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Oct 13th, 2015
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  1. //============================================================================
  2.  
  3. void() player_gatldown1 =[$nailatt1, player_run ]
  4. {
  5.  
  6. //if ((!self.button0) || !W_CheckNoAmmo())
  7. //{player_run ();return;}
  8. sound (self, CHAN_WEAPON, "weapons/mingn3.wav", 1, ATTN_NORM);
  9. self.nextthink = time + 0.1;
  10. self.weaponframe = 15;
  11. self.weaponframe = self.weaponframe + 1;
  12. if (self.weaponframe == 34)
  13. self.weaponframe = 1;
  14. self.attack_finished = time + 0.9;
  15. };
  16.  
  17. void() player_gatlup1 =[$light1, player_gatlup2 ]
  18. {
  19.  
  20. //if ((!self.button0) || !W_CheckNoAmmo())
  21. //{player_run ();return;}
  22. //W_GatlingSpinUp();
  23. sound (self, CHAN_WEAPON, "weapons/mingn1.wav", 1, ATTN_NORM);
  24. self.attack_finished = time + 0.9;
  25. self.weaponframe = self.weaponframe + 1;
  26. //if (self.weaponframe == 10)
  27. //self.weaponframe = 1;
  28. };
  29.  
  30. void() player_gatlup2 =[$light1, player_gatlup3 ]
  31. {
  32.  
  33. //if ((!self.button0) || !W_CheckNoAmmo())
  34. //{player_run ();return;}
  35. self.weaponframe = self.weaponframe + 1;
  36. //if (self.weaponframe == 10)
  37. //self.weaponframe = 1;
  38. };
  39.  
  40. void() player_gatlup3 =[$light1, player_gatlup4 ]
  41. {
  42.  
  43. //if ((!self.button0) || !W_CheckNoAmmo())
  44. //{player_run ();return;}
  45. self.weaponframe = self.weaponframe + 1;
  46. //if (self.weaponframe == 10)
  47. //self.weaponframe = 1;
  48. };
  49.  
  50. void() player_gatlup4 =[$light1, player_gatlup5 ]
  51. {
  52.  
  53. //if ((!self.button0) || !W_CheckNoAmmo())
  54. //{player_run ();return;}
  55. self.weaponframe = self.weaponframe + 1;
  56. //if (self.weaponframe == 10)
  57. //self.weaponframe = 1;
  58. };
  59.  
  60. void() player_gatlup5 =[$light1, player_gatlup6 ]
  61. {
  62.  
  63. //if ((!self.button0) || !W_CheckNoAmmo())
  64. //{player_run ();return;}
  65. self.weaponframe = self.weaponframe + 1;
  66. //if (self.weaponframe == 10)
  67. //self.weaponframe = 1;
  68. };
  69.  
  70. void() player_gatlup6 =[$light1, player_gatlup7 ]
  71. {
  72.  
  73. //if ((!self.button0) || !W_CheckNoAmmo())
  74. //{player_run ();return;}
  75. self.weaponframe = self.weaponframe + 1;
  76. //if (self.weaponframe == 10)
  77. //self.weaponframe = 1;
  78. };
  79.  
  80. void() player_gatlup7 =[$light1, player_gatlup8 ]
  81. {
  82.  
  83. //if ((!self.button0) || !W_CheckNoAmmo())
  84. //{player_run ();return;}
  85. self.weaponframe = self.weaponframe + 1;
  86. //if (self.weaponframe == 10)
  87. //self.weaponframe = 1;
  88. };
  89.  
  90. void() player_gatlup8 =[$light1, player_gatlup9 ]
  91. {
  92.  
  93. //if ((!self.button0) || !W_CheckNoAmmo())
  94. //{player_run ();return;}
  95. self.weaponframe = self.weaponframe + 1;
  96. //if (self.weaponframe == 10)
  97. //self.weaponframe = 1;
  98. };
  99.  
  100. void() player_gatlup9 =[$light1, player_gatlshot1 ]
  101. {
  102.  
  103. //if ((!self.button0) || !W_CheckNoAmmo())
  104. //{player_run ();return;}
  105. self.weaponframe = self.weaponframe + 1;
  106. //if (self.weaponframe == 10)
  107. //self.weaponframe = 1;
  108. };
  109.  
  110. void() player_gatlshot1 =[$nailatt1, player_gatlshot2 ]
  111. {
  112.  
  113. if ((!self.button0) || !W_CheckNoAmmo())
  114. {player_gatldown1 ();return;}
  115.  
  116. self.effects = self.effects | EF_MUZZLEFLASH;
  117. self.nextthink = time + 0.05;
  118. self.weaponframe = self.weaponframe + 1;
  119. if (self.weaponframe == 14)
  120. self.weaponframe = 11;
  121. SuperDamageSound();
  122. W_FireGatling();
  123. if (self.t_width < time)
  124. {
  125. sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  126. self.t_width = time + 0.95;
  127. }
  128. //else
  129. //{
  130. //player_gatldown1();
  131. //}
  132. };
  133.  
  134. void() player_gatlshot2 =[$nailatt1, player_gatlshot3 ]
  135. {
  136.  
  137. if ((!self.button0) || !W_CheckNoAmmo())
  138. {player_gatldown1 ();return;}
  139.  
  140. self.effects = self.effects | EF_MUZZLEFLASH;
  141. self.nextthink = time + 0.05;
  142. self.weaponframe = self.weaponframe + 1;
  143. if (self.weaponframe == 14)
  144. self.weaponframe = 11;
  145. SuperDamageSound();
  146. W_FireGatling();
  147. if (self.t_width < time)
  148. {
  149. sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  150. self.t_width = time + 0.95;
  151. }
  152. //else
  153. //{
  154. //player_gatldown1();
  155. //}
  156. };
  157.  
  158. void() player_gatlshot3 =[$nailatt2, player_gatlshot4 ]
  159. {
  160.  
  161. if ((!self.button0) || !W_CheckNoAmmo())
  162. {player_gatldown1 ();return;}
  163.  
  164. self.effects = self.effects | EF_MUZZLEFLASH;
  165. self.nextthink = time + 0.05;
  166. self.weaponframe = self.weaponframe + 1;
  167. if (self.weaponframe == 14)
  168. self.weaponframe = 11;
  169. SuperDamageSound();
  170. W_FireGatling();
  171. if (self.t_width < time)
  172. {
  173. sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  174. self.t_width = time + 0.95;
  175. }
  176. };
  177.  
  178. void() player_gatlshot4 =[$nailatt2, player_gatlshot1 ]
  179. {
  180.  
  181. if ((!self.button0) || !W_CheckNoAmmo())
  182. {player_gatldown1 ();return;}
  183.  
  184. self.effects = self.effects | EF_MUZZLEFLASH;
  185. self.nextthink = time + 0.05;
  186. self.weaponframe = self.weaponframe + 1;
  187. if (self.weaponframe == 14)
  188. self.weaponframe = 11;
  189. SuperDamageSound();
  190. W_FireGatling();
  191. if (self.t_width < time)
  192. {
  193. sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  194. self.t_width = time + 0.95;
  195. }
  196.  
  197. };
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