon.SisterWeapon "RapidZorcherBuffed";
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}
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action void A_FireRailgun() {
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if (player == null) { return; }
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// every time i use this weapon sound, i think fondly of my wife
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//A_StartSound("weapons/railgf", CHAN_WEAPON);
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Weapon weap = player.ReadyWeapon;
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if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite) {
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if (!weap.DepleteAmmo (weap.bAltFire, true, 6)) { return; }
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player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
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}
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player.mo.PlayAttacking2();
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A_RailAttack(70, 0, false, "1f91ff", "b7dcff", RGF_SILENT | RGF_FULLBRIGHT, 1.5, range:16384);
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}
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}
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class RapidZorcherBuffed : RapidZorcherHGA {
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Default {
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+WEAPON.POWERED_UP;
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Weapon.SisterWeapon "RapidZorcherHGA";
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Weapon.AmmoUse 6;
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Weapon.AmmoGive 0;
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}
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States
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{
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Ready:
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SCHG A 1 A_WeaponReady;
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Loop;
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Deselect:
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SCHG A 1 A_Lower;
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Loop;
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Select:
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SCHG A 1 A_Raise;
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Loop;
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Fire:
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SCHG AB 4 A_FireRailgun;
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SCHG B 0 A_ReFire;
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Goto Ready;
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Flash:
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SCHF A 5 Bright A_Light1;
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Goto LightDone;
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SCHF B 5 Bright A_Light2;
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Goto LightDone;
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Spawn:
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MGUN A -1;
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Stop;
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}
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}
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