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Shotgun

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Dec 24th, 2014
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  1. ACTOR ShotgunReloading : Inventory
  2. {
  3. Inventory.InterHubAmount 0
  4. }
  5. ACTOR ShotgunSighting : Inventory{}
  6.  
  7. ACTOR ShotgunClip : Ammo
  8. {
  9. +IGNORESKILL
  10. Inventory.MaxAmount 6 //formerly 5
  11. Inventory.Icon "SHTCA0"
  12. }
  13.  
  14. // Thanks to patriot1776 for this new addition.
  15. ACTOR ShotgunChamberLoading: Inventory{} //Marker for if we are loading the first shell into an empty gun, and to 'pump' that shell into chamber to give
  16. //us a sixth round of ammunition per 'clip'.
  17.  
  18. ACTOR Shot_Gun : Weapon replaces SuperShotgun
  19. {
  20. Weapon.AmmoType "ShotgunClip"
  21. Weapon.AmmoUse 1
  22. Weapon.AmmoType2 "Shell"
  23. Weapon.AmmoUse2 1
  24. Weapon.AmmoGive2 8
  25. Weapon.Kickback 400
  26. Weapon.SlotNumber 3
  27. Inventory.PickupMessage "You got the ShotGun (slot 3)"
  28. Inventory.PickupSound "Weapons/Shotgun/Pump"
  29. Weapon.SelectionOrder 3000
  30. +WEAPON.NOAUTOFIRE
  31. +WEAPON.NOALERT
  32. +WEAPON.AMMO_CHECKBOTH
  33. AttackSound "Weapons/Shotgun/Fire"
  34. Tag "Shot_Gun"
  35. States
  36. {
  37. Spawn:
  38. SHTC A -1 Nodelay A_SetAngle(random(0,359))
  39. Stop
  40. Deselect:
  41. TNT1 A 0 A_TakeInventory("ShotgunReloading",1)
  42. SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "DeselectUnzoom")
  43. SHTG A 1 Offset(-3,35)
  44. SHTG A 1 Offset(-7,39)
  45. SHTG A 1 Offset(-12,45)
  46. SHTG A 1 Offset(-20,52)
  47. SHTG A 1 Offset(-40,60)
  48. SHTG A 1 Offset(-70,69)
  49. SHTG A 1 Offset(-120,79)
  50. TNT1 A 5
  51. TNT1 A 0 A_Lower
  52. Wait
  53.  
  54. Select:
  55. TNT1 A 0 A_TakeInventory("FistsSelected",1)
  56. TNT1 A 0 A_TakeInventory("SawSelected",1)
  57. TNT1 A 0 A_GiveInventory("ShotgunSelected",1)
  58. TNT1 A 0 A_TakeInventory("SSGSelected",1)
  59. TNT1 A 0 A_TakeInventory("MinigunSelected",1)
  60. TNT1 A 0 A_TakeInventory("NewchaingunSelected",1)
  61. TNT1 A 0 A_TakeInventory("PlasmaGunSelected",1)
  62. TNT1 A 0 A_TakeInventory("RocketLauncherSelected",1)
  63. TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected",1)
  64. TNT1 A 0 A_TakeInventory("BFGSelected",1)
  65. TNT1 A 0 A_TakeInventory("RailGunSelected",1)
  66. TNT1 A 0 A_TakeInventory("SubMachineGunSelected",1)
  67. TNT1 A 0 A_TakeInventory("RevenantLauncherSelected",1)
  68. TNT1 A 0 A_TakeInventory("LostSoulSelected",1)
  69. TNT1 A 0 A_TakeInventory("FlameCannonSelected",1)
  70. TNT1 A 0 A_TakeInventory("HasBarrel",1)
  71. TNT1 A 0 A_Raise
  72. Wait
  73.  
  74. Ready:
  75. TNT1 A 0 A_JumpIfInventory("Kicking", 1, "DoKick")
  76. TNT1 A 0 A_JumpIfInventory("Taunting", 1, "Taunt")
  77. TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  78. TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
  79. TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
  80. TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
  81. TNT1 A 5
  82. SHTG M 1 Offset(-100,36) A_PlaySound("Weapons/Select1")
  83. SHTG K 1 Offset(-90,36)
  84. SHTG I 1 Offset(-82,36)
  85. SHTG G 1 Offset(-60,36)
  86. SHTG F 1 Offset(-55,36)
  87. SHTG E 1 Offset(-30,36)
  88. SHTG D 1 Offset(-15,36)
  89. SHTG C 1 Offset(-10,36)
  90. SHTG B 1 Offset(-5,36)
  91. SHTG A 1 Offset(-2,36)
  92. Ready2:
  93. SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "ReadyZoom")
  94. SHTG A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
  95. TNT1 A 0 A_TakeInventory("PressingZoom")
  96. TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  97. TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
  98. TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  99. TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
  100. TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
  101. TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
  102. SHT8 A 8 A_WeaponReady
  103.  
