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quickkick

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Feb 19th, 2017
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  1. =Weapon Portion:
  2.  
  3. Ready:
  4. AR15 A 0 A_Overlay(-2,"QuickKickLayer")
  5. AR15 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
  6. AR15 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
  7. AR15 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
  8.  
  9. AR15 A 0 A_StopSound(CHAN_WEAPON)
  10. Goto Ready+1
  11.  
  12. =Overlay Portion:
  13.  
  14. QuickKickLayer:
  15. TNT1 A 1 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER1,"KickPick")
  16. Loop
  17.  
  18. KickPick:
  19. TNT1 A 0 A_Jump(255,"Kick1","Kick1","Kick2")
  20.  
  21. Kick1:
  22. KIK1 A 0 A_Playsound("skeleton/swing",0,0.9,0)
  23. KIK1 ABCDE 1 A_Recoil(-0.5)
  24. KIK1 A 0 A_JumpIfTargetInLOS("Kick1Hit",0,JLOSF_NOSIGHT | JLOSF_COMBATANTONLY,86,32)
  25. Goto Kick1Miss
  26. Kick1Hit:
  27. KIK1 A 0 A_Playsound("weapons/boot",0,0.9,0)
  28. KIK1 FGH 2 A_CustomPunch(5,0,0,"KickPuff",42,0,0,0)
  29. KIK1 IJKLMNO 1
  30. Goto QuickKickLayer
  31. Kick1Miss:
  32. KIK1 FGHH 2 //A_CustomPunch(10,0,0,"KickPuff",42,0,0,0)
  33. KIK1 IJKLMNO 2 A_Recoil(-0.75)
  34. Goto QuickKickLayer
  35. Kick2:
  36. KIK2 A 0 A_Playsound("skeleton/swing",0,0.9,0)
  37. KIK2 ABCDEF 1 A_Recoil(-0.5)
  38. KIK1 A 0 A_JumpIfTargetInLOS("Kick2Hit",0,JLOSF_NOSIGHT | JLOSF_COMBATANTONLY,86,32)
  39. Goto Kick2Miss
  40. Kick2Hit:
  41. KIK2 A 0 A_Playsound("weapons/boot",0,0.9,0)
  42. KIK2 G 2 A_CustomPunch(10,0,0,"KickPuff",42,0,0,0)
  43. KIK2 FEDCBA 1
  44. Goto QuickKickLayer
  45. Kick2Miss:
  46. KIK2 GG 2
  47. KIK2 FEDCBA 2 A_Recoil(-0.75)
  48. Goto QuickKickLayer
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