mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
56a3dcfe80
This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP. I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
625 lines
9.7 KiB
Text
625 lines
9.7 KiB
Text
// --------------------------------------------------------------------------
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//
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// Doom weapon base class
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//
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// --------------------------------------------------------------------------
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class DoomWeapon : Weapon
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{
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Default
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{
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Weapon.Kickback 100;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Fist
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//
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// --------------------------------------------------------------------------
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class Fist : Weapon
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{
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Default
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{
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Weapon.SelectionOrder 3700;
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Weapon.Kickback 100;
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Obituary "$OB_MPFIST";
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Tag "$TAG_FIST";
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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}
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States
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{
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Ready:
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PUNG A 1 A_WeaponReady;
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Loop;
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Deselect:
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PUNG A 1 A_Lower;
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Loop;
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Select:
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PUNG A 1 A_Raise;
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Loop;
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Fire:
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PUNG B 4;
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PUNG C 4 A_Punch;
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PUNG D 5;
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PUNG C 4;
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PUNG B 5 A_ReFire;
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Goto Ready;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Pistol
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//
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// --------------------------------------------------------------------------
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class Pistol : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 1900;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 20;
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Weapon.AmmoType "Clip";
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Obituary "$OB_MPPISTOL";
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+WEAPON.WIMPY_WEAPON
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Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED";
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Tag "$TAG_PISTOL";
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}
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States
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{
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Ready:
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PISG A 1 A_WeaponReady;
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Loop;
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Deselect:
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PISG A 1 A_Lower;
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Loop;
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Select:
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PISG A 1 A_Raise;
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Loop;
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Fire:
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PISG A 4;
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PISG B 6 A_FirePistol;
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PISG C 4;
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PISG B 5 A_ReFire;
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Goto Ready;
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Flash:
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PISF A 7 Bright A_Light1;
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Goto LightDone;
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PISF A 7 Bright A_Light1;
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Goto LightDone;
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Spawn:
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PIST A -1;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Chainsaw
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//
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// --------------------------------------------------------------------------
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class Chainsaw : Weapon
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{
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Default
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{
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Weapon.Kickback 0;
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Weapon.SelectionOrder 2200;
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Weapon.UpSound "weapons/sawup";
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Weapon.ReadySound "weapons/sawidle";
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Inventory.PickupMessage "$GOTCHAINSAW";
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Obituary "$OB_MPCHAINSAW";
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Tag "$TAG_CHAINSAW";
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+WEAPON.MELEEWEAPON
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}
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States
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{
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Ready:
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SAWG CD 4 A_WeaponReady;
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Loop;
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Deselect:
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SAWG C 1 A_Lower;
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Loop;
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Select:
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SAWG C 1 A_Raise;
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Loop;
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Fire:
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SAWG AB 4 A_Saw;
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SAWG B 0 A_ReFire;
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Goto Ready;
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Spawn:
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CSAW A -1;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Shotgun
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//
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// --------------------------------------------------------------------------
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class Shotgun : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 1300;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 8;
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Weapon.AmmoType "Shell";
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Inventory.PickupMessage "$GOTSHOTGUN";
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Obituary "$OB_MPSHOTGUN";
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Tag "$TAG_SHOTGUN";
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}
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States
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{
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Ready:
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SHTG A 1 A_WeaponReady;
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Loop;
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Deselect:
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SHTG A 1 A_Lower;
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Loop;
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Select:
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SHTG A 1 A_Raise;
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Loop;
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Fire:
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SHTG A 3;
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SHTG A 7 A_FireShotgun;
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SHTG BC 5;
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SHTG D 4;
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SHTG CB 5;
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SHTG A 3;
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SHTG A 7 A_ReFire;
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Goto Ready;
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Flash:
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SHTF A 4 Bright A_Light1;
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SHTF B 3 Bright A_Light2;
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Goto LightDone;
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Spawn:
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SHOT A -1;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Shotgun
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//
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// --------------------------------------------------------------------------
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class SuperShotgun : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 400;
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Weapon.AmmoUse 2;
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Weapon.AmmoGive 8;
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Weapon.AmmoType "Shell";
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Inventory.PickupMessage "$GOTSHOTGUN2";
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Obituary "$OB_MPSSHOTGUN";
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Tag "$TAG_SUPERSHOTGUN";
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}
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States
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{
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Ready:
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SHT2 A 1 A_WeaponReady;
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Loop;
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Deselect:
