Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ACTOR LDShotgun : Shotgun Replaces Shotgun
- {
- Weapon.UpSound "shotgun/draw"
- Obituary "%o was killed by %k's shotgun."
- Decal BulletChip
- Tag "Shotgun"
- Weapon.Kickback 40
- Weapon.SelectionOrder 1900
- Weapon.SlotNumber 3
- Weapon.AmmoUse1 1
- Weapon.AmmoGive1 0
- Weapon.AmmoType1 "Shell"
- States
- {
- Ready:
- ESHT A 1 A_WeaponReady
- Deselect:
- TNT1 A 0
- TNT1 A 0
- TNT1 AA 0 A_Lower
- ESHT A 1 A_Lower
- Loop
- Select:
- TNT1 A 0
- TNT1 A 0
- TNT1 AA 0 A_Raise
- ESHT A 1 A_Raise
- Loop
- NoAmmo:
- ESHT A 5 A_PlaySound("shotgun/dryfire", CHAN_WEAPON, 1, 0, 1.4)
- Goto Ready
- Fire:
- ESHT A 3
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_PlaySound("shotgun/epicfire", CHAN_WEAPON, 1, 0, 0.7)
- TNT1 A 0 A_PlaySound("shotgun/epicfire", 7, 0.05, 0, 0.20)
- TNT1 A 0 A_GunFlash ("FlashEpic")
- TNT1 A 0 A_FireBullets (5.6, 0, 7, 5, "LDBulletPuff", FBF_USEAMMO)
- Goto EpicFireEnd
- EpicFireEnd:
- TNT1 A 0
- TNT1 A 0
- ESHT I 1 Bright
- ESHT J 1 Bright
- ESHT K 1
- ESHT K 1
- ESHT L 1
- ESHT B 1
- ESHT B 1
- ESHT C 1
- ESHT D 2
- ESHT E 3
- ESHT F 4
- TNT1 A 0
- TNT1 A 0
- TNT1 A 0 A_PlaySound("shotgun/epicpump", 5, 1, 0, 1.4)
- ESHT G 1
- ESHT H 1
- ESHT H 1
- ESHT H 1
- ESHT G 1
- ESHT G 1
- ESHT FEDCB 2
- ESHT A 1
- TNT1 A 0
- ESHT A 7
- Goto Ready
- }
- }
- ACTOR LDSuperShotgun : LDWeapon
- {
- Weapon.UpSound "supershotgun/draw"
- Obituary "%o was killed by %k's super shotgun."
- Decal BulletChip
- -CHEATNOTWEAPON
- Tag "Super Shotgun"
- Weapon.Kickback 40
- Weapon.SelectionOrder 1900
- Weapon.SlotNumber 3
- Weapon.AmmoUse1 2
- Weapon.AmmoGive1 0
- Weapon.AmmoType1 "Shell"
- States
- {
- Ready:
- ESSG A 1 A_WeaponReady
- Goto Ready
- Deselect:
- TNT1 A 0
- TNT1 A 0
- TNT1 AA 0 A_Lower
- ESSG A 1 A_Lower
- Loop
- Select:
- TNT1 A 0
- TNT1 A 0
- TNT1 AA 0 A_Raise
- ESSG A 1 A_Raise
- Loop
- NoAmmo:
- ESSG A 5 A_PlaySound("supershotgun/dryfire", CHAN_WEAPON, 1, 0, 1.4)
- Goto Ready
- Fire:
- TNT1 A 0 A_JumpIfInventory("LDSuperShotgunQuickFire",1, 3)
- ESSG A 3 A_WeaponReady (WRF_NOFIRE | WRF_NOBOB)
- TNT1 A 0 A_Jump(256, 4)
- ESSG OPQ 1 A_WeaponReady (WRF_NOFIRE | WRF_NOBOB)
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_PlaySound("supershotgun/epicfire", CHAN_WEAPON, 1, 0, 0.7)
- TNT1 A 0 A_PlaySound("supershotgun/epicfire", 20, 0.05, 0, 0.20)
- TNT1 A 0 A_GunFlash ("FlashEpic")
- TNT1 A 0 A_FireBullets (11.2, 7.1, 20, 5, "LDBulletPuff", FBF_USEAMMO)
- Goto EpicFireEnd
- EpicFireEnd:
- TNT1 A 0
- TNT1 A 0
- TNT1 A 0
- ESSG R 1 Bright
- ESSG R 1 Bright
- ESSG S 1 Bright
- ESSG S 1 Bright
- ESSG T 1
- ESSG U 1
- ESSG A 1
- Goto EpicFireReloadCheck
- EpicFireReloadCheck:
- TNT1 A 0 A_JumpIfInventory("Shell", 2, "EpicFireReload")
- Goto Ready
- EpicFireReload:
- ESSG B 2
- ESSG C 2
- ESSG D 3
- ESSG E 4
- ESSG F 2
- ESSG G 2
- ESSG H 2
- TNT1 A 0 A_PlaySound("supershotgun/epicopen", 7, 1, 0, 1.4)
- TNT1 A 1
- TNT1 A 1
- TNT1 A 1
- TNT1 A 1
- TNT1 A 1
- TNT1 A 1
- TNT1 A 0
- TNT1 A 0 A_FireCustomMissile ("LDShellCasingSpawner", 0,0,-14,-6, FPF_NOAUTOAIM)
- TNT1 A 0 A_FireCustomMissile ("LDShellCasingSpawner", 0,0,-14,-6, FPF_NOAUTOAIM)
- ESSG I 2
- ESSG J 2
- ESSG K 3
- TNT1 A 0 A_PlaySound("supershotgun/epicload", CHAN_WEAPON, 1, 0, 1.4)
- ESSG L 2
- ESSG M 2
- TNT1 A 3
- TNT1 A 1
- TNT1 A 1
- TNT1 A 1
- TNT1 A 1
- TNT1 A 1
- TNT1 A 1
- TNT1 A 0 A_PlaySound("supershotgun/epicclose", 7, 1, 0, 1.4)
- ESSG N 2
- TNT1 A 0
- ESSG O 2
- ESSG P 2
- ESSG Q 2
- ESSG A 5 A_WeaponReady (WRF_NOBOB)
- Goto Ready
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement