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- ACTOR MolotovLight : Weapon 25013
- {
- Scale 0.25
- Weapon.Slotnumber 4
- Weapon.AmmoType "VodkaBottle"
- Weapon.AmmoGive 0
- Weapon.AmmoUse 1
- ProjectileKickBack 16
- +WEAPON.NOAUTOAIM
- +WEAPON.NOAUTOFIRE
- +NOALERT
- Inventory.PickupSound "misc/w_pkup"
- Inventory.PickupMessage "You found some Vodka"
- Inventory.Icon "BOTTY0"
- Obituary "%o can't handle his cocktail."
- States
- {
- Spawn:
- BOTT Z 1
- Loop
- Ready:
- BOTT Z 0 A_JumpIfInventory("DummyMolotov", 1, "ReadyToThrow")
- BOTT Z 1 A_Weaponready
- Loop
- Select:
- BOTT Z 1 A_Raise
- BOTT Z 1 A_Raise
- Loop
- Deselect:
- BOTT Z 0 A_Lower
- BOTT Z 1 A_Lower
- BOTT Z 0 A_Lower
- BOTT Z 1 A_Lower
- BOTT Z 0 A_Lower
- BOTT Z 1 A_Lower
- BOTT Z 0 A_Lower
- BOTT Z 1 A_Lower
- Loop
- Fire:
- MOLO A 0 A_JumpIfInventory("DummyMolotov", 1, "Fire2")
- MOLO AB 12
- Goto Fire2
- Fire2:
- MOLO CD 8 A_PlaySound("weapons/flick", 0, 0.5, 0, 10)
- MOLO CD 8 A_PlaySound("weapons/flick", 0, 0.5, 0, 10)
- MOLO D 3 A_Jump(128, "Light")
- Loop
- Light:
- MOLO D 0 A_PlaySound("weapons/molotovtoss", 0, 0.2, 0, 10)
- MOLO DFGHIJKLM 3
- Goto Light2
- Light2:
- MOLO LMLMLM 3 A_Jump(50,"Flaming")
- Loop
- Flaming:
- MOLO NOPQRSTUV 3
- MOLO V 0 A_TakeInventory("VodkaBottle",1)
- MOLO V 0 A_CheckReload
- MOLO A 0 A_StopSound(0)
- MOLO A 0 A_GiveInventory("DummyMolotov")
- Goto Ready
- ReadyToThrow:
- MOLO U 0 A_WeaponReady(WRF_NOSWITCH)
- MOLO U 0 A_PlaySound("weapons/fireloop", 0, 0.4, 0, 10)
- MOLO UVWXY 5
- Loop
- Fire2:
- MOLO XY 2 A_GunFlash
- MOLO U 0 A_PlaySound("weapons/fireloop", 0, 1, 1, 10)
- MOLO XYZ 3
- MOLO Y 0 A_PlaySound("weapons/molotovtoss", 0, 1, 0, 10)
- MOLO Z 0 A_FireCustomMissile("Bottlex", 0, 1, 0, 5)
- TOSS CD 3
- MOLO A 0 A_StopSound(0)
- MOLO A 0 A_CheckReload
- Goto Deselect
- Flash:
- MOLT U 2
- MOLT V 2
- Stop
- }
- }
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