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  1. /*
  2. ==============================================================================
  3.  
  4. GATLING ACTIONS
  5.  
  6. ==============================================================================
  7. */
  8.  
  9. /*
  10. ================
  11. W_GatlingSpinUp
  12. ================
  13. */
  14. void() W_GatlingSpinUp =
  15. {
  16.  
  17.         sound (self, CHAN_WEAPON, "weapons/mingn1.wav", 1, ATTN_NORM); 
  18.  
  19.         self.attack_finished = time + 0.9;
  20.  
  21.         if (self.attack_finished > 0.9){
  22.                 W_GatlingShoot ();
  23.         }
  24. };
  25.  
  26. /*
  27. ================
  28. W_GatlingShoot
  29. ================
  30. */
  31. void() W_GatlingShoot =
  32. {
  33.  
  34.         if ((!self.button0) || (!W_CheckNoAmmo()) || (self.health <= 0))
  35.                 {
  36.                 W_GatlingSpinDown();
  37.                 }
  38.  
  39.         if (self.t_width < time)
  40.         {
  41.                 sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  42.                 self.t_width = time + 0.95;
  43.         }
  44.                
  45. };
  46.  
  47. /*
  48. ================
  49. W_GatlingSpinDown
  50. ================
  51. */
  52. void() W_GatlingSpinDown =
  53. {
  54.  
  55.         sound (self, CHAN_WEAPON, "weapons/mingn3.wav", 1, ATTN_NORM); 
  56.  
  57.         self.attack_finished = time + 0.9;
  58. };
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