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- ACTOR ShotgunReloading : Inventory
- {
- Inventory.InterHubAmount 0
- }
- ACTOR ShotgunSighting : Inventory{}
- ACTOR ShotgunClip : Ammo
- {
- +IGNORESKILL
- Inventory.MaxAmount 6 //formerly 5
- Inventory.Icon "SHTCA0"
- }
- // Thanks to patriot1776 for this new addition.
- 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
- //us a sixth round of ammunition per 'clip'.
- ACTOR Shot_Gun : Weapon replaces SuperShotgun
- {
- Weapon.AmmoType "ShotgunClip"
- Weapon.AmmoUse 1
- Weapon.AmmoType2 "Shell"
- Weapon.AmmoUse2 1
- Weapon.AmmoGive2 8
- Weapon.Kickback 400
- Weapon.SlotNumber 3
- Inventory.PickupMessage "You got the ShotGun (slot 3)"
- Inventory.PickupSound "Weapons/Shotgun/Pump"
- Weapon.SelectionOrder 3000
- +WEAPON.NOAUTOFIRE
- +WEAPON.NOALERT
- +WEAPON.AMMO_CHECKBOTH
- AttackSound "Weapons/Shotgun/Fire"
- Tag "Shot_Gun"
- States
- {
- Spawn:
- SHTC A -1 Nodelay A_SetAngle(random(0,359))
- Stop
- Deselect:
- TNT1 A 0 A_TakeInventory("ShotgunReloading",1)
- SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "DeselectUnzoom")
- SHTG A 1 Offset(-3,35)
- SHTG A 1 Offset(-7,39)
- SHTG A 1 Offset(-12,45)
- SHTG A 1 Offset(-20,52)
- SHTG A 1 Offset(-40,60)
- SHTG A 1 Offset(-70,69)
- SHTG A 1 Offset(-120,79)
- TNT1 A 5
- TNT1 A 0 A_Lower
- Wait
- Select:
- TNT1 A 0 A_TakeInventory("FistsSelected",1)
- TNT1 A 0 A_TakeInventory("SawSelected",1)
- TNT1 A 0 A_GiveInventory("ShotgunSelected",1)
- TNT1 A 0 A_TakeInventory("SSGSelected",1)
- TNT1 A 0 A_TakeInventory("MinigunSelected",1)
- TNT1 A 0 A_TakeInventory("NewchaingunSelected",1)
- TNT1 A 0 A_TakeInventory("PlasmaGunSelected",1)
- TNT1 A 0 A_TakeInventory("RocketLauncherSelected",1)
- TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected",1)
- TNT1 A 0 A_TakeInventory("BFGSelected",1)
- TNT1 A 0 A_TakeInventory("RailGunSelected",1)
- TNT1 A 0 A_TakeInventory("SubMachineGunSelected",1)
- TNT1 A 0 A_TakeInventory("RevenantLauncherSelected",1)
- TNT1 A 0 A_TakeInventory("LostSoulSelected",1)
- TNT1 A 0 A_TakeInventory("FlameCannonSelected",1)
- TNT1 A 0 A_TakeInventory("HasBarrel",1)
- TNT1 A 0 A_Raise
- Wait
- Ready:
- TNT1 A 0 A_JumpIfInventory("Kicking", 1, "DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting", 1, "Taunt")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
- TNT1 A 5
- SHTG M 1 Offset(-100,36) A_PlaySound("Weapons/Select1")
- SHTG K 1 Offset(-90,36)
- SHTG I 1 Offset(-82,36)
- SHTG G 1 Offset(-60,36)
- SHTG F 1 Offset(-55,36)
- SHTG E 1 Offset(-30,36)
- SHTG D 1 Offset(-15,36)
- SHTG C 1 Offset(-10,36)
- SHTG B 1 Offset(-5,36)
- SHTG A 1 Offset(-2,36)
- Ready2:
- SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "ReadyZoom")
- SHTG A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
- TNT1 A 0 A_TakeInventory("PressingZoom")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