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SHT2 A 1 A_Lower;
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Loop;
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Select:
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SHT2 A 1 A_Raise;
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Loop;
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Fire:
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SHT2 A 3;
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SHT2 A 7 A_FireShotgun2;
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SHT2 B 7;
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SHT2 C 7 A_CheckReload;
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SHT2 D 7 A_OpenShotgun2;
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SHT2 E 7;
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SHT2 F 7 A_LoadShotgun2;
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SHT2 G 6;
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SHT2 H 6 A_CloseShotgun2;
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SHT2 A 5 A_ReFire;
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Goto Ready;
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// unused states
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SHT2 B 7;
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SHT2 A 3;
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Goto Deselect;
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Flash:
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SHT2 I 4 Bright A_Light1;
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SHT2 J 3 Bright A_Light2;
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Goto LightDone;
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Spawn:
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SGN2 A -1;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Chaingun
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//
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// --------------------------------------------------------------------------
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class Chaingun : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 700;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 20;
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Weapon.AmmoType "Clip";
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Inventory.PickupMessage "$GOTCHAINGUN";
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Obituary "$OB_MPCHAINGUN";
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Tag "$TAG_CHAINGUN";
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}
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States
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{
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Ready:
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CHGG A 1 A_WeaponReady;
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Loop;
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Deselect:
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CHGG A 1 A_Lower;
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Loop;
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Select:
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CHGG A 1 A_Raise;
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Loop;
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Fire:
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CHGG AB 4 A_FireCGun;
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CHGG B 0 A_ReFire;
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Goto Ready;
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Flash:
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CHGF A 5 Bright A_Light1;
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Goto LightDone;
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CHGF 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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// --------------------------------------------------------------------------
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//
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// Rocket launcher
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//
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// --------------------------------------------------------------------------
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class RocketLauncher : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 2500;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 2;
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Weapon.AmmoType "RocketAmmo";
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+WEAPON.NOAUTOFIRE
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Inventory.PickupMessage "$GOTLAUNCHER";
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Tag "$TAG_ROCKETLAUNCHER";
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}
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States
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{
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Ready:
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MISG A 1 A_WeaponReady;
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Loop;
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Deselect:
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MISG A 1 A_Lower;
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Loop;
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Select:
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MISG A 1 A_Raise;
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Loop;
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Fire:
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MISG B 8 A_GunFlash;
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MISG B 12 A_FireMissile;
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MISG B 0 A_ReFire;
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Goto Ready;
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Flash:
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MISF A 3 Bright A_Light1;
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MISF B 4 Bright;
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MISF CD 4 Bright A_Light2;
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Goto LightDone;
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Spawn:
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LAUN A -1;
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Stop;
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}
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}
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class Rocket : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 20;
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Damage 20;
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Projectile;
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+RANDOMIZE
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+DEHEXPLOSION
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+ROCKETTRAIL
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SeeSound "weapons/rocklf";
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DeathSound "weapons/rocklx";
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Obituary "$OB_MPROCKET";
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}
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States
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{
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Spawn:
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MISL A 1 Bright;
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Loop;
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Death:
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MISL B 8 Bright A_Explode;
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MISL C 6 Bright;
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MISL D 4 Bright;
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Stop;
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BrainExplode:
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MISL BC 10 Bright;
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MISL D 10 A_BrainExplode;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Grenade -- Taken and adapted from Skulltag, with MBF stuff added to it
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//
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// --------------------------------------------------------------------------
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class Grenade : Actor
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{
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Default
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{
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Radius 8;
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Height 8;
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Speed 25;
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Damage 20;
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Projectile;
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-NOGRAVITY
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+RANDOMIZE
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+DEHEXPLOSION
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+GRENADETRAIL
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BounceType "Doom";
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Gravity 0.25;
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SeeSound "weapons/grenlf";
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DeathSound "weapons/grenlx";
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BounceSound "weapons/grbnce";
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Obituary "$OB_GRENADE";
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DamageType "Grenade";
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}
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States
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{
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Spawn:
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SGRN A 1 Bright;
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Loop;
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Death:
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MISL B 8 Bright A_Explode;
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MISL C 6 Bright;
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MISL D 4 Bright;
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Stop;
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Grenade:
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MISL A 1000 A_Die;
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Wait;
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Detonate:
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MISL B 4 A_Scream;
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MISL C 6 A_Detonate;
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MISL D 10;
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Stop;
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Mushroom:
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MISL B 8 A_Mushroom;
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Goto Death+1;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Plasma rifle
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//
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// --------------------------------------------------------------------------
