mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-18 18:31:43 +00:00
813 lines
14 KiB
Text
813 lines
14 KiB
Text
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ACTOR StrifeWeapon : Weapon
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{
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Weapon.Kickback 100
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}
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// Same as the bullet puff for Doom -----------------------------------------
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ACTOR StrifePuff
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+ALLOWPARTICLES
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RenderStyle Translucent
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Alpha 0.25
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states
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{
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Spawn:
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POW3 ABCDEFGH 3
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Stop
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Crash:
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PUFY A 4 Bright
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PUFY BCD 4
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Stop
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}
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}
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// A spark when you hit something that doesn't bleed ------------------------
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// Only used by the dagger.
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ACTOR StrifeSpark : StrifePuff
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{
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RenderStyle Add
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States
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{
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Crash:
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POW2 ABCD 4
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Stop
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}
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}
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// Punch Dagger -------------------------------------------------------------
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ACTOR PunchDagger : StrifeWeapon
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{
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Weapon.SelectionOrder 3900
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+WEAPON.NOALERT
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Obituary "$OB_MPPUNCHDAGGER"
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Tag "$TAG_PUNCHDAGGER"
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action native A_JabDagger ();
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States
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{
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Ready:
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PNCH A 1 A_WeaponReady
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Loop
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Deselect:
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PNCH A 1 A_Lower
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Loop
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Select:
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PNCH A 1 A_Raise
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Loop
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Fire:
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PNCH B 4
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PNCH C 4 A_JabDagger
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PNCH D 5
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PNCH C 4
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PNCH B 5 A_ReFire
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Goto Ready
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}
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}
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// The base for Strife projectiles that die with ZAP1 -----------------------
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ACTOR StrifeZap1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DROPOFF
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States
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{
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Spawn:
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Death:
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ZAP1 A 3 A_AlertMonsters
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ZAP1 BCDEFE 3
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ZAP1 DCB 2
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ZAP1 A 1
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Stop
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}
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}
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// Electric Bolt ------------------------------------------------------------
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ACTOR ElectricBolt : StrifeZap1
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{
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Speed 30
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Radius 10
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Height 10
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Damage 10
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Projectile
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+STRIFEDAMAGE
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MaxStepHeight 4
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SeeSound "misc/swish"
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ActiveSound "misc/swish"
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DeathSound "weapons/xbowhit"
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Obituary "$OB_MPELECTRICBOLT"
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States
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{
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Spawn:
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AROW A 10 A_LoopActiveSound
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Loop
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}
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}
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// Poison Bolt --------------------------------------------------------------
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ACTOR PoisonBolt native
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{
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Speed 30
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Radius 10
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Height 10
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Damage 500
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Projectile
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+STRIFEDAMAGE
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MaxStepHeight 4
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SeeSound "misc/swish"
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ActiveSound "misc/swish"
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Obituary "$OB_MPPOISONBOLT"
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States
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{
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Spawn:
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ARWP A 10 A_LoopActiveSound
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Loop
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Death:
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AROW A 1
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Stop
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}
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}
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// Strife's Crossbow --------------------------------------------------------
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ACTOR StrifeCrossbow : StrifeWeapon
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{
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+FLOORCLIP
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Weapon.SelectionOrder 1200
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+WEAPON.NOALERT
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 8
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Weapon.AmmoType1 "ElectricBolts"
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Weapon.SisterWeapon "StrifeCrossbow2"
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Inventory.PickupMessage "$TXT_STRIFECROSSBOW"
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Tag "$TAG_STRIFECROSSBOW1"
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Inventory.Icon "CBOWA0"
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action native A_ClearFlash ();
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action native A_ShowElectricFlash ();
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action native A_FireArrow (class<Actor> proj);
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states
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{
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Spawn:
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CBOW A -1
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Stop
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Ready:
