Basic gamepad with force feedback impl
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@@ -25,7 +25,7 @@ namespace EvilSatellites.Weapons
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Screen = screen;
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MaxAmmo = 250;
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RemainingAmmo = MaxAmmo;
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FireRate = 90;
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FireRate = 150;
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State = WeaponState.Stopped;
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LoadSounds();
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}
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@@ -37,7 +37,7 @@ namespace EvilSatellites.Weapons
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sfxSpinup = Screen.Manager.Sound.Load(@"sfx/weapons/LaserMG/spinup.wav", false);
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sfxSpinning = Screen.Manager.Sound.Load(@"sfx/weapons/LaserMG/spinning.wav", false);
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sfxSpinning.Loop = true;
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sfxShoot = new AudioAsset(Screen.Manager.Sound, @"sfx/weapons/LaserMG/fire", 1, 4);
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sfxShoot = new AudioAsset(Screen.Manager.Sound, @"sfx/weapons/LaserMG/fire", 1, 5);
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sfxEmpty = Screen.Manager.Sound.Load(@"sfx/weapons/LaserMG/empty.wav", false);
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sfxEmpty.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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sfxReload.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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@@ -90,6 +90,7 @@ namespace EvilSatellites.Weapons
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if (RemainingAmmo > 0)
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{
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sfxShoot.Play();
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Screen.Manager.Vibrations.AddVibration(1, 1, 100);
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RemainingAmmo--;
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TimerStart = TimerEnd;
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Projectile proj = new Projectile(Screen, _wielder.Position, _wielder.Rotation, _wielder);
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@@ -119,6 +120,7 @@ namespace EvilSatellites.Weapons
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RemainingAmmo += amount;
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sfxReload.Reset();
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sfxReload.Play();
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Screen.Manager.Vibrations.AddVibration(1, 1, 500);
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}
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}
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}
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