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- ACTOR EriMachinegun : DoomWeapon replaces Chaingun
- {
- Game Doom
- Scale 0.8
- SpawnID 28
- Weapon.SelectionOrder 700
- Weapon.AmmoUse 1
- Weapon.AmmoGive 20
- Weapon.AmmoType "Clip"
- Inventory.PickupMessage "$GOTCHAINGUN"
- Obituary "$OB_MPCHAINGUN"
- Decal "BulletChip"
- States
- {
- Ready:
- DMGG A 0 ACS_Execute(888,0,0,0,0) // hide ammo counter
- DMGG A 1 A_WeaponReady
- Wait
- Deselect:
- DMGG A 0 ACS_Execute(888,0,0,0,0) // hide ammo counter
- DMGG A 1 A_Lower
- Wait
- Select:
- DMGG A 1 A_Raise
- Loop
- Fire:
- DMGF A 0 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB | WRF_NOSWITCH | WRF_NOPRIMARY)
- DMGF A 0 A_FireBullets (5.6, 0, 1, 5, "BulletPuff")
- DMGF A 0 A_GunFlash
- DMGF A 2 bright A_PlaySound("weapons/machinegun", CHAN_WEAPON) //All I did was move this to here
- DMGF A 0 ACS_Execute(888,0,1,0,0) // show ammo counter -- 'idle' position
- //DMGF A 2 bright A_PlaySound("weapons/machinegun", CHAN_WEAPON) You can delete this line
- DMGF B 2 bright ACS_Execute(888,0,2,0,0)
- DMGF B 0 A_CheckReload
- DMGF C 0 A_FireBullets (5.6, 0, 1, 5, "BulletPuff")
- DMGF C 0 A_GunFlash
- DMGF C 0 ACS_Execute(888,0,1,0,0)
- DMGF C 2 bright A_PlaySound("weapons/machinegun", CHAN_WEAPON)
- DMGF D 2 bright ACS_Execute(888,0,2,0,0)
- DMGG B 0 A_ReFire
- Goto Ready
- Flash:
- TNT1 A 2 Bright A_Light1
- TNT1 A 2 Bright A_Light2
- Goto LightDone
- Spawn:
- DEMG A -1
- Stop
- }
- }
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