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Feb 6th, 2014
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  1. //Fist://///////////////////////////////////////////////////////////////////////
  2. Actor SWOpenHand : SWBoolean {}
  3. Actor SWFists : Weapon
  4. {
  5. +WEAPON.WIMPY_WEAPON
  6. +WEAPON.MELEEWEAPON
  7. +WEAPON.NOALERT
  8. Weapon.SelectionOrder 4000
  9. Weapon.Slotnumber 0
  10. states
  11. {
  12. Spawn:
  13. TNT1 A -1
  14. stop
  15.  
  16. Select:
  17. TNT1 A 0 A_JumpIfInventory("SWLoWangVirgin",1,"Raise2") //Did Lo Wang lose his virginity?
  18. goto Raise1
  19. Raise1:
  20. TNT1 A 0 A_Jump(256,"Raise1_1","Raise1_2")
  21. goto Raise1_1
  22. Raise2:
  23. TNT1 A 0 A_Jump(256,"Raise2_1","Raise2_2")
  24. goto Raise1_1
  25.  
  26. Raise1_1:
  27. TNT1 A 0 A_GiveInventory("SWOpenHand",1)
  28. SWF0 B 1 A_Raise
  29. loop
  30. Raise1_2:
  31. TNT1 A 0 A_TakeInventory("SWOpenHand",999)
  32. SWF0 D 1 A_Raise
  33. loop
  34. Raise2_1:
  35. TNT1 A 0 A_GiveInventory("SWOpenHand",1)
  36. SWF0 A 1 A_Raise
  37. loop
  38. Raise2_1:
  39. TNT1 A 0 A_TakeInventory("SWOpenHand",999)
  40. SWF0 C 1 A_Raise
  41. loop
  42.  
  43. Deselect:
  44. TNT1 A 0 A_JumpIfInventory("SWLoWangVirgin",1,"Lower2") //Did Lo Wang lose his virginity?
  45. goto Lower1
  46. Lower1:
  47. TNT1 A 0 A_JumpIfInventory("SWOpenHand",1,"Lower1_1")
  48. goto Lower1_2
  49. Lower2:
  50. TNT1 A 0 A_JumpIfInventory("SWOpenHand",1,"Lower2_1")
  51. goto Lower2_2
  52.  
  53. Lower1_1:
  54. SWF0 B 1 A_Lower
  55. loop
  56. Lower1_2:
  57. SWF0 D 1 A_Lower
  58. loop
  59. Lower2_1:
  60. SWF0 A 1 A_Lower
  61. loop
  62. Lower2_2:
  63. SWF0 C 1 A_Lower
  64. loop
  65.  
  66. Ready:
  67. TNT1 A 0 A_JumpIfInventory("SWOpenHand",1,"Idle1")
  68. goto Idle2
  69.  
  70. Idle1: //Open hand
  71. TNT1 A 0 A_GiveInventory("SWOpenHand",1)
  72. TNT1 A 0 A_JumpIfInventory("SWLoWangVirgin",1,"Idle1_2") //Did Lo Wang lose his virginity?
  73. Idle1_1:
  74. SWF0 B 1 A_WeaponReady
  75. loop
  76. Idle1_2:
  77. SWF0 A 1 A_WeaponReady
  78. loop
  79.  
  80. Idle2: //Fists
  81. TNT1 A 0 A_TakeInventory("SWOpenHand",999)
  82. TNT1 A 0 A_JumpIfInventory("SWLoWangVirgin",1,"Idle2_2") //Did Lo Wang lose his virginity?
  83. Idle2_1:
  84. SWF0 D 1 A_WeaponReady
  85. loop
  86. Idle2_2:
  87. SWF0 C 1 A_WeaponReady
  88. loop
  89.  
  90. Fire:
  91. TNT1 A 0 A_Jump(256,"Attack1","Attack2") //Decide fist
  92. goto Attack1
  93.  
  94. Attack1: //Right fist
  95. TNT1 A 0 A_JumpIfInventory("SWLoWangVirgin",1,"Attack1_1") //Did Lo Wang lose his virginity?
  96. goto Attack1_2
  97. Attack2: //Left fist
  98. TNT1 A 0 A_JumpIfInventory("SWLoWangVirgin",1,"Attack2_1") //Did Lo Wang lose his virginity?
  99. goto Attack2_2
  100.  
  101. Attack1_1: //Right fist, virgin
  102. TNT1 A 0 A_Jump(256,"Attack1_1_1","Attack1_1_2","Attack1_1_3")
  103. goto Attack1_1_1
  104. Attack1_2: //Right fist, non-virgin
  105. TNT1 A 0 A_Jump(256,"Attack1_2_1","Attack1_2_2","Attack1_2_3")
  106. goto Attack1_2_1
  107.  