  104. TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  105. TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
  106. TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  107. TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
  108. TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
  109. TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
  110. SHT8 B 8 A_WeaponReady
  111.  
  112. TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  113. TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
  114. TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  115. TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
  116. TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
  117. TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
  118. SHT8 C 8 A_WeaponReady
  119. Loop
  120. ReadyZoom:
  121. SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
  122. TNT1 A 0 A_TakeInventory("PressingZoom")
  123. Goto Ready2
  124. DeselectUnzoom:
  125. SHT8 A 1 A_ZoomFactor(1.0)
  126. SHT8 A 1 Offset(0,35) A_TakeInventory("ShotgunSighting",1)
  127. SHT8 D 1 Offset(0,32) A_SetCrosshair(0)
  128. SHT8 E 1 Offset(0,35)
  129. SHT8 E 1 Offset(0,32)
  130. Goto Deselect
  131. Fire:
  132. SHTF A 0 A_JumpIfInventory("ShotgunReloading",1,"ReloadFinish")
  133. SHTF A 0 A_JumpIfInventory("ShotgunSighting", 1, "FireZoom")
  134. SHTF A 0 A_JumpIfInventory("ShotgunClip",1,1)
  135. Goto Dryfire
  136. SHTF A 0 A_TakeInventory("ShotgunClip",1,TIF_NOTAKEINFINITE)
  137. //SHTF A 0 A_FireBullets(2, 2, 8, 11, "BulletPuff",0)
  138. SHTF A 0 A_AlertMonsters
  139. SHTF A 0 A_FireBullets(2, 2, 8, 9, "BulletPuff",0)
  140. PISF A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,8)
  141. SHTF A 1 BRIGHT A_GunFlash
  142. SHTF A 1 BRIGHT A_SetPitch(pitch - 4.0)
  143. SHTF B 1 Offset(0,33) A_SetPitch(pitch - 2.0)
  144. SHTF C 1 Offset(0,34) A_SetPitch(pitch - 1.5)
  145. SHTF DD 1 Offset(0,36) A_SetPitch(pitch + 0.4)
  146. SHTF EE 1 Offset(0,37) A_SetPitch(pitch + 0.2)
  147. SHTG A 0 A_Jump(128,2)
  148. SHTG A 1 Offset(0,36) A_SetPitch(pitch + 0.3)
  149. SHTG A 0 A_Jump(128,2)
  150. SHTG A 1 Offset(0,35) A_SetPitch(pitch + 0.1)
  151. SHTG A 1 Offset(0,34) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
  152. FireContinue:
  153. SHTG A 1 Offset(0,33)
  154. SHTG A 1 Offset(-1,33) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
  155. SHTG B 1 Offset(-1,34) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
  156. SHTG C 1 Offset(-2,34) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
  157. SHTG D 1 Offset(-2,35) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
  158. SHTG E 1 Offset(-3,35)// A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
  159. SHTG F 1 Offset(-3,36) A_PlaySound("Weapons/Shotgun/Pump", 5)
  160. SHTG G 1 Offset(-4,40)
  161. SHTG H 1 Offset(-4,43)
  162. SHTG I 1 Offset(-5,45)
  163. SHTG J 1 Offset(-5,44)
  164. SHTG K 1 Offset(-4,41)
  165. SHTG L 1 Offset(-4,40) A_SpawnItemEx("ShotgunCasing", 12,-20,32, 8,random(-2,2),random(0,4), random(-55,-80), SXF_NOCHECKPOSITION)
  166. SHTG M 1 Offset(-3,38) A_Jump(128,2)
  167. SHTG M 1 Offset(-2,36)
  168. SHTG L 1 Offset(-2,36) A_Jump(128,2)
  169. SHTG K 1 Offset(-2,36)
  170. SHTG J 1 Offset(-2,36)
  171. SHTG I 1 Offset(-2,36)
  172. SHTG H 1 Offset(-2,36)
