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This shit glitches for no reason [DECORATE]

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Nov 22nd, 2014
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C++ 2.99 KB | None | 0 0
  1. Actor S120 : Weapon
  2. {
  3.     Tag "S-120 Shotgun"
  4.     Inventory.PickupMessage "You got the WMC S-120 shotgun!"
  5.     Obituary "%k \cd> \cfWMC S-120 \cd> \cl%o."
  6.     Weapon.SlotNumber 3
  7.     Weapon.AmmoType1 "S120_Clip"
  8.     Weapon.AmmoUse1 1
  9.     Weapon.AmmoGive1 50
  10.     Weapon.AmmoType2 "Shell"
  11.     Weapon.AmmoGive2 50
  12.     Weapon.SlotNumber 3
  13.     +WEAPON.NOAUTOFIRE
  14.     AttackSound "Weapon/S120/Fire"
  15.     States
  16.     {
  17.     Ready:
  18.         //EVENTS
  19.         TNT1 A 0 A_JumpIfInventory("Reloading", 1, "Reload_Check")
  20.    
  21.         HSHG A 1 A_WeaponReady
  22.         Loop
  23.     Select:
  24.         TNT1 A 0 A_TakeInventory("reloading", 1)
  25.         HSHG A 1 offset (-130,154)
  26.         HSHG A 1 offset (-120,139)
  27.         HSHG A 1 offset (-110,125)
  28.         HSHG A 1 offset (-100,112)
  29.         HSHG A 1 offset (-90,100)
  30.         HSHG A 1 offset (-80,89)
  31.         HSHG A 1 offset (-70,79)
  32.         TNT1 A 0 A_PlaySound("Weapon/S120/Up")
  33.         HSHG A 1 offset (-60,70)
  34.         HSHG A 1 offset (-50,62)
  35.         HSHG A 1 offset (-40,55)
  36.         HSHG A 1 offset (-30,49)
  37.         HSHG A 1 offset (-20,44)
  38.         HSHG A 1 offset (-15,40)
  39.         HSHG A 1 offset (-10,37)
  40.         HSHG A 1 offset (-5,34)
  41.         HSHG A 1 offset (0,0)
  42.         goto Ready
  43.     Deselect:
  44.         HSHG A 1 offset (-4,34)
  45.         HSHG A 1 offset (-8,40)
  46.         HSHG A 1 offset (-16,49)
  47.         HSHG A 1 offset (-24,62)
  48.         HSHG A 1 offset (-32,79)
  49.         HSHG A 1 offset (-40,100)
  50.         HSHG A 1 offset (-48,125)
  51.         HSHG A 1 offset (-56,154)
  52.         TNT1 A 0 offset (-1,33)
  53.         goto DeselectReal
  54.     DeselectReal:
  55.         TNT1 A 0 A_TakeInventory("reloading", 1)
  56.         TNT1 AA 0 A_Lower
  57.         TNT1 A 1 A_Lower
  58.         loop
  59.     Fire:
  60.         HSHF A 2 bright A_FireBullets(4, 4, 14, 15, "BulletPuff",  FBF_USEAMMO | FBF_NORANDOM)
  61.         TNT1 A 0 A_GunFlash
  62.         TNT1 A 0 Radius_Quake(4, 3, 0, 10, 0)
  63.         HSHF B 1 bright
  64.         HSHF CDE 1
  65.         HSHG A 2
  66.         HSHR ABCDEFGHI 1
  67.         TNT1 A 0 A_PlayWeaponSound("Weapon/S120/Pump")
  68.         //TNT1 A 0 A_CustomMissile("ShotgunShell", 34, 4, Random(86, 92), 0, Random(30, 45))
  69.         HSHR IIJKLMNOPQRS 1
  70.         HSHG A 2
  71.         Goto Ready
  72.     Flash:
  73.         TNT1 A 0 A_SetPitch(pitch-0.3)
  74.         TNT1 A 1 A_Light(6)
  75.         TNT1 A 0 A_SetPitch(pitch-0.9)
  76.         TNT1 A 1 A_Light(4)
  77.         TNT1 A 0 A_SetPitch(pitch-(-0.2))
  78.         TNT1 A 1 A_Light(3)
  79.         TNT1 A 0 A_SetPitch(pitch-(-0.1))
  80.         TNT1 A 1 A_Light(1)
  81.         TNT1 A 0 A_SetPitch(pitch-(-0.1))
  82.         TNT1 A 1 A_Light(1)
  83.         TNT1 A 0 A_SetPitch(pitch-(-0.1))
  84.         TNT1 A 1 A_Light0
  85.         TNT1 A 0 A_SetPitch(pitch-(-0.1))
  86.         Stop
  87.     Reload:
  88.     Reload_Check:
  89.         TNT1 A 0 A_TakeInventory("reloading", 1)
  90.         TNT1 A 0 A_JumpIfInventory("S120_Clip", 8, "Ready")
  91.         TNT1 A 0 A_JumpIfInventory("Shell", 1, 1)
  92.         goto Ready
  93.     Reload_Go:
  94.         HSHR ABCDEFGHI 1
  95.         TNT1 A 0 A_FireCustomMissile("S120_Clip_Wasted")
  96.         TNT1 A 0 A_PlaySound("Weapon/Common/ClipOut2")
  97.         HSHR I 40
  98.         TNT1 A 0 A_JumpIfInventory("S120_Clip", 8, "Reload_End")
  99.         TNT1 A 0 A_JumpIfInventory("Shell", 1, 1)
  100.         goto Reload_End
  101.         TNT1 A 0 A_TakeInventory("Shell", 1)
  102.         TNT1 A 0 A_GiveInventory("S120_Clip", 1)
  103.         goto Reload_Go+12
  104.     Reload_End:
  105.         TNT1 A 0 A_PlaySound("weapon/common/clipin2")
  106.         HSHR IIJKLM 1
  107.         TNT1 A 0 A_PlaySound("Weapon/S120/Up")
  108.         HSHR NOPQRS 1
  109.         TNT1 A 0 A_TakeInventory("reloading", 1)
  110.         goto ready
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