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- Actor "U.A.C. Plasma Rifle" : PlasmaRifle replaces PlasmaRifle
- {
- Scale 0.666
- Inventory.Icon "PLGNA0"
- Inventory.PickupMessage "[U.A.C. Ordnance] High-velocity plasmic energy rifle.(Slot 6)"
- Weapon.PreferredSkin "Plasma-DoomMarine"
- Weapon.Kickback 178
- Weapon.SelectionOrder 100
- Weapon.AmmoType "PlasmaCells"
- Weapon.AmmoUse 1
- Weapon.AmmoGive 48
- Weapon.UpSound "Weapons/Plasma/Ready"
- Weapon.SlotNumber 6
- AttackSound "Weapons/Plasma/Fire"
- Obituary "%k must've knocked %o upside the head with their weapon. What a reckless asshole."
- States
- {
- Spawn:
- PLGN A -1
- Stop
- Ready:
- PGNS FEDCBA 1
- Goto Phased
- Phased:
- PGNR A 0 A_PlaySoundEX ("Weapons/Plasma/Active", "Weapon", 1)
- PGNR A 1 A_WeaponReady
- Loop
- Select:
- PGNS F 0 A_Raise
- PGNS F 1 A_Raise
- Loop
- Deselect:
- PGNR A 0 A_Lower
- PGNR A 1 A_Lower
- Loop
- Fire:
- PGNR A 0 A_JumpIfNoAmmo ("Phased")
- PGNR A 0 A_JumpIfInventory ("MalfunctioningCellPack", 1, "FalseFire")
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Bass", 16, 0.1650, 0, 5)
- PGNR A 0 A_FireCustomMissile ("FSPlasmaFlash", 0, 0, 0, 1)
- PGNR A 0 A_FireCustomMissile ("FSPlasmaBall", 0, 1, 0, 1)
- PGNR A 0 Radius_Quake (1.4, 2.1, 0, 1, 0)
- PGNR A 0 A_Jump (128, "Fire2")
- Fire1:
- PGNF AB 1 Bright
- Goto FireEnd
- Fire2:
- PGNF CD 1 Bright
- FireEnd:
- PGNR A 1
- PGNR B 3 A_ReFire
- PGNR CDEFGFEDCB 1
- PGNR A 16
- Goto Phased
- FalseFire:
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
- PGNR A 35
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
- PGNR A 30
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
- PGNR A 25
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
- PGNR A 20
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
- PGNR A 15
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
- PGNR A 10
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
- PGNR A 5
- PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
- PGNR A 35 A_FireCustomMissile ("PlasmaRifleFailure", 0, 0, 0, -10)
- TNT1 A 0 A_TakeInventory ("MalfunctioningCellPack", 2)
- Goto Phased
- Flash:
- PGNR A 4 Bright A_Light1
- Goto LightDone
- PGNR B 4 Bright A_Light1
- Goto LightDone
- }
- }
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