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Jun 4th, 2012
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  1. Fire:
  2. SHTG A 0 A_JumpIfInventory("Shells",1,1)
  3. goto Ready+1
  4. BSGN A 0 A_GunFlash
  5. BSGN A 0 A_PlayWeaponSound ("dsSAWFIR")
  6. SHTG A 0 A_TakeInventory("SawedoffCache",1)
  7. SHTG A 0 A_SetPitch(pitch-3)
  8. SHTG AAAAA 0 A_FireBullets(random[SawedOff](2,12), 3, 3, 3, "ZBSawedoffPuff", FBF_NORANDOM)
  9. SHTG A 0 A_TakeInventory("Shells",1,TIF_NOTAKEINFINITE)
  10. BSGN AABBCD 1 bright A_SetPitch(pitch+.5)
  11. SHTG H 1 OFFSET (0, 35)
  12. SHTG H 1 OFFSET (0, 33)
  13. SHTG G 1 OFFSET (0, 35)
  14. SHTG G 1 OFFSET (0, 33)
  15. SHTG F 1 OFFSET (0, 35)
  16. SHTG F 1 OFFSET (0, 34)
  17. SHTG F 1 OFFSET (0, 33)
  18. SHTG A 0 A_CheckReload
  19. SHTG A 0 A_JumpIfInventory("SawedoffCache",1,1)
  20. goto XDeath
  21. SHTG A 0
  22. goto Ready+1
  23. AltFire:
  24. SHTG A 0 A_JumpIfInventory("SawedoffCache",2,1)
  25. goto Fire
  26. SHTG A 3 A_GunFlash
  27. SHTG A 0 bright A_TakeInventory("SawedoffCache",2)
  28. SHTG AAAAAAAAAA 0 A_FireBullets(random[SawedOff](2,15), 4, 5, 3, "ZBSawedoffPuff", FBF_NORANDOM)
  29. SHTG A 0 A_TakeInventory("Shells",2,TIF_NOTAKEINFINITE)
  30. SHTG A 0 A_PlayWeaponSound ("weapons/sshotf")
  31. SHTG A 0 A_SetPitch(pitch-5)
  32. BSGN AABBCD 1 bright A_SetPitch(pitch+.5)
  33. SHTG H 1 OFFSET (0, 35) A_SetPitch(pitch+.5)
  34. SHTG H 1 OFFSET (0, 33) A_SetPitch(pitch+.5)
  35. SHTG G 1 OFFSET (0, 35) A_SetPitch(pitch+.5)
  36. SHTG G 1 OFFSET (0, 33) A_SetPitch(pitch+.5)
  37. /*
  38. BSGN A 2 bright A_SetPitch(pitch+1)
  39. BSGN B 1 bright A_SetPitch(pitch+1)
  40. BSGN C 1 bright
  41. BSGN D 1 bright A_SetPitch(pitch+1)
  42. SHTG H 1 OFFSET (0, 35)
  43. SHTG H 1 OFFSET (0, 33) A_SetPitch(pitch+1)
  44. SHTG G 1 OFFSET (0, 35)
  45. SHTG G 1 OFFSET (0, 33) A_SetPitch(pitch+1)*/
  46. SHTG F 1 OFFSET (0, 35)
  47. SHTG F 1 OFFSET (0, 33)
  48. SHTG F 0 A_CheckReload
  49. goto Xdeath
  50.  
  51. ================ THIS ONE BELOW IS THE ONE I'M USING =======================
  52. (Uses flash to render weapon before the flash graphic)
  53.  
  54. AltFire:
  55. TNT1 A 0 A_JumpIfInventory("sawedoffcheck",1,"Fire2")
  56. SWF2 A 0 A_JumpIfInventory("Shell2", 2, 1)
  57. Goto Fire
  58. TNT1 A 0 A_Gunflash
  59. SWF2 ABC 2 BRIGHT
  60. TNT1 A 26
  61. Goto ready
  62. Altflash:
  63. TNT1 A 0 A_JumpIfInventory("sawedoffcheck",1,"Flash2")
  64. TNT1 A 0 A_JumpIfInventory("Shell2", 2, 1)
  65. Goto Flash
  66. TNT1 A 0 A_PlayWeaponSound("weapons/wweshotgundouble")
  67. TNT1 A 0 A_FireBullets(6.4, 4.8, 11, 5, "ZBulletPuffS", 1)
  68. TNT1 A 0 A_FireBullets(4.8, 6.4, 11, 5, "ZBulletPuffS", 1)
  69. TNT1 A 0 A_PlayWeaponSound ("weapons/sshotf")
  70. TNT1 AA 0 A_FireCustomMissile("ShotgunCasing",-45+random(-8,8),0,1,8+random(-.1,.1),0)
  71. TNT1 A 0 ACS_ExecuteAlways(600, 0, 0, 1)
  72. ANIM D 1 Bright ACS_ExecuteAlways(600, 0, 1, 1)
  73. ANIM EFG 1 Bright ACS_ExecuteAlways(600, 0, 1, 1)
  74. ANIM HII 1 Bright ACS_ExecuteAlways(600, 0, 1, 1)
  75. ANIM HGF 1 ACS_ExecuteAlways(600, 0, 1, 1)
  76. ANIM YXC 1
  77. TNT1 A 0 A_JumpIfNoAmmo("NoAmmo")
  78. TNT1 A 0 A_PlaySound("weapons/sawedoffload")
  79. WP01 EFG 2 // 2
  80. WP01 HIJKLMNOPQRST 1
  81. Stop
  82.  
  83. // Relevant script
  84.  
  85. script 600 (int mode, int firemode) // values were handpicked by me, via lots of experiments...
  86. {
  87. int u = GetActorPitch(0);
  88. if(firemode == 0)
  89. {
  90. if(mode == 0)
  91. SetActorPitch(0, u - 200);
  92. else
  93. SetActorPitch(0, u + 20);
  94. }
  95. else
  96. {
  97. if(mode == 0)
  98. SetActorPitch(0, u - 400);
  99. else
  100. SetActorPitch(0, u + 40);
  101. }
  102. }
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