- SHT8 A 8 A_WeaponReady
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
- SHT8 B 8 A_WeaponReady
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
- SHT8 C 8 A_WeaponReady
- Loop
- ReadyZoom:
- SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
- TNT1 A 0 A_TakeInventory("PressingZoom")
- Goto Ready2
- DeselectUnzoom:
- SHT8 A 1 A_ZoomFactor(1.0)
- SHT8 A 1 Offset(0,35) A_TakeInventory("ShotgunSighting",1)
- SHT8 D 1 Offset(0,32) A_SetCrosshair(0)
- SHT8 E 1 Offset(0,35)
- SHT8 E 1 Offset(0,32)
- Goto Deselect
- Fire:
- SHTF A 0 A_JumpIfInventory("ShotgunReloading",1,"ReloadFinish")
- SHTF A 0 A_JumpIfInventory("ShotgunSighting", 1, "FireZoom")
- SHTF A 0 A_JumpIfInventory("ShotgunClip",1,1)
- Goto Dryfire
- SHTF A 0 A_TakeInventory("ShotgunClip",1,TIF_NOTAKEINFINITE)
- //SHTF A 0 A_FireBullets(2, 2, 8, 11, "BulletPuff",0)
- SHTF A 0 A_AlertMonsters
- SHTF A 0 A_FireBullets(2, 2, 8, 9, "BulletPuff",0)
- PISF A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,8)
- SHTF A 1 BRIGHT A_GunFlash
- SHTF A 1 BRIGHT A_SetPitch(pitch - 4.0)
- SHTF B 1 Offset(0,33) A_SetPitch(pitch - 2.0)
- SHTF C 1 Offset(0,34) A_SetPitch(pitch - 1.5)
- SHTF DD 1 Offset(0,36) A_SetPitch(pitch + 0.4)
- SHTF EE 1 Offset(0,37) A_SetPitch(pitch + 0.2)
- SHTG A 0 A_Jump(128,2)
- SHTG A 1 Offset(0,36) A_SetPitch(pitch + 0.3)
- SHTG A 0 A_Jump(128,2)
- SHTG A 1 Offset(0,35) A_SetPitch(pitch + 0.1)
- SHTG A 1 Offset(0,34) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
- FireContinue:
- SHTG A 1 Offset(0,33)
- SHTG A 1 Offset(-1,33) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
- SHTG B 1 Offset(-1,34) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
- SHTG C 1 Offset(-2,34) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
- SHTG D 1 Offset(-2,35) //A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
- SHTG E 1 Offset(-3,35)// A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
- SHTG F 1 Offset(-3,36) A_PlaySound("Weapons/Shotgun/Pump", 5)
- SHTG G 1 Offset(-4,40)
- SHTG H 1 Offset(-4,43)
- SHTG I 1 Offset(-5,45)
- SHTG J 1 Offset(-5,44)
- SHTG K 1 Offset(-4,41)
- SHTG L 1 Offset(-4,40) A_SpawnItemEx("ShotgunCasing", 12,-20,32, 8,random(-2,2),random(0,4), random(-55,-80), SXF_NOCHECKPOSITION)
- SHTG M 1 Offset(-3,38) A_Jump(128,2)
- SHTG M 1 Offset(-2,36)
- SHTG L 1 Offset(-2,36) A_Jump(128,2)
- SHTG K 1 Offset(-2,36)
- SHTG J 1 Offset(-2,36)
- SHTG I 1 Offset(-2,36)
- SHTG H 1 Offset(-2,36)
- SHTG G 1 Offset(-2,36)
- SHTG F 1 Offset(-2,36)
- SHTG E 1 Offset(-2,36)
- SHTG D 1 Offset(-2,36)
- SHTG C 1 Offset(-2,36)
- SHTG B 1 Offset(-2,36)
- SHTG A 1 Offset(-2,36)
- SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "AltfireZoom")
- SHTG A 0 A_Refire
- Goto Ready2
- FireZoom:
- SHT8 A 0 A_JumpIfInventory("ShotgunClip",1,1)
- Goto DryfireZoom
