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Chronos_Ouroboros

DECORATE 2

Oct 4th, 2013
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  1. ACTOR Enforcer : FDWeapon 30006
  2. {
  3. //$Category "Final Duel-Weapons"
  4. Tag "Enforcer"
  5. Inventory.PickupSound "misc/w_pkup"
  6. Inventory.PickupMessage "$GOTENFORCER"
  7. Obituary "$OBENFORCER"
  8. Inventory.RestrictedTo MarineClass
  9. Weapon.AmmoType1 "EnforcerClip"
  10. Weapon.AmmoType2 "Clip2"
  11. Weapon.AmmoGive1 0
  12. Weapon.AmmoGive2 0
  13. Weapon.AmmoUse1 1
  14. Weapon.AmmoUse2 0
  15. Weapon.Kickback 75
  16. Weapon.UpSound "weapons/enforcerup"
  17. // AttackSound "weapons/enforcerfire"
  18. +AMMO_OPTIONAL
  19. +NOALERT
  20. Scale 0.4
  21. Decal "Bullet"
  22. States
  23. {
  24. Spawn:
  25. LIBG X -1
  26. Stop
  27. Ready:
  28. TNT1 A 0 A_TakeInventory("WeaponSpecial",1)
  29. TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  30. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
  31. LIBG A 1 A_WeaponReady
  32. Loop
  33. Deselect:
  34. LIBG A 1 A_Lower
  35. Loop
  36. Select:
  37. LIBG A 1 A_Raise
  38. Loop
  39. Fire:
  40. LIBG E 0 A_JumpIfNoAmmo("DryFire")
  41. LIBF A 0 A_GunFlash
  42. LIBF A 0 A_AlertMonsters
  43. LIBF A 0 A_FireBullets(2.0,3.0,1,5,"BulletPuff2",1)
  44. TNT1 A 0 A_PlaySoundEx("weapons/enforcerfire","Weapon")
  45. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
  46. TNT1 A 0 Radius_Quake(1, 2, 0, 1, 0)
  47. LIBF AB 1 BRIGHT
  48. LIBG CEDCBA 1
  49. LIBG A 0 A_ReFire
  50. Goto Ready
  51. Flash:
  52. TNT1 A 2 A_Light2
  53. TNT1 A 1 A_Light1
  54. TNT1 A 0 A_Light0
  55. Stop
  56. DryFire:
  57. LIBG E 14 A_PlaySound("weapons/enforcerdry")
  58. LIBG E 0 A_JumpIfInventory("EnableAutoReload",1,"Reload")
  59. Goto Ready
  60. Reload:
  61. LIBG A 1 A_TakeInventory("Reloading",1)
  62. LIBG A 0 A_JumpIfInventory("Clip2", 1, 1)
  63. Goto Ready
  64. LIBG A 0 A_JumpIfInventory("EnforcerClip", 12, "DontNeedToReload")
  65. LIBG A 0 A_PlaySound("weapons/enforcerout")
  66. LIBM ABCDEF 1
  67. LIBG A 2
  68. TNT1 A 0 A_TakeInventory("EnforcerClip",12)
  69. LIBR ABCDE 1
  70. LIBR F 0 A_PlaySound("weapons/enforcerin")
  71. LIBR FGHIJJ 1
  72. LIBE ABCDEFGH 1
  73. LIBG A 2
  74. Goto Reloading
  75. Reloading:
  76. TNT1 A 0 A_JumpIfInventory("EnforcerClip",12,"DontNeedToReload")
  77. TNT1 A 0 A_TakeInventory("Clip2",1)
  78. TNT1 A 0 A_GiveInventory("EnforcerClip",12)
  79. Goto Reloading
  80. NoAmmo:
  81. TNT1 A 0 A_JumpIfInventory("Reloading",1,"DontNeedToReload")
  82. Goto DontNeedToReload
  83. DontNeedToReload:
  84. LIBR A 0 A_TakeInventory("Reloading",1)
  85. Goto Ready
  86. }
  87. }
  88. ACTOR EnforcerClip : Ammo
  89. {
  90. Inventory.MaxAmount 12
  91. Ammo.BackpackAmount 0
  92. Ammo.BackpackMaxAmount 12
  93. Inventory.Icon LIBGX0
  94. +IGNORESKILL
  95. }
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