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New model - Keres #7956
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New model - Keres #7956
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -3,7 +3,7 @@ | |
| #include "sfxtype.h" | ||
| #include "exptype.h" | ||
|
|
||
| piece base, turret, gun, sleeve, lgun, lgatling, rgun, rgatling, flare, lflare, rflare; | ||
| piece base, turret, gun, barrel, lgun, lgatling, rgun, rgatling, flare, lflare, rflare, sleeve1, sleeve2, fan; | ||
|
|
||
| static-var restore_delay, last_gun_heading; | ||
|
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||
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|
@@ -39,6 +39,15 @@ Create() | |
| hide flare; | ||
| hide rflare; | ||
| hide lflare; | ||
| if (rand(1, 5) == 5) | ||
| { | ||
| hide sleeve2; | ||
| } | ||
| else | ||
| { | ||
| hide sleeve1; | ||
| } | ||
| spin fan around y-axis speed <-300.000000> accelerate <30>; | ||
| restore_delay = 3000; | ||
| } | ||
|
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||
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@@ -101,9 +110,13 @@ FirePrimary() | |
| { | ||
| emit-sfx 1024 + 0 from flare; | ||
| start-script Rock_Main_Cannon(); | ||
| move sleeve to z-axis [-2.400000] speed [500.000000]; | ||
| wait-for-move sleeve along z-axis; | ||
| move sleeve to z-axis [0.000000] speed [3.000000]; | ||
| move barrel to z-axis [-6] speed [500.000000]; | ||
| move sleeve1 to z-axis [-6] speed [500.000000]; | ||
| move sleeve2 to z-axis [-6] speed [500.000000]; | ||
| wait-for-move barrel along z-axis; | ||
| move barrel to z-axis [0.000000] speed [4.000000]; | ||
| move sleeve1 to z-axis [0.000000] speed [4.000000]; | ||
| move sleeve2 to z-axis [0.000000] speed [4.000000]; | ||
| } | ||
|
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||
| AimFromPrimary(piecenum) | ||
|
|
@@ -121,6 +134,7 @@ AimSecondary(heading, pitch) | |
| signal SIG_AIM_2; | ||
| set-signal-mask SIG_AIM_2; | ||
| turn lgun to x-axis <0.000000> - pitch speed <50.000000>; | ||
| turn turret to y-axis heading speed <90.000000>; | ||
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| start-script RestoreAfterDelay(); | ||
| return (1); | ||
|
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@@ -142,7 +156,7 @@ Shot2(zero) | |
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||
| AimFromSecondary(piecenum) | ||
| { | ||
| piecenum = lgun; | ||
| piecenum = gun; | ||
| } | ||
|
Comment on lines
+159
to
160
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This seems correct to do but worth adding a note that we are intentionally aiming from a different weapon piece (could help debugging something later) |
||
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| QuerySecondary(piecenum) | ||
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@@ -155,6 +169,7 @@ AimTertiary(heading, pitch) | |
| signal SIG_AIM_3; | ||
| set-signal-mask SIG_AIM_3; | ||
| turn rgun to x-axis <0.000000> - pitch speed <50.000000>; | ||
| turn turret to y-axis heading speed <90.000000>; | ||
|
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| start-script RestoreAfterDelay(); | ||
| return (1); | ||
|
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@@ -176,7 +191,7 @@ Shot3(zero) | |
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| AimFromTertiary(piecenum) | ||
| { | ||
| piecenum = rgun; | ||
| piecenum = gun; | ||
| } | ||
|
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||
| QueryTertiary(piecenum) | ||
|
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@@ -197,7 +212,7 @@ Killed(severity, corpsetype) | |
| explode base type BITMAPONLY | NOHEATCLOUD; | ||
| explode turret type BITMAPONLY | NOHEATCLOUD; | ||
| //explode gun type BITMAPONLY | NOHEATCLOUD; | ||
| explode sleeve type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| //explode barrel type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| //explode flare type BITMAPONLY | NOHEATCLOUD; | ||
| return(corpsetype); | ||
| } | ||
|
|
@@ -207,7 +222,7 @@ Killed(severity, corpsetype) | |
| explode base type BITMAPONLY | NOHEATCLOUD; | ||
| explode turret type FALL | NOHEATCLOUD; | ||
| explode gun type FALL | NOHEATCLOUD; | ||
| explode sleeve type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| explode barrel type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| //explode flare type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| return(corpsetype); | ||
| } | ||
|
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@@ -217,15 +232,15 @@ Killed(severity, corpsetype) | |
| explode base type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| explode turret type EXPLODE_ON_HIT | SMOKE | FALL | NOHEATCLOUD; | ||
| explode gun type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| explode sleeve type EXPLODE_ON_HIT | SMOKE | FALL | NOHEATCLOUD; | ||
| explode barrel type EXPLODE_ON_HIT | SMOKE | FALL | NOHEATCLOUD; | ||
| //explode flare type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| return(corpsetype); | ||
| } | ||
| corpsetype = 3 ; | ||
| explode base type EXPLODE_ON_HIT | FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
| explode turret type EXPLODE_ON_HIT | FIRE | FALL | NOHEATCLOUD; | ||
| explode gun type EXPLODE_ON_HIT | FIRE | FALL | NOHEATCLOUD; | ||
| explode sleeve type EXPLODE_ON_HIT | FIRE | FALL | NOHEATCLOUD; | ||
| explode barrel type EXPLODE_ON_HIT | FIRE | FALL | NOHEATCLOUD; | ||
| //explode flare type EXPLODE_ON_HIT | FIRE | FALL | NOHEATCLOUD; | ||
| return corpsetype; | ||
| } | ||
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The barrel restore is too slow for the unit at its maximum reload time reduction