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class PlasmaRifle : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 100;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 40;
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Weapon.AmmoType "Cell";
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Inventory.PickupMessage "$GOTPLASMA";
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Tag "$TAG_PLASMARIFLE";
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}
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States
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{
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Ready:
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PLSG A 1 A_WeaponReady;
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Loop;
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Deselect:
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PLSG A 1 A_Lower;
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Loop;
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Select:
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PLSG A 1 A_Raise;
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Loop;
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Fire:
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PLSG A 3 A_FirePlasma;
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PLSG B 20 A_ReFire;
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Goto Ready;
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Flash:
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PLSF A 4 Bright A_Light1;
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Goto LightDone;
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PLSF B 4 Bright A_Light1;
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Goto LightDone;
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Spawn:
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PLAS A -1;
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Stop;
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}
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}
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class PlasmaBall : Actor
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{
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Default
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{
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Radius 13;
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Height 8;
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Speed 25;
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Damage 5;
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Projectile;
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+RANDOMIZE
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RenderStyle "Add";
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Alpha 0.75;
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SeeSound "weapons/plasmaf";
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DeathSound "weapons/plasmax";
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Obituary "$OB_MPPLASMARIFLE";
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}
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States
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{
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Spawn:
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PLSS AB 6 Bright;
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Loop;
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Death:
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PLSE ABCDE 4 Bright;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// BFG 2704
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//
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// --------------------------------------------------------------------------
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class PlasmaBall1 : PlasmaBall
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{
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Default
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{
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Damage 4;
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BounceType "Classic";
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BounceFactor 1.0;
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Obituary "$OB_MPBFG_MBF";
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}
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States
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{
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Spawn:
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PLS1 AB 6 Bright;
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Loop;
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Death:
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PLS1 CDEFG 4 Bright;
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Stop;
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}
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}
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class PlasmaBall2 : PlasmaBall1
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{
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States
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{
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Spawn:
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PLS2 AB 6 Bright;
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Loop;
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Death:
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PLS2 CDE 4 Bright;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// BFG 9000
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//
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// --------------------------------------------------------------------------
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class BFG9000 : DoomWeapon
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{
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Default
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{
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Height 20;
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Weapon.SelectionOrder 2800;
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Weapon.AmmoUse 40;
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Weapon.AmmoGive 40;
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Weapon.AmmoType "Cell";
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+WEAPON.NOAUTOFIRE;
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Inventory.PickupMessage "$GOTBFG9000";
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Tag "$TAG_BFG9000";
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}
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States
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{
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Ready:
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BFGG A 1 A_WeaponReady;
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Loop;
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Deselect:
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BFGG A 1 A_Lower;
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Loop;
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Select:
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BFGG A 1 A_Raise;
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Loop;
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Fire:
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BFGG A 20 A_BFGsound;
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BFGG B 10 A_GunFlash;
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BFGG B 10 A_FireBFG;
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BFGG B 20 A_ReFire;
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Goto Ready;
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Flash:
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BFGF A 11 Bright A_Light1;
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BFGF B 6 Bright A_Light2;
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Goto LightDone;
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Spawn:
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BFUG A -1;
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Stop;
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OldFire:
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BFGG A 10 A_BFGsound;
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BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG;
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BFGG B 0 A_Light0;
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BFGG B 20 A_ReFire;
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Goto Ready;
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}
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}
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class BFGBall : Actor
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{
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Default
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{
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Radius 13;
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Height 8;
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Speed 25;
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Damage 100;
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Projectile;
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+RANDOMIZE
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RenderStyle "Add";
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Alpha 0.75;
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DeathSound "weapons/bfgx";
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Obituary "$OB_MPBFG_BOOM";
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}
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States
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{
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Spawn:
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BFS1 AB 4 Bright;
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Loop;
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Death:
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BFE1 AB 8 Bright;
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BFE1 C 8 Bright A_BFGSpray;
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BFE1 DEF 8 Bright;
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Stop;
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}
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}
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class BFGExtra : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle "Add";
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Alpha 0.75;
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DamageType "BFGSplash";
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}
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States
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{
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Spawn:
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BFE2 ABCD 8 Bright;
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Stop;
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}
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}
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