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- {
- if(readyToShoot == true && ammo >0 and lobbed<maxAmmo) {
- var oid, newx, newy;
- playsound(x,y,MinegunSnd);
- ammo -= 1;
- oid = instance_create(x+lengthdir_x(10,owner.aimDirection),y+lengthdir_y(10,owner.aimDirection), Mine);
- oid.direction=owner.aimDirection;
- oid.speed=12;
- oid.owner=owner;
- oid.ownerPlayer=ownerPlayer;
- oid.team=owner.team;
- oid.weapon=WEAPON_MINEGUN;
- lobbed += 1;
- justShot=true;
- readyToShoot = false;
- alarm[0] = reloadTime;
- alarm[5] = 0;
- }
- }
- And the bit in the mines causing self destroy:
- if explosionDamage < 50 explosionDamage += 1;
- if(not stickied) {
- vspeed+=0.2;
- vspeed=min(vspeed,8);
- }
- if ownerPlayer == other.ownerPlayer instance_destroy();
- Only thing changed with mines was tthe destroy event itself:
- if global.myself.object.currentWeapon.object_index = Minegun owner.currentWeapon.lobbed -= 1;
- else global.myself.object.lobbed -= 1;
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