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datsexyanon

erimachinegun

May 28th, 2013
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  1. ACTOR EriMachinegun : DoomWeapon replaces Chaingun
  2. {
  3. Game Doom
  4. Scale 0.8
  5. SpawnID 28
  6. Weapon.SelectionOrder 700
  7. Weapon.AmmoUse 1
  8. Weapon.AmmoGive 20
  9. Weapon.AmmoType "Clip"
  10. Inventory.PickupMessage "$GOTCHAINGUN"
  11. Obituary "$OB_MPCHAINGUN"
  12. Decal "BulletChip"
  13. States
  14. {
  15. Ready:
  16. DMGG A 0 ACS_Execute(888,0,0,0,0) // hide ammo counter
  17. DMGG A 1 A_WeaponReady
  18. Wait
  19. Deselect:
  20. DMGG A 0 ACS_Execute(888,0,0,0,0) // hide ammo counter
  21. DMGG A 1 A_Lower
  22. Wait
  23. Select:
  24. DMGG A 1 A_Raise
  25. Loop
  26. Fire:
  27. DMGF A 0 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB | WRF_NOSWITCH | WRF_NOPRIMARY)
  28. DMGF A 0 A_FireBullets (5.6, 0, 1, 5, "BulletPuff")
  29. DMGF A 0 A_GunFlash
  30. DMGF A 2 bright A_PlaySound("weapons/machinegun", CHAN_WEAPON) //All I did was move this to here
  31. DMGF A 0 ACS_Execute(888,0,1,0,0) // show ammo counter -- 'idle' position
  32. //DMGF A 2 bright A_PlaySound("weapons/machinegun", CHAN_WEAPON) You can delete this line
  33. DMGF B 2 bright ACS_Execute(888,0,2,0,0)
  34. DMGF B 0 A_CheckReload
  35. DMGF C 0 A_FireBullets (5.6, 0, 1, 5, "BulletPuff")
  36. DMGF C 0 A_GunFlash
  37. DMGF C 0 ACS_Execute(888,0,1,0,0)
  38. DMGF C 2 bright A_PlaySound("weapons/machinegun", CHAN_WEAPON)
  39. DMGF D 2 bright ACS_Execute(888,0,2,0,0)
  40. DMGG B 0 A_ReFire
  41. Goto Ready
  42. Flash:
  43. TNT1 A 2 Bright A_Light1
  44. TNT1 A 2 Bright A_Light2
  45. Goto LightDone
  46. Spawn:
  47. DEMG A -1
  48. Stop
  49. }
  50. }
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