  173. SHTG G 1 Offset(-2,36)
  174. SHTG F 1 Offset(-2,36)
  175. SHTG E 1 Offset(-2,36)
  176. SHTG D 1 Offset(-2,36)
  177. SHTG C 1 Offset(-2,36)
  178. SHTG B 1 Offset(-2,36)
  179. SHTG A 1 Offset(-2,36)
  180. SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "AltfireZoom")
  181. SHTG A 0 A_Refire
  182. Goto Ready2
  183. FireZoom:
  184. SHT8 A 0 A_JumpIfInventory("ShotgunClip",1,1)
  185. Goto DryfireZoom
  186. SHT8 A 0 A_TakeInventory("ShotgunClip",1,TIF_NOTAKEINFINITE)
  187. //SHT8 A 0 A_FireBullets(2, 2, 8, 8, "BulletPuff",0)
  188. SHT8 A 0 A_AlertMonsters
  189. SHT8 A 0 A_FireBullets(2, 2, 8, 9, "BulletPuff",0)
  190. PISF A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,8)
  191. SHT8 F 1 BRIGHT A_GunFlash
  192. SHT8 G 1 BRIGHT A_SetPitch(pitch - 4.0)
  193. SHT8 A 1 Offset(0,33) A_SetPitch(pitch - 2.0)
  194. SHT8 A 1 Offset(0,34) A_SetPitch(pitch - 1.5)
  195. SHT8 AA 1 Offset(0,36) A_SetPitch(pitch + 0.4)
  196. SHT8 AA 1 Offset(0,37) A_SetPitch(pitch + 0.2)
  197. SHT8 A 1 Offset(0,36) A_SetPitch(pitch + 0.3)
  198. SHT8 A 1 Offset(0,35) A_SetPitch(pitch + 0.1)
  199. SHT8 A 1 Offset(0,34) A_WeaponReady(WRF_NOFIRE)
  200. SHT8 A 1 A_ZoomFactor(1.0)
  201. SHT8 A 1 Offset(0,35)
  202. SHT8 D 1 Offset(0,32)
  203. SHT8 E 1 Offset(0,35)
  204. SHT8 E 1 Offset(0,32)
  205. Goto FireContinue
  206. Zoom:
  207. TNT1 A 0 A_JumpIfInventory("PressingZoom",1,"AltHold")
  208. TNT1 A 0 A_GiveInventory("PressingZoom",1)
  209. Altfire:
  210. SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "AltfireUnzoom")
  211. AltfireZoom:
  212. SHT8 E 1 Offset(0,35) A_ZoomFactor(1.5)
  213. SHT8 E 1 Offset(0,32) A_GiveInventory("ShotgunSighting")
  214. SHT8 D 1 A_SetCrosshair(8)
  215. SHT8 A 1 Offset(0,35)
  216. SHT8 A 1 Offset(0,33)
  217. Goto Ready2
  218. AltfireUnzoom:
  219. SHT8 A 1 A_ZoomFactor(1.0)
  220. SHT8 A 1 Offset(0,35) A_TakeInventory("ShotgunSighting")
  221. SHT8 D 1 Offset(0,32) A_SetCrosshair(0)
  222. SHT8 E 1 Offset(0,35)
  223. SHT8 E 1 Offset(0,32)
  224. SHTG A 1
  225. Goto Ready2
  226. Althold:
  227. SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "AltholdZoomed")
  228. SHTG A 1 A_WeaponReady(WRF_NOFIRE)
  229. SHTG A 0 A_Refire
  230. Goto Ready2
  231. AltholdZoomed:
  232. SHT8 A 1 A_WeaponReady(WRF_NOFIRE)
  233. SHT8 A 0 A_Refire
  234. Goto Ready2
  235. DryfireZoom:
  236. SHT8 A 6 A_PlaySound("Weapons/Dryfire")
  237. ReloadZoom:
  238. SHT8 A 1 A_ZoomFactor(1.0)
  239. SHT8 A 1 Offset(0,35) A_TakeInventory("ShotgunSighting", 1)
  240. SHT8 D 1 Offset(0,32) A_SetCrosshair(0)
  241. SHT8 E 1 Offset(0,35)
  242. SHT8 E 1 Offset(0,32)
  243. Goto Reload
  244. Dryfire:
  245. SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "DryfireZoom")
  246. SHTG A 1 A_PlaySound("Weapons/Dryfire")
  247. Reload:
  248. SHTG A 0 A_ClearRefire
  249. SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "ReloadZoom")
  250. SHTG A 0 A_JumpIfInventory("ShotgunClip",0,2)
  251. SHTG A 0 A_JumpIfInventory("Shell",1,"ProperReload")
  252. //SHTG A 0 A_GiveInventory("ShotgunReloading",1)
  253. SHTG A 1 A_WeaponReady(WRF_NOFIRE)
  254. Goto Ready2
  255. ProperReload:
  256. TNT1 A 0 A_GiveInventory("ShotgunReloading",1)
  257. SHTG A 1 Offset(-1,33)
  258. SHTG B 1 Offset(-1,34)
  259. SHTG C 1 Offset(-2,34)
  260. SHTG D 1 Offset(-2,35)
  261. SHTG E 1 Offset(-3,35)
  262. SHTG F 1 Offset(-3,36)
  263. SHTG G 1 Offset(-4,40)
  264. SHTG H 1 Offset(-4,43)
  265. SSHR A 1 Offset(-3,42)
  266. SSHR A 1 Offset(-2,41)
  267. SSHR A 1 Offset(-1,40)
  268. SSHR A 1 Offset(1,39)
  269. SSHR A 1 Offset(1,38)
  270. SSHR A 1 Offset(1,37)
  271. SSHR A 1 Offset(1,36)
  272. /*ReloadWork:
  273. SSHR A 0 A_TakeInventory("Shell",1,TIF_NOTAKEINFINITE)
  274. SSHR A 0 A_GiveInventory("ShotgunClip",1)
  275. SSHR B 1 Offset(-8,38) A_PlayWeaponSound("Weapons/Shotgun/Load")
  276. SSHR C 1 Offset(-7,42)
  277. SSHR D 1 Offset(-6,44)
  278. SSHR E 1 Offset(-4,45)
  279. SSHR F 1 Offset(-2,46) A_Jump(128,2)
  280. SSHR G 1 Offset(-1,44)
  281. SSHR H 1 Offset(-2,42) A_Jump(128,2)
  282. SSHR I 1 Offset(-3,41) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  283. SSHR A 1 Offset(-4,38) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  284. SSHR A 1 Offset(-4,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  285. SSHR A 1 Offset(-4,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  286. SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  287. SSHR A 1 Offset(-4,32) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  288. SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  289. SSHR A 1 Offset(-5,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  290. SSHR A 1 Offset(-7,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  291. SSHR A 0 A_JumpIfInventory("ShotgunClip",5,"ReloadFinish")
  292. SSHR A 0 A_JumpIfInventory("Shell",1,"ReloadWork")
  293. Goto ReloadFinish*/
  294. ReloadWork1:
  295. SSHR A 0 A_JumpIfInventory("ShotgunClip",1,"ReloadWork2") //If still at least one shell still in the gun we won't be working the pump, only
  296. SSHR A 0 A_GiveInventory("ShotgunChamberLoading",1) // loading more shells. Otherwise, we set our marker that tells us we are
  297. ReloadWork2: // loading only the first one, then will 'pump'.
  298. SSHR A 0 A_TakeInventory("Shell",1,TIF_NOTAKEINFINITE)
  299. SSHR A 0 A_GiveInventory("ShotgunClip",1)
  300. SSHR B 1 Offset(-8,38) A_PlaySound("Weapons/Shotgun/Load", 6)
  301. SSHR C 1 Offset(-7,42)
  302. SSHR D 1 Offset(-6,44)
  303. SSHR E 1 Offset(-4,45)
  304. SSHR F 1 Offset(-2,46) A_Jump(128,2)
  305. SSHR G 1 Offset(-1,44)
  306. SSHR H 1 Offset(-2,42) A_Jump(128,2)
  307. SSHR I 1 Offset(-3,41) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  308. SSHR A 1 Offset(-4,38) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  309. SSHR A 1 Offset(-4,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  310. SSHR A 1 Offset(-4,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  311. SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  312. SSHR A 1 Offset(-4,32) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  313. SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  314. SSHR A 1 Offset(-5,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  315. SSHR A 1 Offset(-7,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
  316. SSHR A 0 A_JumpIfInventory("ShotgunClip",6,"ReloadFinish")
  317. SSHR A 0 A_JumpIfInventory("ShotgunChamberLoading",1,"ReloadPump") //First shell into a completely empty gun? If so, we 'pump' the gun to chamber
  318. SSHR A 0 A_JumpIfInventory("Shell",1,"ReloadWork2") //that shell. If not, we simply load more shells without 'pumping'.
  319. Goto ReloadFinish
  320. ReloadPump:
  321. SHTG F 1 Offset(-3,36) A_PlaySound("Weapons/Shotgun/Pump", 5)
  322. SHTG G 1 Offset(-4,40)
  323. SHTG H 1 Offset(-4,43)
  324. SHTG I 1 Offset(-5,45)
  325. SHTG J 1 Offset(-5,44)
  326. SHTG K 1 Offset(-4,41)
  327. SHTG L 1 Offset(-4,40)
  328. SHTG M 1 Offset(-3,38)
  329. SHTG M 1 Offset(-2,36)
  330. SHTG L 1 Offset(-2,36)
  331. SHTG K 1 Offset(-2,36)
  332. SHTG J 1 Offset(-2,36)
  333. SHTG I 1 Offset(-2,36)
  334. SHTG H 1 A_TakeInventory ("ShotgunChamberLoading",1) //We've now chambered the first shell of the reload, so clear 'first shell' marker and just
  335. SSHR A 0 A_JumpIfInventory("ShotgunChamberLoading",1,"ReloadPump") //First shell into a completely empty gun? If so, we 'pump' the gun to chamber
  336. SSHR A 0 A_JumpIfInventory("Shell",1,"ReloadWork2") //that shell. If not, we simply load more shells without 'pumping'.
  337. Goto ReloadFinish
  338. ReloadFinish:
  339. /*SHTG F 1 Offset(-3,36) A_PlaySound("Weapons/Shotgun/Pump", 5)
  340. SHTG G 1 Offset(-4,40)
  341. SHTG H 1 Offset(-4,43)
  342. SHTG I 1 Offset(-5,45)
  343. SHTG J 1 Offset(-5,44)
  344. SHTG K 1 Offset(-4,41)
  345. SHTG L 1 Offset(-4,40)
  346. SHTG M 1 Offset(-3,38)
  347. SHTG MLKJI 1 Offset(-2,36)*/
  348. SHTG HGFEDCB 1 Offset(-2,36)
  349. SHTG A 1 A_TakeInventory("ShotgunReloading",1)
  350. Goto Ready2
  351. Flash:
  352. TNT1 A 2 A_Light2
  353. TNT1 A 2 A_Light1
  354. Goto LightDone
  355.  
  356. ThrowGrenade:
  357. TNT1 A 0 A_ZoomFactor(1.0)
  358. TNT1 A 0 A_TakeInventory("ADSMode", 1)
  359. TNT1 A 0 A_TakeInventory("DoGrenade", 1)
  360. TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo", 1, 1)
  361. Goto NoGrenade
  362.  
  363. HNDF ABCDEFGH 1
  364. HNDF I 2 A_PlaySound("OPNGRN", 1)
  365. HNDF JKLMNOPQR 1
  366. TNT1 A 1
  367. TNT1 A 0 A_Refire
  368. HND1 I 2 A_PlaySound("THRGRN", 1)
  369. TNT1 A 0 A_TakeInventory("HandGrenadeAmmo", 1,TIF_NOTAKEINFINITE)
  370. HND1 J 1 A_FireCustomMissile("ThrownGrenade30")
  371. HND1 KLMNOPQ 2
  372. TNT1 A 0 A_TakeInventory("DoGrenade", 1)
  373. Goto Ready
  374.  
  375. NoGrenade:
  376. TNT1 A 0
  377.  
  378. TNT1 A 0 A_Print("No Grenades left")
  379. TNT1 A 0
  380. Goto Ready+12
  381.  
  382. KickFlash:
  383. SHTG ABCDEF 1
  384. SHTG F 4
  385. SHTG FEDCBA 1
  386. Stop
  387. AirKikFlash:
  388. SHTG ABCDEF 1
  389. SHTG F 6
  390. SHTG FEDCBA 1
  391. Stop
  392.  
  393. DoKick:
  394. TNT1 A 0
  395. TNT1 A 0 A_GunFlash("KickFlash")
  396.  
  397. NULL A 0 A_JumpIf (Height < 30, "SlideKickChecker")
  398. TNT1 A 0 A_TakeInventory("Zoomed",1)
  399. TNT1 A 0 A_ZoomFactor(1.0)
  400. TNT1 A 0 A_TakeInventory("ADSmode",1)
  401. NULL A 0 A_JumpIf (VelZ > 0, "AirKick")
  402. NULL A 0 A_JumpIf (VelZ < 0, "AirKick")
  403.  
  404. TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"BerserkerKick")
  405. TNT1 A 0 A_PlaySound("KICK", 1)
  406. TNT1 A 0 SetPlayerProperty(0,1,0)
  407. TNT1 A 1
  408. TNT1 A 0 A_SetAngle(-1 + angle)
  409. TNT1 A 1 A_SetPitch(+1 + pitch)
  410. TNT1 A 0 A_SetAngle(-1 + angle)
  411. TNT1 AA 1 A_SetPitch(+1 + pitch)
  412. //
  413. KICK A 1 A_SetPitch(+1 + pitch)
  414. TNT1 A 0 A_SetAngle(-0.5 + angle)
  415. KICK B 1 A_SetAngle(-1 + angle)
  416. TNT1 A 0 A_SetAngle(+1 + angle)
  417. KICK C 1 A_SetPitch(+2.5 + pitch)
  418. RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
  419. KICK D 1
  420. KICK A 0 A_Takeinventory("Kicking",1)
  421. TNT1 A 0 A_SetAngle(+2 + angle)
  422. KICK E 1 A_SetPitch(-1 + pitch)
  423. TNT1 A 0 A_SetAngle(+1 + angle)
  424. KICK F 1 A_SetPitch(-1 + pitch)
  425. TNT1 A 0 A_SetAngle(+1 + angle)
  426. KICK G 1 A_SetPitch(-1 + pitch)
  427.  