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XBOW A 0 A_ShowElectricFlash
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XBOW A 1 A_WeaponReady
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Wait
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Deselect:
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XBOW A 1 A_Lower
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Loop
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Select:
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XBOW A 1 A_Raise
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Loop
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Fire:
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XBOW A 3 A_ClearFlash
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XBOW B 6 A_FireArrow("ElectricBolt")
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XBOW C 4
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XBOW D 6
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XBOW E 3
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XBOW F 5
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XBOW G 0 A_ShowElectricFlash
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XBOW G 5 A_CheckReload
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Goto Ready+1
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Flash:
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XBOW KLM 5
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Loop
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}
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}
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ACTOR StrifeCrossbow2 : StrifeCrossbow
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{
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Weapon.SelectionOrder 2700
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 0
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Weapon.AmmoType1 "PoisonBolts"
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Weapon.SisterWeapon "StrifeCrossbow"
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Tag "$TAG_STRIFECROSSBOW2"
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States
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{
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Ready:
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XBOW H 1 A_WeaponReady
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Loop
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Deselect:
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XBOW H 1 A_Lower
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Loop
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Select:
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XBOW H 1 A_Raise
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Loop
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Fire:
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XBOW H 3
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XBOW B 6 A_FireArrow("PoisonBolt")
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XBOW C 4
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XBOW D 6
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XBOW E 3
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XBOW I 5
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XBOW J 5 A_CheckReload
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Goto Ready
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Flash:
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Stop
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}
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}
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// Assault Gun --------------------------------------------------------------
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actor AssaultGun : StrifeWeapon
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{
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+FLOORCLIP
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Weapon.SelectionOrder 600
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 20
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Weapon.AmmoType1 "ClipOfBullets"
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Inventory.Icon "RIFLA0"
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Tag "$TAG_ASSAULTGUN"
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Inventory.PickupMessage "$TXT_ASSAULTGUN"
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Obituary "$OB_MPASSAULTGUN"
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States
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{
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Spawn:
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RIFL A -1
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Stop
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Ready:
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RIFG A 1 A_WeaponReady
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Loop
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Deselect:
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RIFG B 1 A_Lower
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Loop
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Select:
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RIFG A 1 A_Raise
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Loop
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Fire:
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RIFF AB 3 A_FireAssaultGun
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RIFG D 3 A_FireAssaultGun
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RIFG C 0 A_ReFire
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RIFG B 2 A_Light0
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Goto Ready
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}
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}
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// Standing variant of the assault gun --------------------------------------
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ACTOR AssaultGunStanding : WeaponGiver
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{
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DropItem "AssaultGun"
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Inventory.PickupMessage "$TXT_ASSAULTGUN"
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States
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{
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Spawn:
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RIFL B -1
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Stop
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}
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}
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// Mini-Missile Launcher ----------------------------------------------------
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ACTOR MiniMissileLauncher : StrifeWeapon
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{
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+FLOORCLIP
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Weapon.SelectionOrder 1800
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 8
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Weapon.AmmoType1 "MiniMissiles"
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Inventory.Icon "MMSLA0"
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Tag "$TAG_MMLAUNCHER"
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Inventory.PickupMessage "$TXT_MMLAUNCHER"
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action native A_FireMiniMissile ();
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States
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{
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Spawn:
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MMSL A -1
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Stop
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Ready:
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MMIS A 1 A_WeaponReady
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Loop
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Deselect:
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MMIS A 1 A_Lower
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Loop
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Select:
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MMIS A 1 A_Raise
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Loop
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Fire:
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MMIS A 4 A_FireMiniMissile
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MMIS B 4 A_Light1
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MMIS C 5 Bright
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MMIS D 2 Bright A_Light2
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MMIS E 2 Bright
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MMIS F 2 Bright A_Light0
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MMIS F 0 A_ReFire
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Goto Ready
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}
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}
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// Rocket Trail -------------------------------------------------------------
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ACTOR RocketTrail
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{
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle Translucent
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Alpha 0.25
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SeeSound "misc/missileinflight"
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States
