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- scriptified A_RailAttack.
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5c130737c4
commit
4c1b3f81ab
6 changed files with 107 additions and 74 deletions
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@ -1626,77 +1626,6 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_JumpIfNoAmmo)
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//==========================================================================
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//
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// customizable railgun attack function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AStateProvider, A_RailAttack)
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{
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_INT (damage);
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PARAM_INT (spawnofs_xy);
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PARAM_BOOL (useammo);
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PARAM_COLOR (color1);
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PARAM_COLOR (color2);
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PARAM_INT (flags);
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PARAM_FLOAT (maxdiff);
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PARAM_CLASS (pufftype, AActor);
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PARAM_ANGLE (spread_xy);
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PARAM_ANGLE (spread_z);
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PARAM_FLOAT (range) ;
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PARAM_INT (duration);
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PARAM_FLOAT (sparsity);
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PARAM_FLOAT (driftspeed);
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PARAM_CLASS (spawnclass, AActor);
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PARAM_FLOAT (spawnofs_z);
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PARAM_INT (SpiralOffset);
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PARAM_INT (limit);
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if (range == 0) range = 8192;
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if (sparsity == 0) sparsity=1.0;
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if (self->player == NULL)
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return 0;
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AWeapon *weapon = self->player->ReadyWeapon;
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// only use ammo when actually hitting something!
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if (useammo && weapon != NULL && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire, true))
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return 0; // out of ammo
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}
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if (!(flags & RAF_EXPLICITANGLE))
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{
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spread_xy = spread_xy * pr_crailgun.Random2() / 255;
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spread_z = spread_z * pr_crailgun.Random2() / 255;
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}
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FRailParams p;
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p.source = self;
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p.damage = damage;
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p.offset_xy = spawnofs_xy;
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p.offset_z = spawnofs_z;
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p.color1 = color1;
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p.color2 = color2;
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p.maxdiff = maxdiff;
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p.flags = flags;
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p.puff = pufftype;
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p.angleoffset = spread_xy;
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p.pitchoffset = spread_z;
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p.distance = range;
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p.duration = duration;
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p.sparsity = sparsity;
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p.drift = driftspeed;
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p.spawnclass = spawnclass;
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p.SpiralOffset = SpiralOffset;
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p.limit = limit;
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P_RailAttack(&p);
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return 0;
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}
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//==========================================================================
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//
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// also for monsters
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@ -156,6 +156,25 @@ DEFINE_FIELD_X(FCheckPosition, FCheckPosition, portalstep);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, portalgroup);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, PushTime);
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DEFINE_FIELD_X(FRailParams, FRailParams, source);
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DEFINE_FIELD_X(FRailParams, FRailParams, damage);
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DEFINE_FIELD_X(FRailParams, FRailParams, offset_xy);
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DEFINE_FIELD_X(FRailParams, FRailParams, offset_z);
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DEFINE_FIELD_X(FRailParams, FRailParams, color1);
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DEFINE_FIELD_X(FRailParams, FRailParams, color2);
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DEFINE_FIELD_X(FRailParams, FRailParams, maxdiff);
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DEFINE_FIELD_X(FRailParams, FRailParams, flags);
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DEFINE_FIELD_X(FRailParams, FRailParams, puff);
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DEFINE_FIELD_X(FRailParams, FRailParams, angleoffset);
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DEFINE_FIELD_X(FRailParams, FRailParams, pitchoffset);
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DEFINE_FIELD_X(FRailParams, FRailParams, distance);
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DEFINE_FIELD_X(FRailParams, FRailParams, duration);
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DEFINE_FIELD_X(FRailParams, FRailParams, sparsity);
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DEFINE_FIELD_X(FRailParams, FRailParams, drift);
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DEFINE_FIELD_X(FRailParams, FRailParams, spawnclass);
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DEFINE_FIELD_X(FRailParams, FRailParams, SpiralOffset);
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DEFINE_FIELD_X(FRailParams, FRailParams, limit);
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//==========================================================================
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//
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// CanCollideWith
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@ -5603,6 +5622,15 @@ void P_RailAttack(FRailParams *p)
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P_DrawRailTrail(source, rail_data.PortalHits, p->color1, p->color2, p->maxdiff, p->flags, p->spawnclass, angle, p->duration, p->sparsity, p->drift, p->SpiralOffset, pitch);
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}
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DEFINE_ACTION_FUNCTION(AActor, RailAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_POINTER(p, FRailParams);
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p->source = self;
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P_RailAttack(p);
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return 0;
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}
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//==========================================================================
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//
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// [RH] P_AimCamera
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@ -948,6 +948,11 @@ void InitThingdef()
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fcp->Size = sizeof(FCheckPosition);
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fcp->Align = alignof(FCheckPosition);
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//This must also have its size set.