- SHT8 A 0 A_TakeInventory("ShotgunClip",1,TIF_NOTAKEINFINITE)
- //SHT8 A 0 A_FireBullets(2, 2, 8, 8, "BulletPuff",0)
- SHT8 A 0 A_AlertMonsters
- SHT8 A 0 A_FireBullets(2, 2, 8, 9, "BulletPuff",0)
- PISF A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,8)
- SHT8 F 1 BRIGHT A_GunFlash
- SHT8 G 1 BRIGHT A_SetPitch(pitch - 4.0)
- SHT8 A 1 Offset(0,33) A_SetPitch(pitch - 2.0)
- SHT8 A 1 Offset(0,34) A_SetPitch(pitch - 1.5)
- SHT8 AA 1 Offset(0,36) A_SetPitch(pitch + 0.4)
- SHT8 AA 1 Offset(0,37) A_SetPitch(pitch + 0.2)
- SHT8 A 1 Offset(0,36) A_SetPitch(pitch + 0.3)
- SHT8 A 1 Offset(0,35) A_SetPitch(pitch + 0.1)
- SHT8 A 1 Offset(0,34) A_WeaponReady(WRF_NOFIRE)
- SHT8 A 1 A_ZoomFactor(1.0)
- SHT8 A 1 Offset(0,35)
- SHT8 D 1 Offset(0,32)
- SHT8 E 1 Offset(0,35)
- SHT8 E 1 Offset(0,32)
- Goto FireContinue
- Zoom:
- TNT1 A 0 A_JumpIfInventory("PressingZoom",1,"AltHold")
- TNT1 A 0 A_GiveInventory("PressingZoom",1)
- Altfire:
- SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "AltfireUnzoom")
- AltfireZoom:
- SHT8 E 1 Offset(0,35) A_ZoomFactor(1.5)
- SHT8 E 1 Offset(0,32) A_GiveInventory("ShotgunSighting")
- SHT8 D 1 A_SetCrosshair(8)
- SHT8 A 1 Offset(0,35)
- SHT8 A 1 Offset(0,33)
- Goto Ready2
- AltfireUnzoom:
- SHT8 A 1 A_ZoomFactor(1.0)
- SHT8 A 1 Offset(0,35) A_TakeInventory("ShotgunSighting")
- SHT8 D 1 Offset(0,32) A_SetCrosshair(0)
- SHT8 E 1 Offset(0,35)
- SHT8 E 1 Offset(0,32)
- SHTG A 1
- Goto Ready2
- Althold:
- SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "AltholdZoomed")
- SHTG A 1 A_WeaponReady(WRF_NOFIRE)
- SHTG A 0 A_Refire
- Goto Ready2
- AltholdZoomed:
- SHT8 A 1 A_WeaponReady(WRF_NOFIRE)
- SHT8 A 0 A_Refire
- Goto Ready2
- DryfireZoom:
- SHT8 A 6 A_PlaySound("Weapons/Dryfire")
- ReloadZoom:
- SHT8 A 1 A_ZoomFactor(1.0)
- SHT8 A 1 Offset(0,35) A_TakeInventory("ShotgunSighting", 1)
- SHT8 D 1 Offset(0,32) A_SetCrosshair(0)
- SHT8 E 1 Offset(0,35)
- SHT8 E 1 Offset(0,32)
- Goto Reload
- Dryfire:
- SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "DryfireZoom")
- SHTG A 1 A_PlaySound("Weapons/Dryfire")
- Reload:
- SHTG A 0 A_ClearRefire
- SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "ReloadZoom")
- SHTG A 0 A_JumpIfInventory("ShotgunClip",0,2)
- SHTG A 0 A_JumpIfInventory("Shell",1,"ProperReload")
- //SHTG A 0 A_GiveInventory("ShotgunReloading",1)
- SHTG A 1 A_WeaponReady(WRF_NOFIRE)
- Goto Ready2
- ProperReload:
- TNT1 A 0 A_GiveInventory("ShotgunReloading",1)
- SHTG A 1 Offset(-1,33)
- SHTG B 1 Offset(-1,34)
- SHTG C 1 Offset(-2,34)
- SHTG D 1 Offset(-2,35)
- SHTG E 1 Offset(-3,35)
- SHTG F 1 Offset(-3,36)
- SHTG G 1 Offset(-4,40)
- SHTG H 1 Offset(-4,43)
- SSHR A 1 Offset(-3,42)
- SSHR A 1 Offset(-2,41)
- SSHR A 1 Offset(-1,40)
- SSHR A 1 Offset(1,39)
- SSHR A 1 Offset(1,38)
- SSHR A 1 Offset(1,37)
- SSHR A 1 Offset(1,36)
- /*ReloadWork:
- SSHR A 0 A_TakeInventory("Shell",1,TIF_NOTAKEINFINITE)
- SSHR A 0 A_GiveInventory("ShotgunClip",1)
- SSHR B 1 Offset(-8,38) A_PlayWeaponSound("Weapons/Shotgun/Load")
- SSHR C 1 Offset(-7,42)
- SSHR D 1 Offset(-6,44)
- SSHR E 1 Offset(-4,45)
- SSHR F 1 Offset(-2,46) A_Jump(128,2)
- SSHR G 1 Offset(-1,44)
- SSHR H 1 Offset(-2,42) A_Jump(128,2)
- SSHR I 1 Offset(-3,41) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,38) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,32) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-5,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-7,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 0 A_JumpIfInventory("ShotgunClip",5,"ReloadFinish")
- SSHR A 0 A_JumpIfInventory("Shell",1,"ReloadWork")
- Goto ReloadFinish*/
- ReloadWork1:
- 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
- SSHR A 0 A_GiveInventory("ShotgunChamberLoading",1) // loading more shells. Otherwise, we set our marker that tells us we are
- ReloadWork2: // loading only the first one, then will 'pump'.
- SSHR A 0 A_TakeInventory("Shell",1,TIF_NOTAKEINFINITE)
- SSHR A 0 A_GiveInventory("ShotgunClip",1)
- SSHR B 1 Offset(-8,38) A_PlaySound("Weapons/Shotgun/Load", 6)
- SSHR C 1 Offset(-7,42)
- SSHR D 1 Offset(-6,44)
- SSHR E 1 Offset(-4,45)
- SSHR F 1 Offset(-2,46) A_Jump(128,2)
- SSHR G 1 Offset(-1,44)
- SSHR H 1 Offset(-2,42) A_Jump(128,2)
- SSHR I 1 Offset(-3,41) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,38) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,32) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-5,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 1 Offset(-7,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
- SSHR A 0 A_JumpIfInventory("ShotgunClip",6,"ReloadFinish")
- SSHR A 0 A_JumpIfInventory("ShotgunChamberLoading",1,"ReloadPump") //First shell into a completely empty gun? If so, we 'pump' the gun to chamber
- SSHR A 0 A_JumpIfInventory("Shell",1,"ReloadWork2") //that shell. If not, we simply load more shells without 'pumping'.
- Goto ReloadFinish
- ReloadPump:
- SHTG F 1 Offset(-3,36) A_PlaySound("Weapons/Shotgun/Pump", 5)
- SHTG G 1 Offset(-4,40)
- SHTG H 1 Offset(-4,43)
- SHTG I 1 Offset(-5,45)
- SHTG J 1 Offset(-5,44)
- SHTG K 1 Offset(-4,41)
- SHTG L 1 Offset(-4,40)
- SHTG M 1 Offset(-3,38)
- SHTG M 1 Offset(-2,36)
- SHTG L 1 Offset(-2,36)
- SHTG K 1 Offset(-2,36)
- SHTG J 1 Offset(-2,36)
- SHTG I 1 Offset(-2,36)
- SHTG H 1 A_TakeInventory ("ShotgunChamberLoading",1) //We've now chambered the first shell of the reload, so clear 'first shell' marker and just
- SSHR A 0 A_JumpIfInventory("ShotgunChamberLoading",1,"ReloadPump") //First shell into a completely empty gun? If so, we 'pump' the gun to chamber
- SSHR A 0 A_JumpIfInventory("Shell",1,"ReloadWork2") //that shell. If not, we simply load more shells without 'pumping'.
