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Oct 12th, 2015
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  1. void() player_gatlup1 =[$light1, player_gatlshot1 ]
  2. {
  3.  
  4. //if ((!self.button0) || !W_CheckNoAmmo())
  5. //{player_run ();return;}
  6. W_GatlingSpinUp();
  7. self.nextthink = time + 0.1;
  8. self.weaponframe = self.weaponframe + 1;
  9. //if (self.weaponframe == 10)
  10. //self.weaponframe = 1;
  11. self.attack_finished = time + 0.9;
  12. };
  13.  
  14.  
  15.  
  16. void() player_gatlshot1 =[$nailatt1, player_gatlshot2 ]
  17. {
  18.  
  19. if ((!self.button0) || !W_CheckNoAmmo())
  20. {player_gatldown1 ();return;}
  21.  
  22. self.effects = self.effects | EF_MUZZLEFLASH;
  23. if ((self.button0) && (self.ammo_nails < 1))
  24. {
  25. self.nextthink = time + 0.05;
  26. self.weaponframe = self.weaponframe + 1;
  27. if (self.weaponframe == 14)
  28. self.weaponframe = 11;
  29. SuperDamageSound();
  30. W_FireGatling();
  31. self.attack_finished = time + 0.1;
  32. }
  33. //else
  34. //{
  35. //player_gatldown1();
  36. //}
  37. };
  38.  
  39. void() player_gatlshot2 =[$nailatt1, player_gatlshot3 ]
  40. {
  41.  
  42. if ((!self.button0) || !W_CheckNoAmmo())
  43. {player_gatldown1 ();return;}
  44.  
  45. self.effects = self.effects | EF_MUZZLEFLASH;
  46. if ((self.button0) && (self.ammo_nails < 1))
  47. {
  48. self.nextthink = time + 0.05;
  49. self.weaponframe = self.weaponframe + 1;
  50. if (self.weaponframe == 14)
  51. self.weaponframe = 11;
  52. SuperDamageSound();
  53. W_FireGatling();
  54. self.attack_finished = time + 0.1;
  55. }
  56. //else
  57. //{
  58. //player_gatldown1();
  59. //}
  60. };
  61.  
  62. void() player_gatlshot3 =[$nailatt2, player_gatlshot4 ]
  63. {
  64.  
  65. if ((!self.button0) || !W_CheckNoAmmo())
  66. {player_gatldown1 ();return;}
  67.  
  68. self.effects = self.effects | EF_MUZZLEFLASH;
  69. if ((self.button0) && (self.ammo_nails < 1))
  70. {
  71. self.nextthink = time + 0.05;
  72. self.weaponframe = self.weaponframe + 1;
  73. if (self.weaponframe == 14)
  74. self.weaponframe = 11;
  75. SuperDamageSound();
  76. W_FireGatling();
  77. self.attack_finished = time + 0.1;
  78. }
  79. //else
  80. //{
  81. //player_gatldown1();
  82. //}
  83.  
  84. void() player_gatlshot4 =[$nailatt2, player_gatlshot1 ]
  85. {
  86.  
  87. if ((!self.button0) || !W_CheckNoAmmo())
  88. {player_gatldown1 ();return;}
  89.  
  90. self.effects = self.effects | EF_MUZZLEFLASH;
  91. if ((self.button0) && (self.ammo_nails < 1))
  92. {
  93. self.nextthink = time + 0.05;
  94. self.weaponframe = self.weaponframe + 1;
  95. if (self.weaponframe == 14)
  96. self.weaponframe = 11;
  97. SuperDamageSound();
  98. W_FireGatling();
  99. self.attack_finished = time + 0.1;
  100. }
  101. //else
  102. //{
  103. //player_gatldown1();
  104. //}
  105. };
  106.  
  107. void() player_gatldown1 =[player_run ]
  108. {
  109.  
  110. //if ((!self.button0) || !W_CheckNoAmmo())
  111. //{player_run ();return;}
  112. self.nextthink = time + 0.1;
  113. self.weaponframe = 15
  114. self.weaponframe = self.weaponframe + 1;
  115. if (self.weaponframe == 34)
  116. self.weaponframe = 1;
  117. self.attack_finished = time + 0.9;
  118. };
  119.  
  120. //============================================================================
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