  428. TNT1 A 0 A_SetPitch(-1 + pitch)
  429. KICK H 1 A_SetAngle(+0.5 + angle)
  430. TNT1 A 0 A_SetAngle(+1 + angle)
  431. KICK I 1 A_SetAngle(-1 + angle)
  432. KICK J 1 A_SetPitch(-2.5 + pitch)
  433. TNT1 A 0 SetPlayerProperty(0,0,0)
  434. TNT1 A 0 SetPlayerProperty(0,0,0)
  435. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  436. Goto Ready+14
  437.  
  438. NormalKick:
  439. TNT1 A 0
  440. TNT1 A 0 A_GunFlash("KickFlash")
  441.  
  442. TNT1 A 0 A_TakeInventory("Zoomed",1)
  443. TNT1 A 0 A_ZoomFactor(1.0)
  444. TNT1 A 0 A_TakeInventory("ADSmode",1)
  445. NULL A 0 A_JumpIf (VelZ > 0, "AirKick")
  446. NULL A 0 A_JumpIf (VelZ < 0, "AirKick")
  447.  
  448. TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"BerserkerKick")
  449. TNT1 A 0 A_PlaySound("KICK", 1)
  450. TNT1 A 0 SetPlayerProperty(0,1,0)
  451. TNT1 A 1
  452. TNT1 A 0 A_SetAngle(-1 + angle)
  453. TNT1 A 1 A_SetPitch(+1 + pitch)
  454. TNT1 A 0 A_SetAngle(-1 + angle)
  455. TNT1 AA 1 A_SetPitch(+1 + pitch)
  456. //
  457. KICK A 1 A_SetPitch(+1 + pitch)
  458. TNT1 A 0 A_SetAngle(-0.5 + angle)
  459. KICK B 1 A_SetAngle(-1 + angle)
  460. TNT1 A 0 A_SetAngle(+1 + angle)
  461. KICK C 1 A_SetPitch(+2.5 + pitch)
  462. RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
  463. KICK D 1
  464. KICK A 0 A_Takeinventory("Kicking",1)
  465. TNT1 A 0 A_SetAngle(+2 + angle)
  466. KICK E 1 A_SetPitch(-1 + pitch)
  467. TNT1 A 0 A_SetAngle(+1 + angle)
  468. KICK F 1 A_SetPitch(-1 + pitch)
  469. TNT1 A 0 A_SetAngle(+1 + angle)
  470. KICK G 1 A_SetPitch(-1 + pitch)
  471.  
  472. TNT1 A 0 A_SetPitch(-1 + pitch)
  473. KICK H 1 A_SetAngle(+0.5 + angle)
  474. TNT1 A 0 A_SetAngle(+1 + angle)
  475. KICK I 1 A_SetAngle(-1 + angle)
  476. KICK J 1 A_SetPitch(-2.5 + pitch)
  477. TNT1 A 0 SetPlayerProperty(0,0,0)
  478. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  479. Goto Ready+14
  480.  
  481. SlideKickChecker:
  482. TNT1 A 0
  483. NULL A 0 A_JumpIf (Vely > 0, "SlideKick")
  484. NULL A 0 A_JumpIf (Velx > 0, "SlideKick")
  485. NULL A 0 A_JumpIf (Vely < 0, "SlideKick")
  486. NULL A 0 A_JumpIf (Velx < 0, "SlideKick")
  487. Goto NormalKick
  488.  
  489. SlideKick:
  490. TNT1 A 0
  491. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  492.  
