50 lines
1.1 KiB
Plaintext
50 lines
1.1 KiB
Plaintext
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class VhtFWeapAxe : FWeapAxe replaces FWeapAxe {
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override void beginPlay() {
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super.beginPlay();
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if(vht_faxe_projectile) {
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ammoUse1 = 1;
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}
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}
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action void vhtFAxeAttack() {
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if(!player) return;
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if(vht_faxe_projectile) {
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let wep = player.readyWeapon;
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if(wep.ammo1 && wep.ammo1.amount > 0) {
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a_fireProjectile("VhtAxeMissile");
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}
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}
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a_fAxeAttack();
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}
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states {
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FireGlow:
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FAXE N 4 offset(15, 32);
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FAXE O 3 offset(15, 32);
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FAXE P 2 offset(15, 32);
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FAXE P 1 offset(-5, 70) vhtFAxeAttack;
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FAXE P 2 offset(-25, 90);
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FAXE Q 1 offset(15, 32);
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FAXE Q 2 offset(10, 54);
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FAXE Q 7 offset(10, 150);
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FAXE A 1 offset(0, 60) a_reFire;
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FAXE A 1 offset(0, 52);
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FAXE A 1 offset(0, 44);
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FAXE A 1 offset(0, 36);
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FAXE A 1;
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goto ReadyGlow;
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}
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}
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class VhtMWeapWand : MWeapWand replaces MWeapWand {
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states {
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Fire:
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MWND A 0 a_setTics(6 - clamp(vht_mwand_speed, 0, 6));
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MWND B 0 bright offset(0, 48) {
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a_setTics(6 - clamp(vht_mwand_speed, 0, 6));
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a_fireProjectile("MageWandMissile");
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}
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MWND A 3 offset(0, 40);
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MWND A 3 offset(0, 36) a_reFire;
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goto Ready;
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}
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}
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