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- Fire:
- SHTG A 0 A_JumpIfInventory("Shells",1,1)
- goto Ready+1
- BSGN A 0 A_GunFlash
- BSGN A 0 A_PlayWeaponSound ("dsSAWFIR")
- SHTG A 0 A_TakeInventory("SawedoffCache",1)
- SHTG A 0 A_SetPitch(pitch-3)
- SHTG AAAAA 0 A_FireBullets(random[SawedOff](2,12), 3, 3, 3, "ZBSawedoffPuff", FBF_NORANDOM)
- SHTG A 0 A_TakeInventory("Shells",1,TIF_NOTAKEINFINITE)
- BSGN AABBCD 1 bright A_SetPitch(pitch+.5)
- SHTG H 1 OFFSET (0, 35)
- SHTG H 1 OFFSET (0, 33)
- SHTG G 1 OFFSET (0, 35)
- SHTG G 1 OFFSET (0, 33)
- SHTG F 1 OFFSET (0, 35)
- SHTG F 1 OFFSET (0, 34)
- SHTG F 1 OFFSET (0, 33)
- SHTG A 0 A_CheckReload
- SHTG A 0 A_JumpIfInventory("SawedoffCache",1,1)
- goto XDeath
- SHTG A 0
- goto Ready+1
- AltFire:
- SHTG A 0 A_JumpIfInventory("SawedoffCache",2,1)
- goto Fire
- SHTG A 3 A_GunFlash
- SHTG A 0 bright A_TakeInventory("SawedoffCache",2)
- SHTG AAAAAAAAAA 0 A_FireBullets(random[SawedOff](2,15), 4, 5, 3, "ZBSawedoffPuff", FBF_NORANDOM)
- SHTG A 0 A_TakeInventory("Shells",2,TIF_NOTAKEINFINITE)
- SHTG A 0 A_PlayWeaponSound ("weapons/sshotf")
- SHTG A 0 A_SetPitch(pitch-5)
- BSGN AABBCD 1 bright A_SetPitch(pitch+.5)
- SHTG H 1 OFFSET (0, 35) A_SetPitch(pitch+.5)
- SHTG H 1 OFFSET (0, 33) A_SetPitch(pitch+.5)
- SHTG G 1 OFFSET (0, 35) A_SetPitch(pitch+.5)
- SHTG G 1 OFFSET (0, 33) A_SetPitch(pitch+.5)
- /*
- BSGN A 2 bright A_SetPitch(pitch+1)
- BSGN B 1 bright A_SetPitch(pitch+1)
- BSGN C 1 bright
- BSGN D 1 bright A_SetPitch(pitch+1)
- SHTG H 1 OFFSET (0, 35)
- SHTG H 1 OFFSET (0, 33) A_SetPitch(pitch+1)
- SHTG G 1 OFFSET (0, 35)
- SHTG G 1 OFFSET (0, 33) A_SetPitch(pitch+1)*/
- SHTG F 1 OFFSET (0, 35)
- SHTG F 1 OFFSET (0, 33)
- SHTG F 0 A_CheckReload
- goto Xdeath
- ================ THIS ONE BELOW IS THE ONE I'M USING =======================
- (Uses flash to render weapon before the flash graphic)
- AltFire:
- TNT1 A 0 A_JumpIfInventory("sawedoffcheck",1,"Fire2")
- SWF2 A 0 A_JumpIfInventory("Shell2", 2, 1)
- Goto Fire
- TNT1 A 0 A_Gunflash
- SWF2 ABC 2 BRIGHT
- TNT1 A 26
- Goto ready
- Altflash:
- TNT1 A 0 A_JumpIfInventory("sawedoffcheck",1,"Flash2")
- TNT1 A 0 A_JumpIfInventory("Shell2", 2, 1)
- Goto Flash
- TNT1 A 0 A_PlayWeaponSound("weapons/wweshotgundouble")
- TNT1 A 0 A_FireBullets(6.4, 4.8, 11, 5, "ZBulletPuffS", 1)
- TNT1 A 0 A_FireBullets(4.8, 6.4, 11, 5, "ZBulletPuffS", 1)
- TNT1 A 0 A_PlayWeaponSound ("weapons/sshotf")
- TNT1 AA 0 A_FireCustomMissile("ShotgunCasing",-45+random(-8,8),0,1,8+random(-.1,.1),0)
- TNT1 A 0 ACS_ExecuteAlways(600, 0, 0, 1)
- ANIM D 1 Bright ACS_ExecuteAlways(600, 0, 1, 1)
- ANIM EFG 1 Bright ACS_ExecuteAlways(600, 0, 1, 1)
- ANIM HII 1 Bright ACS_ExecuteAlways(600, 0, 1, 1)
- ANIM HGF 1 ACS_ExecuteAlways(600, 0, 1, 1)
- ANIM YXC 1
- TNT1 A 0 A_JumpIfNoAmmo("NoAmmo")
- TNT1 A 0 A_PlaySound("weapons/sawedoffload")
- WP01 EFG 2 // 2
- WP01 HIJKLMNOPQRST 1
- Stop
- // Relevant script
- script 600 (int mode, int firemode) // values were handpicked by me, via lots of experiments...
- {
- int u = GetActorPitch(0);
- if(firemode == 0)
- {
- if(mode == 0)
- SetActorPitch(0, u - 200);
- else
- SetActorPitch(0, u + 20);
- }
- else
- {
- if(mode == 0)
- SetActorPitch(0, u - 400);
- else
- SetActorPitch(0, u + 40);
- }
- }
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