  493. TNT1 A 0 A_Jump(128, "SlideKickRight")
  494. TNT1 A 0 A_PlaySound("SlideKick/Start", 0)
  495. TNT1 A 0 A_Recoil (-2)
  496. KIC4 J 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  497. TNT1 A 0 A_Recoil (-2.50)
  498. KIC4 K 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  499. TNT1 A 0 A_Recoil (-3)
  500. KIC4 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  501. TNT1 A 0 A_Recoil (-3.50)
  502. KIC4 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  503. TNT1 A 0 A_Recoil (-4)
  504. KIC4 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  505. TNT1 A 0 A_Recoil (-4.50)
  506. RIFF A 0 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  507. TNT1 A 0 A_PlaySound("SlideKick/Loop", 1)
  508. TNT1 A 0 A_Recoil (-5)
  509. SlideKickLoop1:
  510. KIC4 OOOOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  511. TNT1 A 0 A_Recoil (-6)
  512. KIC4 OOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  513. TNT1 A 0 A_Jump(60, "SlideKickLoop1")
  514. Goto SlideKickEnd1
  515. SlideKickEnd1:
  516. TNT1 A 0 A_StopSound(1)
  517. TNT1 A 0 A_PlaySound("SlideKick/End", 1)
  518. KIC4 A 0 A_TakeInventory("Kicking",1)
  519. KIC4 PQRST 2 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  520. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  521. Goto Ready+14
  522.  
  523. SlideKickRight:
  524. TNT1 A 0
  525. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  526.  
  527. TNT1 A 0 A_Jump(128, "SlideKickRight")
  528. TNT1 A 0 A_PlaySound("SlideKick/Start", 0)
  529. TNT1 A 0 A_Recoil (-2)
  530. KIC5 J 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  531. TNT1 A 0 A_Recoil (-2.50)
  532. KIC5 K 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  533. TNT1 A 0 A_Recoil (-3)
  534. KIC5 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  535. TNT1 A 0 A_Recoil (-3.50)
  536. KIC5 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  537. TNT1 A 0 A_Recoil (-4)
  538. KIC5 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  539. TNT1 A 0 A_Recoil (-4.50)
  540. RIFF A 0 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  541. TNT1 A 0 A_PlaySound("SlideKick/Loop", 1)
  542. TNT1 A 0 A_Recoil (-5)
  543. SlideKickLoop2:
  544. KIC5 OOOOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  545. TNT1 A 0 A_Recoil (-6)
  546. KIC5 OOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  547. TNT1 A 0 A_Jump(60, "SlideKickLoop2")
  548. Goto SlideKickEnd2
  549. SlideKickEnd2:
  550. TNT1 A 0 A_StopSound(1)
  551. TNT1 A 0 A_PlaySound("SlideKick/End", 1)
  552. KIC5 A 0 A_TakeInventory("Kicking",1)
  553. KIC5 PQRST 2 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
  554. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  555. Goto Ready+14
  556.  
  557. BerserkerKick:
  558. TNT1 A 0 A_GunFlash("KickFlash")
  559. NULL A 0 A_JumpIf (Height < 30, "SlideKickChecker")
  560.  
  561. TNT1 A 0 A_PlaySound("KICK", 1)
  562. TNT1 A 0 SetPlayerProperty(0,1,0)
  563. TNT1 A 1
  564. TNT1 A 0 A_SetAngle(-1 + angle)
  565. TNT1 A 1 A_SetPitch(+1 + pitch)
  566. TNT1 A 0 A_SetAngle(-1 + angle)
  567. TNT1 AA 1 A_SetPitch(+1 + pitch)
  568. //
  569. KICK A 1 A_SetPitch(+1 + pitch)
  570. TNT1 A 0 A_SetAngle(-0.5 + angle)
  571. KICK B 1 A_SetAngle(-1 + angle)
  572. TNT1 A 0 A_SetAngle(+1 + angle)
  573. KICK C 1 A_SetPitch(+2.5 + pitch)
  574. RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
  575. KICK D 1
  576. KICK A 0 A_Takeinventory("Kicking",1)
  577. TNT1 A 0 A_SetAngle(+2 + angle)
  578. KICK E 1 A_SetPitch(-1 + pitch)
  579. TNT1 A 0 A_SetAngle(+1 + angle)
  580. KICK F 1 A_SetPitch(-1 + pitch)
  581. TNT1 A 0 A_SetAngle(+1 + angle)
  582. KICK G 1 A_SetPitch(-1 + pitch)
  583.  
  584. TNT1 A 0 A_SetPitch(-1 + pitch)
  585. KICK H 1 A_SetAngle(+0.5 + angle)
  586. TNT1 A 0 A_SetAngle(+1 + angle)
  587. KICK I 1 A_SetAngle(-1 + angle)
  588. KICK J 1 A_SetPitch(-2.5 + pitch)
  589. TNT1 A 0 SetPlayerProperty(0,0,0)
  590. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  591. Goto Ready+14
  592.  
  593. AirKick:
  594. TNT1 A 0 A_GunFlash("AirKikFlash")
  595.  
