#pragma require "SEfirework.asc"
#include "SEfirework.asc"
shared interface MLLEWeaponApply { bool Apply(uint, se::WeaponHook@ = null, jjSTREAM@ = null, uint8 = 0); }
namespace se {
class FireworkMLLEWrapper : FireworkWeapon, MLLEWeaponApply {
bool Apply(uint number, se::WeaponHook@ weaponHook = null, jjSTREAM@ = null, uint8 ammo15EventID = 0) {
if (getAnimSet() is null) {
uint8 animSetID = 0;
while (jjAnimSets[ANIM::CUSTOM[animSetID]] != 0)
++animSetID;
loadAnims(jjAnimSets[ANIM::CUSTOM[animSetID]]);
}
if (getSamples()[0] == SOUND::AMMO_GUNVELOCITY) {
array<SOUND::Sample> samples;
int sampleID = SOUND::BAT_BATFLY1;
while (samples.length < getSampleCount()) {
while (jjSampleIsLoaded(SOUND::Sample(sampleID)))
++sampleID;
samples.insertLast(SOUND::Sample(sampleID++));
}
loadSamples(samples);
}
if (ammo15EventID != 0) {
jjOBJ@ ammo15 = @jjObjectPresets[ammo15EventID];
ammo15.curAnim = getAnimSet() + 2;
ammo15.frameID = 0;
ammo15.determineCurFrame();
}
return setAsWeapon(number, weaponHook);
}
}
}
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