ST_minigun2 overrides the function AnimEnd() for state AltFiring:
This function is missing from gatl_pureminigun2 and is responsible for accelerating mini from 0.08 between bullets to 0.05 after the mini has rotated once. The bullet yield then is approx 22 bullets/sec (1/0.05 +10% from time dilation). Primary fire should be close to 13.75 bullets/sec.
Another thing that is missing is:
at the end of states NormalFire and AltFiring. This line overrides the state code from minigun2 preventing it from contributing bullets. Since this line is missing from gatl_pureminigun2 the bulletrate for both primary and secondary is:
13.75 bullets/sec (corresponding to pure minis primary firerate) + the primary tickdependent firerate of the original mini.
function AnimEnd ()
{
if ( (AnimSequence != 'Shoot2') || !bAnimLoop )
{
AmbientSound=AltFireSound;
SoundVolume=255 * Pawn(Owner).SoundDampening;
LoopAnim('Shoot2',1.90);
NextFireInterval=0.05;
}
....
}
This function is missing from gatl_pureminigun2 and is responsible for accelerating mini from 0.08 between bullets to 0.05 after the mini has rotated once. The bullet yield then is approx 22 bullets/sec (1/0.05 +10% from time dilation). Primary fire should be close to 13.75 bullets/sec.
Another thing that is missing is:
Begin:
at the end of states NormalFire and AltFiring. This line overrides the state code from minigun2 preventing it from contributing bullets. Since this line is missing from gatl_pureminigun2 the bulletrate for both primary and secondary is:
13.75 bullets/sec (corresponding to pure minis primary firerate) + the primary tickdependent firerate of the original mini.