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{
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Spawn:
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PUFY BCBCD 4
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Stop
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}
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}
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// Rocket Puff --------------------------------------------------------------
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ACTOR MiniMissilePuff : StrifePuff
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{
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-ALLOWPARTICLES
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States
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{
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Spawn:
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Goto Crash
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}
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}
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// Mini Missile -------------------------------------------------------------
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ACTOR MiniMissile
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{
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Speed 20
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Radius 10
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Height 14
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Damage 10
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Projectile
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+STRIFEDAMAGE
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MaxStepHeight 4
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SeeSound "weapons/minimissile"
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DeathSound "weapons/minimissilehit"
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Obituary "$OB_MPMINIMISSILELAUNCHER"
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States
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{
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Spawn:
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MICR A 6 Bright A_RocketInFlight
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Loop
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Death:
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SMIS A 0 Bright A_SetTranslucent(1,1)
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SMIS A 0 Bright // State left for savegame compatibility
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SMIS A 5 Bright A_Explode(64,64,1,1)
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SMIS B 5 Bright
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SMIS C 4 Bright
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SMIS DEFG 2 Bright
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Stop
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}
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}
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// Flame Thrower ------------------------------------------------------------
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ACTOR FlameThrower : StrifeWeapon
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{
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+FLOORCLIP
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Weapon.SelectionOrder 2100
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Weapon.Kickback 0
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 100
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Weapon.UpSound "weapons/flameidle"
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Weapon.ReadySound "weapons/flameidle"
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Weapon.AmmoType1 "EnergyPod"
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Inventory.Icon "FLAMA0"
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Tag "$TAG_FLAMER"
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Inventory.PickupMessage "$TXT_FLAMER"
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action native A_FireFlamer ();
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States
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{
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Spawn:
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FLAM A -1
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Stop
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Ready:
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FLMT AB 3 A_WeaponReady
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Loop
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Deselect:
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FLMT A 1 A_Lower
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Loop
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Select:
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FLMT A 1 A_Raise
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Loop
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Fire:
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FLMF A 2 A_FireFlamer
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FLMF B 3 A_ReFire
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Goto Ready
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}
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}
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// Flame Thrower Projectile -------------------------------------------------
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ACTOR FlameMissile
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{
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Speed 15
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Height 11
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Radius 8
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Mass 10
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Damage 4
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DamageType Fire
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ReactionTime 8
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Projectile
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-NOGRAVITY
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+STRIFEDAMAGE
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MaxStepHeight 4
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RenderStyle Add
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SeeSound "weapons/flamethrower"
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Obituary "$OB_MPFLAMETHROWER"
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action native A_FlameDie ();
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States
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{
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Spawn:
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FRBL AB 3 Bright
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FRBL C 3 Bright A_Countdown
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Loop
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Death:
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FRBL D 5 Bright A_FlameDie
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FRBL EFGHI 5 Bright
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Stop
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}
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}
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// Mauler -------------------------------------------------------------------
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// The scatter version
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ACTOR Mauler : StrifeWeapon
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{
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+FLOORCLIP
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Weapon.SelectionOrder 300
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Weapon.AmmoUse1 20
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Weapon.AmmoGive1 40
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Weapon.AmmoType1 "EnergyPod"
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Weapon.SisterWeapon "Mauler2"
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Inventory.Icon "TRPDA0"
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Tag "$TAG_MAULER1"
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Inventory.PickupMessage "$TXT_MAULER"
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Obituary "$OB_MPMAULER1"
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action native A_FireMauler1 ();
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States
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{
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Ready:
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MAUL FGHA 6 A_WeaponReady
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Loop
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Deselect:
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MAUL A 1 A_Lower
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Loop
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Select:
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MAUL A 1 A_Raise
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Loop
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Fire:
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BLSF A 5 Bright A_FireMauler1
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MAUL B 3 Bright A_Light1
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MAUL C 2 A_Light2
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MAUL DE 2
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MAUL A 7 A_Light0
