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- =Weapon Portion:
- Ready:
- AR15 A 0 A_Overlay(-2,"QuickKickLayer")
- AR15 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
- AR15 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
- AR15 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
- AR15 A 0 A_StopSound(CHAN_WEAPON)
- Goto Ready+1
- =Overlay Portion:
- QuickKickLayer:
- TNT1 A 1 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER1,"KickPick")
- Loop
- KickPick:
- TNT1 A 0 A_Jump(255,"Kick1","Kick1","Kick2")
- Kick1:
- KIK1 A 0 A_Playsound("skeleton/swing",0,0.9,0)
- KIK1 ABCDE 1 A_Recoil(-0.5)
- KIK1 A 0 A_JumpIfTargetInLOS("Kick1Hit",0,JLOSF_NOSIGHT | JLOSF_COMBATANTONLY,86,32)
- Goto Kick1Miss
- Kick1Hit:
- KIK1 A 0 A_Playsound("weapons/boot",0,0.9,0)
- KIK1 FGH 2 A_CustomPunch(5,0,0,"KickPuff",42,0,0,0)
- KIK1 IJKLMNO 1
- Goto QuickKickLayer
- Kick1Miss:
- KIK1 FGHH 2 //A_CustomPunch(10,0,0,"KickPuff",42,0,0,0)
- KIK1 IJKLMNO 2 A_Recoil(-0.75)
- Goto QuickKickLayer
- Kick2:
- KIK2 A 0 A_Playsound("skeleton/swing",0,0.9,0)
- KIK2 ABCDEF 1 A_Recoil(-0.5)
- KIK1 A 0 A_JumpIfTargetInLOS("Kick2Hit",0,JLOSF_NOSIGHT | JLOSF_COMBATANTONLY,86,32)
- Goto Kick2Miss
- Kick2Hit:
- KIK2 A 0 A_Playsound("weapons/boot",0,0.9,0)
- KIK2 G 2 A_CustomPunch(10,0,0,"KickPuff",42,0,0,0)
- KIK2 FEDCBA 1
- Goto QuickKickLayer
- Kick2Miss:
- KIK2 GG 2
- KIK2 FEDCBA 2 A_Recoil(-0.75)
- Goto QuickKickLayer
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