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https://github.com/PhantomGamesDevelopment/TWM2.git
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November Changes
3.9.2 Balancing Pass, Armor System Adjustments, More Zombie Types Added
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parent
19be242dfd
commit
0954efcdc4
58 changed files with 7602 additions and 7354 deletions
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@ -1,111 +1,111 @@
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datablock ShapeBaseImageData(MiniColliderCannonImage) {
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className = WeaponImage;
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shapeFile = "turret_mortar_large.dts";
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item = MiniColliderCannon;
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usesenergy = true;
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className = WeaponImage;
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shapeFile = "turret_mortar_large.dts";
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item = MiniColliderCannon;
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usesenergy = true;
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projectile = MiniColliderShell;
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projectileType = GrenadeProjectile;
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projectile = MiniColliderShell;
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projectileType = GrenadeProjectile;
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emap = true;
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emap = true;
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MedalRequire = 1;
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HasChallenges = 1;
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ChallengeCt = 8;
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Challenge[1] = "Collider Hunter\t100\t100\tNone";
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Challenge[2] = "Collider Expert\t250\t500\tNone";
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Challenge[3] = "Collider Master\t500\t1000\tDouble Burst";
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Challenge[4] = "Collider God\t1000\t2000\tTriple Burst";
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Challenge[5] = "Collider Bronze Commendation\t2500\t10000\tNone";
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Challenge[6] = "Collider Silver Commendation\t5000\t25000\tNone";
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Challenge[7] = "Collider Gold Commendation\t10000\t50000\tNone";
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Challenge[8] = "Collider Titan Commendation\t25000\t75000\tNone";
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Upgrade[1] = "Double Burst";
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Upgrade[2] = "Triple Burst";
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GunName = "PRTCL-995 MCC";
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MedalRequire = 1;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = MortarReloadSound;
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HasChallenges = 1;
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ChallengeCt = 8;
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Challenge[1] = "Collider Hunter\t100\t100\tNone";
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Challenge[2] = "Collider Expert\t250\t500\tNone";
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Challenge[3] = "Collider Master\t500\t1000\tDouble Burst";
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Challenge[4] = "Collider God\t1000\t2000\tTriple Burst";
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Challenge[5] = "Collider Bronze Commendation\t2500\t10000\tNone";
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Challenge[6] = "Collider Silver Commendation\t5000\t25000\tNone";
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Challenge[7] = "Collider Gold Commendation\t10000\t50000\tNone";
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Challenge[8] = "Collider Titan Commendation\t25000\t75000\tNone";
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Upgrade[1] = "Double Burst";
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Upgrade[2] = "Triple Burst";
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GunName = "PRTCL-995 MCC";
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = MortarReloadSound;
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 4.6;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = CentaurArtilleryFireSound;
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stateScript[3] = "onFire";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateSound[4] = MortarSwitchSound;
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stateEjectShell[4] = true;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 4.6;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = CentaurArtilleryFireSound;
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stateScript[3] = "onFire";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateSound[4] = MortarSwitchSound;
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stateEjectShell[4] = true;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[6] = "DryFire";
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stateTimeoutValue[6] = 0.3;
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stateSound[6] = ChaingunDryFireSound;
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stateTransitionOnTimeout[6] = "Ready";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateTimeoutValue[6] = 0.3;
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stateSound[6] = ChaingunDryFireSound;
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stateTransitionOnTimeout[6] = "Ready";
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};
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//item//
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datablock ItemData(MiniColliderCannon) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "turret_mortar_large.dts";
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image = MiniColliderCannonImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a PRTCL-995 Mini Collider Cannon";
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "turret_mortar_large.dts";
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image = MiniColliderCannonImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a PRTCL-995 Mini Collider Cannon";
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computeCRC = true;
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emap = true;
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computeCRC = true;
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emap = true;
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};
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function MiniColliderCannonImage::onFire(%data, %obj, %slot) {
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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if(%obj.client.UpgradeOn("Double Burst", %data.getName())) {
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%p1 = Parent::OnFire(%data, %obj, %slot);
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%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
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%obj.getMuzzlePoint(%slot), %vector, %obj);
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%p2.WeaponImageSource = "MiniColliderCannonImage";
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schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
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}
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else if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
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%p1 = Parent::OnFire(%data, %obj, %slot);
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%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
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%obj.getMuzzlePoint(%slot), %vector, %obj);
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%p2.WeaponImageSource = "MiniColliderCannonImage";
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schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
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%p3 = Schedule(200, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
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%obj.getMuzzlePoint(%slot), %vector, %obj);
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%p3.WeaponImageSource = "MiniColliderCannonImage";
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schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
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}
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else {
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%p = Parent::OnFire(%data, %obj, %slot);
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}
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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if(%obj.client.UpgradeOn("Double Burst", %data.getName())) {
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%p1 = Parent::OnFire(%data, %obj, %slot);
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%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
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%obj.getMuzzlePoint(%slot), %vector, %obj);
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%p2.WeaponImageSource = "MiniColliderCannonImage";
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schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
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}
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else if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
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%p1 = Parent::OnFire(%data, %obj, %slot);
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%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
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%obj.getMuzzlePoint(%slot), %vector, %obj);
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%p2.WeaponImageSource = "MiniColliderCannonImage";
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schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
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%p3 = Schedule(200, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
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%obj.getMuzzlePoint(%slot), %vector, %obj);
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%p3.WeaponImageSource = "MiniColliderCannonImage";
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schedule(200, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
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}
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else {
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%p = Parent::OnFire(%data, %obj, %slot);
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}
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}
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