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MAUL H 7
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MAUL G 7 A_CheckReload
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Goto Ready
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Spawn:
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TRPD A -1
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Stop
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}
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}
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// Mauler Torpedo version ---------------------------------------------------
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ACTOR Mauler2 : Mauler
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{
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Weapon.SelectionOrder 3300
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Weapon.AmmoUse1 30
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Weapon.AmmoGive1 0
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Weapon.AmmoType1 "EnergyPod"
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Weapon.SisterWeapon "Mauler"
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Tag "$TAG_MAULER2"
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action native A_FireMauler2Pre ();
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action native A_FireMauler2 ();
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States
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{
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Ready:
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MAUL IJKL 7 A_WeaponReady
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Loop
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Deselect:
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MAUL I 1 A_Lower
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Loop
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Select:
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MAUL I 1 A_Raise
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Loop
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Fire:
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MAUL I 20 A_FireMauler2Pre
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MAUL J 10 A_Light1
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BLSF A 10 Bright A_FireMauler2
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MAUL B 10 Bright A_Light2
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MAUL C 2
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MAUL D 2 A_Light0
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MAUL E 2 A_ReFire
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Goto Ready
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}
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}
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// Mauler "Bullet" Puff -----------------------------------------------------
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ACTOR MaulerPuff
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Add
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DamageType Disintegrate
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states
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{
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Spawn:
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MPUF AB 5
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POW1 ABCDE 4
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Stop
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}
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}
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// The Mauler's Torpedo -----------------------------------------------------
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ACTOR MaulerTorpedo
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{
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Speed 20
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Height 8
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Radius 13
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Damage 1
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DamageType Disintegrate
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Projectile
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+STRIFEDAMAGE
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MaxStepHeight 4
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RenderStyle Add
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SeeSound "weapons/mauler2fire"
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DeathSound "weapons/mauler2hit"
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Obituary "$OB_MPMAULER"
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action native A_MaulerTorpedoWave ();
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States
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{
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Spawn:
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TORP ABCD 4 Bright
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Loop
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Death:
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THIT AB 8 Bright
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THIT C 8 Bright A_MaulerTorpedoWave
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THIT DE 8 Bright
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Stop
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}
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}
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// The mini torpedoes shot by the big torpedo --------------------------------
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ACTOR MaulerTorpedoWave
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{
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Speed 35
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Radius 13
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Height 13
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Damage 10
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DamageType Disintegrate
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Projectile
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+STRIFEDAMAGE
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MaxStepHeight 4
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RenderStyle Add
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Obituary "$OB_MPMAULER"
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States
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{
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Spawn:
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TWAV AB 9 Bright
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Death:
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TWAV C 9 Bright
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Stop
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}
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}
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// High-Explosive Grenade ---------------------------------------------------
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ACTOR HEGrenade
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{
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Speed 15
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Radius 13
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Height 13
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Mass 20
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Damage 1
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Reactiontime 30
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Projectile
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-NOGRAVITY
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+STRIFEDAMAGE
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+BOUNCEONACTORS
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+EXPLODEONWATER
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MaxStepHeight 4
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BounceType "Doom"
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BounceFactor 0.5
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BounceCount 2
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SeeSound "weapons/hegrenadeshoot"
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DeathSound "weapons/hegrenadebang"
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Obituary "$OB_MPSTRIFEGRENADE"
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States
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{
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Spawn:
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GRAP AB 3 A_Countdown
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Loop
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Death:
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BNG4 A 0 Bright A_NoGravity
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BNG4 A 0 Bright A_SetTranslucent(1,1)
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BNG4 A 2 Bright A_Explode(192,192,1,1)
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BNG4 BCDEFGHIJKLMN 3 Bright
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Stop
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}
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}
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// White Phosphorous Grenade ------------------------------------------------
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ACTOR PhosphorousGrenade
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{
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Speed 15