  108. Attack2_1: //Right fist, virgin
  109. TNT1 A 0 A_Jump(256,"Attack2_1_1","Attack2_1_2","Attack2_1_3")
  110. goto Attack2_1_1
  111. Attack2_2: //Right fist, non-virgin
  112. TNT1 A 0 A_Jump(256,"Attack2_2_1","Attack2_2_2","Attack2_2_3")
  113. goto Attack2_2_1
  114.  
  115. Attack1_1_1: //Right fist, virgin
  116. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  117. SWF0 E 1 offset(-15,3)
  118. SWF0 E 1 offset(-32,-21)
  119. SWF0 E 1 offset(-55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  120. TNT1 A 0 A_Jump(64,1)
  121. goto AttackDone1
  122. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  123. SWF0 E 1 offset(-15,3)
  124. SWF0 E 1 offset(-32,-21)
  125. SWF0 E 1 offset(-55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  126. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  127. SWF0 E 1 offset(-15,3)
  128. SWF0 E 1 offset(-32,-21)
  129. SWF0 E 1 offset(-55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  130. goto AttackDone1
  131. Attack1_1_2: //Right fist, virgin
  132. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  133. SWF0 E 1 offset(-16,12)
  134. SWF0 E 1 offset(-34,-5)
  135. SWF0 E 1 offset(-55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  136. TNT1 A 0 A_Jump(64,1)
  137. goto AttackDone1
  138. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  139. SWF0 E 1 offset(-16,12)
  140. SWF0 E 1 offset(-34,-5)
  141. SWF0 E 1 offset(-55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  142. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  143. SWF0 E 1 offset(-16,12)
  144. SWF0 E 1 offset(-34,-5)
  145. SWF0 E 1 offset(-55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  146. goto AttackDone1
  147. Attack1_1_3: //Right fist, virgin
  148. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  149. SWF0 E 1 offset(-9,3)
  150. SWF0 E 1 offset(-16,-19)
  151. SWF0 E 1 offset(-24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  152. TNT1 A 0 A_Jump(64,1)
  153. goto AttackDone1
  154. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  155. SWF0 E 1 offset(-9,3)
  156. SWF0 E 1 offset(-16,-19)
  157. SWF0 E 1 offset(-24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  158. SWF0 E 1 A_PlayWeaponSound("sw/swing")
  159. SWF0 E 1 offset(-9,3)
  160. SWF0 E 1 offset(-16,-19)
  161. SWF0 E 1 offset(-24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  162. goto AttackDone1
  163.  
  164. Attack1_2_1: //Right fist, non-virgin
  165. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  166. SWF0 F 1 offset(-15,3)
  167. SWF0 F 1 offset(-32,-21)
  168. SWF0 F 1 offset(-55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  169. TNT1 A 0 A_Jump(64,1)
  170. goto AttackDone2
  171. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  172. SWF0 F 1 offset(-15,3)
  173. SWF0 F 1 offset(-32,-21)
  174. SWF0 F 1 offset(-55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  175. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  176. SWF0 F 1 offset(-15,3)
  177. SWF0 F 1 offset(-32,-21)
  178. SWF0 F 1 offset(-55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  179. goto AttackDone2
  180. Attack1_2_2: //Right fist, non-virgin
  181. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  182. SWF0 F 1 offset(-16,12)
  183. SWF0 F 1 offset(-34,-5)
  184. SWF0 F 1 offset(-55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  185. TNT1 A 0 A_Jump(64,1)
  186. goto AttackDone2
  187. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  188. SWF0 F 1 offset(-16,12)
  189. SWF0 F 1 offset(-34,-5)
  190. SWF0 F 1 offset(-55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  191. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  192. SWF0 F 1 offset(-16,12)
  193. SWF0 F 1 offset(-34,-5)
  194. SWF0 F 1 offset(-55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  195. goto AttackDone2
  196. Attack1_2_3: //Right fist, non-virgin
  197. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  198. SWF0 F 1 offset(-9,3)
  199. SWF0 F 1 offset(-16,-19)
  200. SWF0 F 1 offset(-24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  201. TNT1 A 0 A_Jump(64,1)
  202. goto AttackDone2
  203. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  204. SWF0 F 1 offset(-9,3)
  205. SWF0 F 1 offset(-16,-19)
  206. SWF0 F 1 offset(-24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  207. SWF0 F 1 A_PlayWeaponSound("sw/swing")
  208. SWF0 F 1 offset(-9,3)
  209. SWF0 F 1 offset(-16,-19)
  210. SWF0 F 1 offset(-24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  211. goto AttackDone2
  212.  
