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- ACTOR MolotovLight : Weapon 25013
- {
- Scale 0.25
- Weapon.Slotnumber 4
- Weapon.AmmoType "Cell"
- Weapon.AmmoGive 1
- Weapon.AmmoUse 1
- ProjectileKickBack 16
- +WEAPON.NOAUTOAIM
- +WEAPON.NOAUTOFIRE
- +NOALERT
- Inventory.PickupSound "misc/w_pkup"
- Inventory.PickupMessage "You found some Vodka"
- Obituary "%o can't handle his cocktail."
- States
- {
- Spawn:
- BOTT Z 1
- Loop
- Ready:
- BOTT Z 1 A_Weaponready
- Loop
- Select:
- BOTT Z 1 A_Raise
- BOTT Z 1 A_Raise
- Loop
- Deselect:
- BOTT Z 0 A_Lower
- BOTT Z 1 A_Lower
- Loop
- Fire:
- MOLO ABCD 6
- MOLO ABCD 6 A_Jump(128, "Light")
- Loop
- Light:
- MOLO DFGHIJKLM 8
- Goto Light2
- Light2:
- MOLO LMLMLM 8 A_Jump(128,"Flaming")
- Loop
- Flaming:
- MOLO NOPQRSTU 8
- MOLO U 0 A_GiveInventory("MolotovThrow",1)
- MOLO U 0 A_TakeInventory("MolotovLight",1)
- MOLO U 0 A_CheckReload
- Goto Ready
- }
- }
- ACTOR MolotovThrow : Weapon 25014
- {
- Scale 0.25
- Weapon.Slotnumber 4
- Weapon.AmmoType "Cell"
- Weapon.AmmoGive 0
- Weapon.AmmoUse 1
- ProjectileKickBack 16
- +WEAPON.NOAUTOAIM
- +WEAPON.NOAUTOFIRE
- +NOALERT
- Inventory.PickupSound "misc/w_pkup"
- Inventory.PickupMessage "You have a lit Molotov cocktail"
- Obituary "%o can't handle his cocktail."
- States
- {
- Spawn:
- MOLO Z 1
- Loop
- Ready:
- MOLO UVWXY 5 A_Weaponready
- Loop
- Select:
- MOLO U 1 A_Raise
- MOLO V 1 A_Raise
- MOLO W 1 A_Raise
- MOLO X 1 A_Raise
- MOLO Y 1 A_Raise
- Deselect:
- TOSS C 0 A_Lower
- TOSS C 0 A_Lower
- TOSS C 1 A_Lower
- TOSS D 0 A_Lower
- TOSS D 1 A_Lower
- TOSS D 0 A_Lower
- TOSS D 1 A_Lower
- Loop
- Fire:
- MOLO XY 2 A_GunFlash
- MOLO XYZ 3
- MOLO Z 0 A_FireCustomMissile("Bottlex", 0, 1, 0, 5)
- TOSS CD 3
- MOLO Z 0 A_CheckReload
- Goto ready
- Flash:
- MOLT U 2
- MOLT V 2
- Stop
- }
- }
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