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auto frp = NewStruct("FRailParams", nullptr);
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frp->Size = sizeof(FRailParams);
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frp->Align = alignof(FRailParams);
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FieldTable.Clear();
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if (FieldTable.Size() == 0)
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@ -592,6 +592,7 @@ class Actor : Thinker native
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native bool IsZeroDamage();
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native void ClearInterpolation();
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native clearscope Vector3 PosRelative(sector sec) const;
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native void RailAttack(FRailParams p);
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native void HandleSpawnFlags();
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native void ExplodeMissile(line lin = null, Actor target = null, bool onsky = false);
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@ -958,3 +958,24 @@ struct Shader native
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native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
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native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
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}
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struct FRailParams
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{
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native int damage;
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native double offset_xy;
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native double offset_z;
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native int color1, color2;
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native double maxdiff;
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native int flags;
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native Class<Actor> puff;
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native double angleoffset;
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native double pitchoffset;
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native double distance;
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native int duration;
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native double sparsity;
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native double drift;
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native Class<Actor> spawnclass;
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native int SpiralOffset;
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native int limit;
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}; // [RH] Shoot a railgun
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@ -2,8 +2,9 @@
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class StateProvider : Inventory native
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{
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action native state A_JumpIfNoAmmo(statelabel label);
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action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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action native void A_WeaponReady(int flags = 0);
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action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
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action native void A_ResetReloadCounter();
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//---------------------------------------------------------------------------
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//
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@ -265,6 +266,55 @@ class StateProvider : Inventory native
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}
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}
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//==========================================================================
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//
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// customizable railgun attack function
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//
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//==========================================================================
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action void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0)
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{
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if (range == 0) range = 8192;
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if (sparsity == 0) sparsity=1.0;
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let player = self.player;
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if (!player) return;
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let weapon = player.ReadyWeapon;
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if (useammo && weapon != NULL && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weapon.DepleteAmmo(weapon.bAltFire, true))
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return; // out of ammo
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}
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if (!(flags & RGF_EXPLICITANGLE))
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{
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spread_xy = spread_xy * Random2[crailgun]() / 255.;
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spread_z = spread_z * Random2[crailgun]() / 255.;
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}
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FRailParams p;
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p.damage = damage;
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p.offset_xy = spawnofs_xy;
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p.offset_z = spawnofs_z;
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p.color1 = color1;
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p.color2 = color2;
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p.maxdiff = maxdiff;
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p.flags = flags;
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p.puff = pufftype;
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p.angleoffset = spread_xy;
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p.pitchoffset = spread_z;
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p.distance = range;
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p.duration = duration;
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p.sparsity = sparsity;
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p.drift = driftspeed;
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p.spawnclass = spawnclass;
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p.SpiralOffset = SpiralOffset;
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p.limit = limit;
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self.RailAttack(p);
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}
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//---------------------------------------------------------------------------
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}
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}
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action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
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action native void A_ResetReloadCounter();
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action void A_ClearReFire()
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{
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