  213. Attack2_1_1: //Left fist, virgin
  214. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  215. SWF0 G 1 offset(15,3)
  216. SWF0 G 1 offset(32,-21)
  217. SWF0 G 1 offset(55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  218. TNT1 A 0 A_Jump(64,1)
  219. goto AttackDone1
  220. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  221. SWF0 G 1 offset(15,3)
  222. SWF0 G 1 offset(32,-21)
  223. SWF0 G 1 offset(55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  224. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  225. SWF0 G 1 offset(15,3)
  226. SWF0 G 1 offset(32,-21)
  227. SWF0 G 1 offset(55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  228. goto AttackDone1
  229. Attack2_1_2: //Left fist, virgin
  230. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  231. SWF0 G 1 offset(16,12)
  232. SWF0 G 1 offset(34,-5)
  233. SWF0 G 1 offset(55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  234. TNT1 A 0 A_Jump(64,1)
  235. goto AttackDone1
  236. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  237. SWF0 G 1 offset(16,12)
  238. SWF0 G 1 offset(34,-5)
  239. SWF0 G 1 offset(55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  240. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  241. SWF0 G 1 offset(16,12)
  242. SWF0 G 1 offset(34,-5)
  243. SWF0 G 1 offset(55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  244. goto AttackDone1
  245. Attack2_1_3: //Left fist, virgin
  246. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  247. SWF0 G 1 offset(9,3)
  248. SWF0 G 1 offset(16,-19)
  249. SWF0 G 1 offset(24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  250. TNT1 A 0 A_Jump(64,1)
  251. goto AttackDone1
  252. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  253. SWF0 G 1 offset(9,3)
  254. SWF0 G 1 offset(16,-19)
  255. SWF0 G 1 offset(24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  256. SWF0 G 1 A_PlayWeaponSound("sw/swing")
  257. SWF0 G 1 offset(9,3)
  258. SWF0 G 1 offset(16,-19)
  259. SWF0 G 1 offset(24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  260. goto AttackDone1
  261.  
  262. Attack2_2_1: //Left fist, non-virgin
  263. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  264. SWF0 H 1 offset(15,3)
  265. SWF0 H 1 offset(32,-21)
  266. SWF0 H 1 offset(55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  267. TNT1 A 0 A_Jump(64,1)
  268. goto AttackDone2
  269. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  270. SWF0 H 1 offset(15,3)
  271. SWF0 H 1 offset(32,-21)
  272. SWF0 H 1 offset(55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  273. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  274. SWF0 H 1 offset(15,3)
  275. SWF0 H 1 offset(32,-21)
  276. SWF0 H 1 offset(55,-41) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  277. goto AttackDone2
  278. Attack2_2_2: //Left fist, non-virgin
  279. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  280. SWF0 H 1 offset(16,12)
  281. SWF0 H 1 offset(34,-5)
  282. SWF0 H 1 offset(55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  283. TNT1 A 0 A_Jump(64,1)
  284. goto AttackDone2
  285. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  286. SWF0 H 1 offset(16,12)
  287. SWF0 H 1 offset(34,-5)
  288. SWF0 H 1 offset(55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  289. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  290. SWF0 H 1 offset(16,12)
  291. SWF0 H 1 offset(34,-5)
  292. SWF0 H 1 offset(55,-25) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  293. goto AttackDone2
  294. Attack2_2_3: //Left fist, non-virgin
  295. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  296. SWF0 H 1 offset(9,3)
  297. SWF0 H 1 offset(16,-19)
  298. SWF0 H 1 offset(24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  299. TNT1 A 0 A_Jump(64,1)
  300. goto AttackDone2
  301. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  302. SWF0 H 1 offset(9,3)
  303. SWF0 H 1 offset(16,-19)
  304. SWF0 H 1 offset(24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  305. SWF0 H 1 A_PlayWeaponSound("sw/swing")
  306. SWF0 H 1 offset(9,3)
  307. SWF0 H 1 offset(16,-19)
  308. SWF0 H 1 offset(24,-38) A_FireCustomMissile("SWFistPunch",0,0,0,8)
  309. goto AttackDone2
  310.  
  311. AttackDone1: //Gotta change
  312. AttackDone2:
  313. TNT1 A 4 offset(0,32)
  314. TNT1 A 0 A_Refire
  315. SWF0 A 1 offset(0,96)
  316. SWF0 A 1 offset(0,91)
  317. SWF0 A 1 offset(0,86)
  318. SWF0 A 1 offset(0,81)
  319. SWF0 A 1 offset(0,76)
  320. SWF0 A 1 offset(0,71)
  321. SWF0 A 1 offset(0,66)
  322. SWF0 A 1 offset(0,61)
  323. SWF0 A 1 offset(0,56)
  324. SWF0 A 1 offset(0,51)
  325. SWF0 A 1 offset(0,46)
  326. SWF0 A 1 offset(0,41)
  327. SWF0 A 1 offset(0,36)
  328. SWF0 A 1 offset(0,32)
  329. TNT1 A 0 A_Jump(256,"Idle1","Idle2")
  330. goto Ready
  331. }
  332. }
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