Downloads containing SEroller-mlle.asc

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  1. #pragma require "SEroller.asc"
  2. #include "SEroller.asc"
  3.  
  4. shared interface MLLEWeaponApply { bool Apply(uint, se::WeaponHook@ = null, jjSTREAM@ = null, uint8 = 0); }
  5. namespace se {
  6.         class RollerMLLEWrapper : RollerWeapon, MLLEWeaponApply {
  7.                 bool Apply(uint number, se::WeaponHook@ weaponHook = null, jjSTREAM@ = null, uint8 ammo15EventID = 0) {
  8.                         if (getAnimSet() is null) {
  9.                                 uint8 animSetID = 0;
  10.                                 while (jjAnimSets[ANIM::CUSTOM[animSetID]] != 0)
  11.                                         ++animSetID;
  12.                                 loadAnims(jjAnimSets[ANIM::CUSTOM[animSetID]]);
  13.                         }
  14.                        
  15.                         if (getSample() == SOUND::COMMON_FLAP) {
  16.                                 int sampleID = SOUND::BAT_BATFLY1;
  17.                                 while (jjSampleIsLoaded(SOUND::Sample(sampleID)))
  18.                                         ++sampleID;
  19.                                 loadSamples(array<SOUND::Sample> = {SOUND::Sample(sampleID)});
  20.                         }
  21.                        
  22.                         if (ammo15EventID != 0) {
  23.                                 jjOBJ@ ammo15 = @jjObjectPresets[ammo15EventID];
  24.                                 ammo15.curAnim = getAnimSet() + 2;
  25.                                 ammo15.frameID = 0;
  26.                                 ammo15.determineCurFrame();
  27.                         }
  28.                        
  29.                         return setAsWeapon(number, weaponHook);
  30.                 }
  31.         }
  32. }