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- actor whipitem : custominventory
- {
- Inventory.PickupMessage "Whip Sub item!"
- inventory.pickupsound "subitems/whipget"
- Inventory.Amount 1
- Inventory.MaxAmount 3
- Inventory.InterHubAmount 3
- Inventory.Icon LWICN
- +inventory.keepdepleted
- +INVBAR
- +FLOORCLIP
- +floatbob
- states
- {
- spawn:
- WHIP A 10 bright
- WHIP A 4
- loop
- pickup:
- TNT1 A 0 a_jumpifinventory ("whipitem", 1, "upgrade")
- TNT1 A 0 a_giveinventory ("whipitem", 1)
- stop
- upgrade:
- TNT1 A 0 a_takeinventory ("whipitem", 99)
- TNT1 A 0 a_giveinventory ("whipitem2", 1)
- stop
- use:
- TNT1 A 1 a_jumpifinventory ("whipcooldown", 1, "use2")
- TNT1 A 0 a_giveinventory ("whipcooldown", 1)
- TNT1 A 0 a_firecustommissile ("leatherwhip",0,0,-5,-2)
- fail
- use2:
- TNT1 A 0
- fail
- }
- }
- actor whipitem2 : custominventory
- {
- Inventory.PickupMessage "Whip Sub item!"
- inventory.pickupsound "subitems/whipget"
- Inventory.Amount 1
- Inventory.MaxAmount 3
- Inventory.InterHubAmount 3
- Inventory.Icon CWICN
- +inventory.keepdepleted
- +INVBAR
- +FLOORCLIP
- +floatbob
- states
- {
- spawn:
- WHIP A 10 bright
- WHIP A 4
- loop
- pickup:
- TNT1 A 0 a_jumpifinventory ("whipitem2", 1, "upgrade")
- stop
- upgrade:
- TNT1 A 0 a_takeinventory ("whipitem", 99)
- TNT1 A 0 a_giveinventory ("whipitem2", 1)
- stop
- use:
- TNT1 A 1 a_jumpifinventory ("whipcooldown", 1, "use2")
- TNT1 A 0 a_giveinventory ("whipcooldown", 1)
- TNT1 A 0 a_firecustommissile ("chainwhip",0,0,-5,-2)
- fail
- use2:
- TNT1 A 0
- fail
- }
- }
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