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Radius 13
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Height 13
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Mass 20
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Damage 1
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Reactiontime 40
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Projectile
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-NOGRAVITY
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+STRIFEDAMAGE
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+BOUNCEONACTORS
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+EXPLODEONWATER
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BounceType "Doom"
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MaxStepHeight 4
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BounceFactor 0.5
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BounceCount 2
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SeeSound "weapons/phgrenadeshoot"
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DeathSound "weapons/phgrenadebang"
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Obituary "$OB_MPPHOSPHOROUSGRENADE"
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States
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{
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Spawn:
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GRIN AB 3 A_Countdown
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Loop
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Death:
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BNG3 A 2 A_SpawnItemEx("PhosphorousFire")
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Stop
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}
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}
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// Fire from the Phoshorous Grenade -----------------------------------------
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ACTOR PhosphorousFire native
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{
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Reactiontime 120
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DamageType Fire
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+NOBLOCKMAP
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+FLOORCLIP
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+NOTELEPORT
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+NODAMAGETHRUST
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+DONTSPLASH
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RenderStyle Add
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Obituary "$OB_MPPHOSPHOROUSGRENADE"
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action native A_Burnarea ();
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action native A_Burnination ();
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states
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{
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Spawn:
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BNG3 B 2 Bright A_Burnarea
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BNG3 C 2 Bright A_Countdown
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FLBE A 2 Bright A_Burnination
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FLBE B 2 Bright A_Countdown
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FLBE C 2 Bright A_Burnarea
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FLBE D 3 Bright A_Countdown
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FLBE E 3 Bright A_Burnarea
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FLBE F 3 Bright A_Countdown
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FLBE G 3 Bright A_Burnination
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Goto Spawn+5
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Death:
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FLBE H 2 Bright
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FLBE I 2 Bright A_Burnination
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FLBE JK 2 Bright
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Stop
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}
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}
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// High-Explosive Grenade Launcher ------------------------------------------
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ACTOR StrifeGrenadeLauncher : StrifeWeapon
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{
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+FLOORCLIP
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Weapon.SelectionOrder 2400
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 12
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Weapon.AmmoType1 "HEGrenadeRounds"
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Weapon.SisterWeapon "StrifeGrenadeLauncher2"
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Inventory.Icon "GRNDA0"
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Tag "$TAG_GLAUNCHER1"
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Inventory.PickupMessage "$TXT_GLAUNCHER"
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action native A_FireGrenade (class<Actor> grenadetype, int angleofs, state flash);
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States
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{
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Spawn:
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GRND A -1
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Stop
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Ready:
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GREN A 1 A_WeaponReady
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Loop
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Deselect:
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GREN A 1 A_Lower
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Loop
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Select:
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GREN A 1 A_Raise
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Loop
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Fire:
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GREN A 5 A_FireGrenade("HEGrenade", -90, "Flash")
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GREN B 10
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GREN A 5 A_FireGrenade("HEGrenade", 90, "Flash2")
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GREN C 10
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GREN A 0 A_ReFire
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Goto Ready
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Flash:
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GREF A 5 Bright A_Light1
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Goto LightDone
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Flash2:
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GREF B 5 Bright A_Light2
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Goto LightDone
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}
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}
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// White Phosphorous Grenade Launcher ---------------------------------------
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ACTOR StrifeGrenadeLauncher2 : StrifeGrenadeLauncher
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{
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Weapon.SelectionOrder 3200
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 0
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Weapon.AmmoType1 "PhosphorusGrenadeRounds"
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Weapon.SisterWeapon "StrifeGrenadeLauncher"
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Tag "$TAG_GLAUNCHER2"
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States
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{
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Ready:
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GREN D 1 A_WeaponReady
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Loop
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Deselect:
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GREN D 1 A_Lower
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Loop
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Select:
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GREN D 1 A_Raise
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Loop
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Fire:
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GREN D 5 A_FireGrenade("PhosphorousGrenade", -90, "Flash")
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GREN E 10
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GREN D 5 A_FireGrenade("PhosphorousGrenade", 90, "Flash2")
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GREN F 10
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GREN A 0 A_ReFire
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Goto Ready
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Flash:
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GREF C 5 Bright A_Light1
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Goto LightDone
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Flash2:
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GREF D 5 Bright A_Light2
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Goto LightDone
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}
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}
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