- Goto ReloadFinish
- ReloadFinish:
- /*SHTG F 1 Offset(-3,36) A_PlaySound("Weapons/Shotgun/Pump", 5)
- SHTG G 1 Offset(-4,40)
- SHTG H 1 Offset(-4,43)
- SHTG I 1 Offset(-5,45)
- SHTG J 1 Offset(-5,44)
- SHTG K 1 Offset(-4,41)
- SHTG L 1 Offset(-4,40)
- SHTG M 1 Offset(-3,38)
- SHTG MLKJI 1 Offset(-2,36)*/
- SHTG HGFEDCB 1 Offset(-2,36)
- SHTG A 1 A_TakeInventory("ShotgunReloading",1)
- Goto Ready2
- Flash:
- TNT1 A 2 A_Light2
- TNT1 A 2 A_Light1
- Goto LightDone
- ThrowGrenade:
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_TakeInventory("ADSMode", 1)
- TNT1 A 0 A_TakeInventory("DoGrenade", 1)
- TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo", 1, 1)
- Goto NoGrenade
- HNDF ABCDEFGH 1
- HNDF I 2 A_PlaySound("OPNGRN", 1)
- HNDF JKLMNOPQR 1
- TNT1 A 1
- TNT1 A 0 A_Refire
- HND1 I 2 A_PlaySound("THRGRN", 1)
- TNT1 A 0 A_TakeInventory("HandGrenadeAmmo", 1,TIF_NOTAKEINFINITE)
- HND1 J 1 A_FireCustomMissile("ThrownGrenade30")
- HND1 KLMNOPQ 2
- TNT1 A 0 A_TakeInventory("DoGrenade", 1)
- Goto Ready
- NoGrenade:
- TNT1 A 0
- TNT1 A 0 A_Print("No Grenades left")
- TNT1 A 0
- Goto Ready+12
- KickFlash:
- SHTG ABCDEF 1
- SHTG F 4
- SHTG FEDCBA 1
- Stop
- AirKikFlash:
- SHTG ABCDEF 1
- SHTG F 6
- SHTG FEDCBA 1
- Stop
- DoKick:
- TNT1 A 0
- TNT1 A 0 A_GunFlash("KickFlash")
- NULL A 0 A_JumpIf (Height < 30, "SlideKickChecker")
- TNT1 A 0 A_TakeInventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_TakeInventory("ADSmode",1)
- NULL A 0 A_JumpIf (VelZ > 0, "AirKick")
- NULL A 0 A_JumpIf (VelZ < 0, "AirKick")
- TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"BerserkerKick")
- TNT1 A 0 A_PlaySound("KICK", 1)
- TNT1 A 0 SetPlayerProperty(0,1,0)
- TNT1 A 1
- TNT1 A 0 A_SetAngle(-1 + angle)
- TNT1 A 1 A_SetPitch(+1 + pitch)
- TNT1 A 0 A_SetAngle(-1 + angle)
- TNT1 AA 1 A_SetPitch(+1 + pitch)
- //
- KICK A 1 A_SetPitch(+1 + pitch)
- TNT1 A 0 A_SetAngle(-0.5 + angle)
- KICK B 1 A_SetAngle(-1 + angle)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK C 1 A_SetPitch(+2.5 + pitch)
- RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
- KICK D 1
- KICK A 0 A_Takeinventory("Kicking",1)
- TNT1 A 0 A_SetAngle(+2 + angle)
- KICK E 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK F 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK G 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetPitch(-1 + pitch)
- KICK H 1 A_SetAngle(+0.5 + angle)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK I 1 A_SetAngle(-1 + angle)
- KICK J 1 A_SetPitch(-2.5 + pitch)
- TNT1 A 0 SetPlayerProperty(0,0,0)
- TNT1 A 0 SetPlayerProperty(0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- Goto Ready+14
- NormalKick:
- TNT1 A 0
- TNT1 A 0 A_GunFlash("KickFlash")
- TNT1 A 0 A_TakeInventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_TakeInventory("ADSmode",1)
- NULL A 0 A_JumpIf (VelZ > 0, "AirKick")
- NULL A 0 A_JumpIf (VelZ < 0, "AirKick")
- TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"BerserkerKick")
- TNT1 A 0 A_PlaySound("KICK", 1)
- TNT1 A 0 SetPlayerProperty(0,1,0)
- TNT1 A 1
- TNT1 A 0 A_SetAngle(-1 + angle)
- TNT1 A 1 A_SetPitch(+1 + pitch)
- TNT1 A 0 A_SetAngle(-1 + angle)
- TNT1 AA 1 A_SetPitch(+1 + pitch)
- //
- KICK A 1 A_SetPitch(+1 + pitch)
- TNT1 A 0 A_SetAngle(-0.5 + angle)
- KICK B 1 A_SetAngle(-1 + angle)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK C 1 A_SetPitch(+2.5 + pitch)
- RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
- KICK D 1
- KICK A 0 A_Takeinventory("Kicking",1)
- TNT1 A 0 A_SetAngle(+2 + angle)
- KICK E 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK F 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK G 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetPitch(-1 + pitch)
- KICK H 1 A_SetAngle(+0.5 + angle)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK I 1 A_SetAngle(-1 + angle)
- KICK J 1 A_SetPitch(-2.5 + pitch)
- TNT1 A 0 SetPlayerProperty(0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- Goto Ready+14
- SlideKickChecker:
- TNT1 A 0
- NULL A 0 A_JumpIf (Vely > 0, "SlideKick")
- NULL A 0 A_JumpIf (Velx > 0, "SlideKick")
- NULL A 0 A_JumpIf (Vely < 0, "SlideKick")
- NULL A 0 A_JumpIf (Velx < 0, "SlideKick")
- Goto NormalKick
- SlideKick:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_Jump(128, "SlideKickRight")
- TNT1 A 0 A_PlaySound("SlideKick/Start", 0)
- TNT1 A 0 A_Recoil (-2)
- KIC4 J 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-2.50)
- KIC4 K 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-3)
- KIC4 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-3.50)
- KIC4 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-4)
- KIC4 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-4.50)
- RIFF A 0 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_PlaySound("SlideKick/Loop", 1)
- TNT1 A 0 A_Recoil (-5)
- SlideKickLoop1:
- KIC4 OOOOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-6)
- KIC4 OOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Jump(60, "SlideKickLoop1")
- Goto SlideKickEnd1
- SlideKickEnd1:
- TNT1 A 0 A_StopSound(1)
- TNT1 A 0 A_PlaySound("SlideKick/End", 1)
- KIC4 A 0 A_TakeInventory("Kicking",1)
- KIC4 PQRST 2 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- Goto Ready+14
- SlideKickRight:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_Jump(128, "SlideKickRight")
- TNT1 A 0 A_PlaySound("SlideKick/Start", 0)
- TNT1 A 0 A_Recoil (-2)
- KIC5 J 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-2.50)
- KIC5 K 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-3)
- KIC5 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-3.50)
- KIC5 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-4)
- KIC5 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-4.50)
- RIFF A 0 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_PlaySound("SlideKick/Loop", 1)
- TNT1 A 0 A_Recoil (-5)
- SlideKickLoop2:
- KIC5 OOOOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Recoil (-6)
- KIC5 OOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_Jump(60, "SlideKickLoop2")
- Goto SlideKickEnd2
- SlideKickEnd2:
- TNT1 A 0 A_StopSound(1)
- TNT1 A 0 A_PlaySound("SlideKick/End", 1)
- KIC5 A 0 A_TakeInventory("Kicking",1)
- KIC5 PQRST 2 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- Goto Ready+14
- BerserkerKick:
- TNT1 A 0 A_GunFlash("KickFlash")
- NULL A 0 A_JumpIf (Height < 30, "SlideKickChecker")
- TNT1 A 0 A_PlaySound("KICK", 1)
- TNT1 A 0 SetPlayerProperty(0,1,0)
- TNT1 A 1
- TNT1 A 0 A_SetAngle(-1 + angle)
- TNT1 A 1 A_SetPitch(+1 + pitch)
- TNT1 A 0 A_SetAngle(-1 + angle)
- TNT1 AA 1 A_SetPitch(+1 + pitch)
- //
- KICK A 1 A_SetPitch(+1 + pitch)
- TNT1 A 0 A_SetAngle(-0.5 + angle)
- KICK B 1 A_SetAngle(-1 + angle)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK C 1 A_SetPitch(+2.5 + pitch)
- RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
- KICK D 1
- KICK A 0 A_Takeinventory("Kicking",1)
- TNT1 A 0 A_SetAngle(+2 + angle)
- KICK E 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK F 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK G 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_SetPitch(-1 + pitch)
- KICK H 1 A_SetAngle(+0.5 + angle)
- TNT1 A 0 A_SetAngle(+1 + angle)
- KICK I 1 A_SetAngle(-1 + angle)
- KICK J 1 A_SetPitch(-2.5 + pitch)
- TNT1 A 0 SetPlayerProperty(0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- Goto Ready+14
- AirKick:
- TNT1 A 0 A_GunFlash("AirKikFlash")
- TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SuperAirKick")
- TNT1 A 0 A_PlaySound("KICK", 1)
- TNT1 A 0 A_Recoil (-6)
- KICK JKLMN 1
- RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
- KICK O 3
- KICK A 0 A_TakeInventory("Kicking",1)
- KICK PQRST 2
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- Goto Ready+14
- SuperAirKick:
- TNT1 A 0 A_GunFlash("AirKikFlash")
- TNT1 A 0 A_PlaySound("KICK", 1)
- TNT1 A 0 A_Recoil (-6)
- KICK JKLMN 1
- RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
- KICK O 3
- KICK A 0 A_TakeInventory("Kicking",1)
- KICK PQRST 2
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- Goto Ready+14
- Taunt:
- TNT1 A 0 A_TakeInventory("Zoomed", 1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 5
- FUCK A 2
- TNT1 A 0 A_FireCustomMissile("Taunter", 0, 0, -1, 0)
- TNT1 A 0 A_FireCustomMissile("Taunter", -9, 0, -1, 0)
- TNT1 A 0 A_FireCustomMissile("Taunter", 9, 0, -1, 0)
- FUCK B 2 A_PlaySound("FUCK", 1)
- FUCK C 2 A_AlertMonsters
- FUCK D 15 A_TakeInventory("Taunting",1)
- FUCK CBA 5
- TNT1 A 5
- Goto Ready
- Salute:
- TNT1 A 0 A_TakeInventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 SetPlayerProperty(0,1,0)
- TNT1 A 0 A_ALertMonsters
- SALU ABCDEDCDEDCDEDCBA 4 A_JumpIfInventory("Kicking", 1, "DoKick")
- TNT1 A 0 A_TakeInventory("Salute1",1)
- TNT1 A 0 A_TakeInventory("Salute2",1)
- TNT1 A 0 SetPlayerProperty(0,0,0)
- Goto Ready+14
- Reload:
- TNT1 A 0 A_TakeInventory("Zoomed", 1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_JumpIfInventory("Shell", 1, 2)
- Goto NoAmmo
- TNT1 AAAA 0
- SHTG B 1
- TNT1 A 0 A_GiveInventory("IsCocking", 1)
- SHTG CDEF 1 A_GiveInventory("IsCocking", 1)
- TNT1 AAAAAAAAAA 0
- TNT1 A 0 A_JumpIfInventory("Shell", 1, 2)
- Goto Reload+54
- TNT1 AAAAA 0
- TNT1 A 0 A_GiveInventory("IsCocking", 1)
- TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 8, 23)
- TNT1 A 0
- TNT1 A 0 A_PlaySound("insertshell", 0)
- SSHR BCD 1 A_JumpIfInventory("Kicking", 1, "DoKick")
- TNT1 A 0 A_TakeInventory("Shell", 1)
- TNT1 A 0 A_GiveInventory("ShotgunAmmo", 1)
- SSHR EFGHI 1 A_JumpIfInventory("Kicking", 1, "DoKick")
- TNT1 A 0 A_PlaySound("Grab", 0)
- SSHR JA 1 A_JumpIfInventory("Kicking", 1, "DoKick")
- SSHR A 0 A_ReFire
- Goto Reload+19
- TNT1 AAAAA 0
- TNT1 A 0 A_TakeInventory("Reloading", 1)
- TNT1 A 0 A_TakeInventory("Reloading", 1)
- SHTG GGGGGGGGGGGGGG 0
- TNT1 A 0 A_PlaySound("weapons/sgmvpump", 3)
- SHTG ONJKLMLKJI 1
- TNT1 A 0 A_PlaySound("weapons/sgpump", 3)
- SHTG NOFEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
- TNT1 A 0 A_TakeInventory("Reloading", 1)
- TNT1 AAAAAAAAAAAAAAAAAAAA 0
- Goto Ready+23
- }
- }
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