  596. TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SuperAirKick")
  597. TNT1 A 0 A_PlaySound("KICK", 1)
  598. TNT1 A 0 A_Recoil (-6)
  599. KICK JKLMN 1
  600. RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
  601. KICK O 3
  602. KICK A 0 A_TakeInventory("Kicking",1)
  603. KICK PQRST 2
  604. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  605. Goto Ready+14
  606.  
  607. SuperAirKick:
  608. TNT1 A 0 A_GunFlash("AirKikFlash")
  609.  
  610. TNT1 A 0 A_PlaySound("KICK", 1)
  611. TNT1 A 0 A_Recoil (-6)
  612. KICK JKLMN 1
  613. RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
  614. KICK O 3
  615. KICK A 0 A_TakeInventory("Kicking",1)
  616. KICK PQRST 2
  617. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  618. Goto Ready+14
  619. Taunt:
  620.  
  621. TNT1 A 0 A_TakeInventory("Zoomed", 1)
  622. TNT1 A 0 A_ZoomFactor(1.0)
  623. TNT1 A 5
  624. FUCK A 2
  625. TNT1 A 0 A_FireCustomMissile("Taunter", 0, 0, -1, 0)
  626. TNT1 A 0 A_FireCustomMissile("Taunter", -9, 0, -1, 0)
  627. TNT1 A 0 A_FireCustomMissile("Taunter", 9, 0, -1, 0)
  628. FUCK B 2 A_PlaySound("FUCK", 1)
  629. FUCK C 2 A_AlertMonsters
  630. FUCK D 15 A_TakeInventory("Taunting",1)
  631. FUCK CBA 5
  632. TNT1 A 5
  633. Goto Ready
  634. Salute:
  635.  
  636. TNT1 A 0 A_TakeInventory("Zoomed",1)
  637. TNT1 A 0 A_ZoomFactor(1.0)
  638. TNT1 A 0 SetPlayerProperty(0,1,0)
  639. TNT1 A 0 A_ALertMonsters
  640. SALU ABCDEDCDEDCDEDCBA 4 A_JumpIfInventory("Kicking", 1, "DoKick")
  641. TNT1 A 0 A_TakeInventory("Salute1",1)
  642. TNT1 A 0 A_TakeInventory("Salute2",1)
  643. TNT1 A 0 SetPlayerProperty(0,0,0)
  644. Goto Ready+14
  645.  
  646. Reload:
  647. TNT1 A 0 A_TakeInventory("Zoomed", 1)
  648. TNT1 A 0 A_ZoomFactor(1.0)
  649. TNT1 A 0 A_JumpIfInventory("Shell", 1, 2)
  650. Goto NoAmmo
  651. TNT1 AAAA 0
  652. SHTG B 1
  653. TNT1 A 0 A_GiveInventory("IsCocking", 1)
  654. SHTG CDEF 1 A_GiveInventory("IsCocking", 1)
  655. TNT1 AAAAAAAAAA 0
  656. TNT1 A 0 A_JumpIfInventory("Shell", 1, 2)
  657. Goto Reload+54
  658. TNT1 AAAAA 0
  659. TNT1 A 0 A_GiveInventory("IsCocking", 1)
  660. TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 8, 23)
  661. TNT1 A 0
  662. TNT1 A 0 A_PlaySound("insertshell", 0)
  663. SSHR BCD 1 A_JumpIfInventory("Kicking", 1, "DoKick")
  664. TNT1 A 0 A_TakeInventory("Shell", 1)
  665. TNT1 A 0 A_GiveInventory("ShotgunAmmo", 1)
  666. SSHR EFGHI 1 A_JumpIfInventory("Kicking", 1, "DoKick")
  667. TNT1 A 0 A_PlaySound("Grab", 0)
  668. SSHR JA 1 A_JumpIfInventory("Kicking", 1, "DoKick")
  669. SSHR A 0 A_ReFire
  670. Goto Reload+19
  671. TNT1 AAAAA 0
  672. TNT1 A 0 A_TakeInventory("Reloading", 1)
  673. TNT1 A 0 A_TakeInventory("Reloading", 1)
  674. SHTG GGGGGGGGGGGGGG 0
  675.  
  676. TNT1 A 0 A_PlaySound("weapons/sgmvpump", 3)
  677. SHTG ONJKLMLKJI 1
  678. TNT1 A 0 A_PlaySound("weapons/sgpump", 3)
  679. SHTG NOFEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
  680. TNT1 A 0 A_TakeInventory("Reloading", 1)
  681. TNT1 AAAAAAAAAAAAAAAAAAAA 0
  682. Goto Ready+23
  683. }
  684. }
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