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Nov 23rd, 2014
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  1. Actor "U.A.C. Plasma Rifle" : PlasmaRifle replaces PlasmaRifle
  2. {
  3. Scale 0.666
  4. Inventory.Icon "PLGNA0"
  5. Inventory.PickupMessage "[U.A.C. Ordnance] High-velocity plasmic energy rifle.(Slot 6)"
  6. Weapon.PreferredSkin "Plasma-DoomMarine"
  7. Weapon.Kickback 178
  8. Weapon.SelectionOrder 100
  9. Weapon.AmmoType "PlasmaCells"
  10. Weapon.AmmoUse 1
  11. Weapon.AmmoGive 48
  12. Weapon.UpSound "Weapons/Plasma/Ready"
  13. Weapon.SlotNumber 6
  14. AttackSound "Weapons/Plasma/Fire"
  15. Obituary "%k must've knocked %o upside the head with their weapon. What a reckless asshole."
  16. States
  17. {
  18. Spawn:
  19. PLGN A -1
  20. Stop
  21. Ready:
  22. PGNS FEDCBA 1
  23. Goto Phased
  24. Phased:
  25. PGNR A 0 A_PlaySoundEX ("Weapons/Plasma/Active", "Weapon", 1)
  26. PGNR A 1 A_WeaponReady
  27. Loop
  28. Select:
  29. PGNS F 0 A_Raise
  30. PGNS F 1 A_Raise
  31. Loop
  32. Deselect:
  33. PGNR A 0 A_Lower
  34. PGNR A 1 A_Lower
  35. Loop
  36. Fire:
  37. PGNR A 0 A_JumpIfNoAmmo ("Phased")
  38. PGNR A 0 A_JumpIfInventory ("MalfunctioningCellPack", 1, "FalseFire")
  39. PGNR A 0 A_PlaySound ("Weapons/Plasma/Bass", 16, 0.1650, 0, 5)
  40. PGNR A 0 A_FireCustomMissile ("FSPlasmaFlash", 0, 0, 0, 1)
  41. PGNR A 0 A_FireCustomMissile ("FSPlasmaBall", 0, 1, 0, 1)
  42. PGNR A 0 Radius_Quake (1.4, 2.1, 0, 1, 0)
  43. PGNR A 0 A_Jump (128, "Fire2")
  44. Fire1:
  45. PGNF AB 1 Bright
  46. Goto FireEnd
  47. Fire2:
  48. PGNF CD 1 Bright
  49. FireEnd:
  50. PGNR A 1
  51. PGNR B 3 A_ReFire
  52. PGNR CDEFGFEDCB 1
  53. PGNR A 16
  54. Goto Phased
  55. FalseFire:
  56. PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
  57. PGNR A 35
  58. PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
  59. PGNR A 30
  60. PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
  61. PGNR A 25
  62. PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
  63. PGNR A 20
  64. PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
  65. PGNR A 15
  66. PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
  67. PGNR A 10
  68. PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
  69. PGNR A 5
  70. PGNR A 0 A_PlaySound ("Weapons/Plasma/Overheat")
  71. PGNR A 35 A_FireCustomMissile ("PlasmaRifleFailure", 0, 0, 0, -10)
  72. TNT1 A 0 A_TakeInventory ("MalfunctioningCellPack", 2)
  73. Goto Phased
  74. Flash:
  75. PGNR A 4 Bright A_Light1
  76. Goto LightDone
  77. PGNR B 4 Bright A_Light1
  78. Goto LightDone
  79. }
  80. }
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