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- Actor "Sonic Railgun" : Weapon
- {
- Weapon.SelectionOrder 450
- Inventory.PickupSound "misc/w_pkup"
- Inventory.PickupMessage "You Picked up a Sonic Railgun!"
- Obituary "%o was ripped apart by %k's Sonic Railgun."
- Weapon.AmmoUse 1
- Weapon.AmmoUse2 1
- Weapon.Ammotype "Cell"
- Weapon.Ammotype2 "Cell"
- Weapon.Ammogive 30
- AttackSound "weapons/SRGFire"
- +Weapon.NoAlert
- Weapon.SlotNumber 6
- Weapon.SlotPriority 0.5
- Weapon.UpSound "Weapons/Change"
- Weapon.PreferredSkin "SonicRailgun-DoomMarine"
- Decal SRGScorch
- States
- {
- Spawn:
- SRGP A -1
- Loop
- Ready:
- SRCG A 1 A_WeaponReady
- Loop
- Deselect:
- SRCG A 1 A_Lower
- Loop
- Select:
- SRCG A 1 A_Raise
- Loop
- Fire:
- SRCG B 0 A_AlertMonsters
- SRCG B 1
- SRCG C 0 A_PlayWeaponSound("Weapons/SRGFire")
- SRCG C 2 A_GunFlash
- SRCG D 2 A_RailAttack(random(1,3)*5, 0, 1, none, none, 1, 0, "SonicRailPuff", 0, 0, 0, 0, 0, 0, "BoltSmoke", 1)
- SRCG B 1
- SRCG C 0 A_PlayWeaponSound("Weapons/SRGFire")
- SRCG C 2 A_GunFlash
- SRCG D 2 A_RailAttack(random(1,3)*5, 0, 1, none, none, 1, 0, "SonicRailPuff", 0, 0, 0, 0, 0, 0, "BoltSmoke", 1)
- SRCG A 0 A_ReFire
- Goto Ready
- Hold:
- SRCG B 0 A_AlertMonsters
- SRCG B 1
- SRCG C 0 A_PlayWeaponSound("Weapons/SRGFire")
- SRCG C 2 A_GunFlash
- SRCG D 2 A_RailAttack(random(1,3)*5, 0, 1, none, none, 1, 0, "SonicRailPuff", 1.8, 1.2, 0, 0, 0, 0, "BoltSmoke", 1)
- SRCG B 1
- SRCG C 0 A_PlayWeaponSound("Weapons/SRGFire")
- SRCG C 2 A_GunFlash
- SRCG D 2 A_RailAttack(random(1,3)*5, 0, 1, none, none, 1, 0, "SonicRailPuff", 1.8, 1.2, 0, 0, 0, 0, "BoltSmoke", 1)
- SRCG A 0 A_ReFire
- Goto Ready
- Altfire:
- SRGC A 0 A_JumpIfInventory("Cell", 10, 1)
- Goto Delay1
- SRGC A 3 Offset(97, 80) A_PlayWeaponSound("Weapons/SRGCharge")
- SRGC B 3 Offset(97, 80)
- SRGC C 3 Offset(97, 80)
- SRGC D 3 Offset(97, 80)
- SRGC E 3 Offset(97, 80)
- SRGC F 7 Offset(97, 80)
- SRGL C 4 Offset(97, 80)
- SRGC F 0 Offset(97, 80) A_Refire
- SRGC F 5 Offset(97, 80)
- SRGF A 4 Offset(97, 80) A_Light2
- SRGF A 0 Offset(97, 80) A_AlertMonsters
- SRGF A 0 Offset(97, 80) A_PlayWeaponSound("Weapons/SRGAlt")
- SRGF A 0 Offset(97, 80) A_GunFlash
- SRGF A 0 Offset(97, 80) A_FireCustomMissile("SRGImpact",0,0)
- SRGF A 0 Offset(97, 80) A_TakeInventory("Cell", 10, TIF_NOTAKEINFINITE)
- SRGF A 1 Offset(97, 80) A_RailAttack(random(100,125), 0, 0, none, none, 1, 0, "SonicRailPuff", 0, 0, 0, 0, 0, 0, "BoltSmoke2", 1)
- SRGF B 1 Offset(97, 80)
- SRGF C 1 Offset(97, 80)
- SRGF D 1 Offset(97, 80)
- SRGF E 1 Offset(97, 80)
- SRGF F 1 Offset(97, 80)
- SRGF G 1 Offset(97, 80)
- SRGF H 1 Offset(97, 80)
- SRGF I 1 Offset(97, 82)
- SRGF J 2 Offset(97, 84)
- SRGF K 1 Offset(97, 84)
- SRGF L 1 Offset(97, 84)
- SRGF M 1 Offset(97, 82)
- SRGF N 1 Offset(97, 80)
- SRGF O 1 Offset(97, 80)
- SRGF P 1 Offset(97, 80)
- SRGF Q 1 Offset(97, 80)
- SRGF R 1 Offset(97, 80) A_Light0
- SRGR A 2 Offset(80, 63)
- SRGR A 2 Offset(93, 63)
- SRGR B 1 Offset(91, 63)
- SRGR B 1 Offset(85, 63)
- SRGR B 1 Offset(75, 63)
- SRGR B 1 Offset(69, 63)
- SRGR B 1 Offset(58, 63)
- SRGR C 2 Offset(63, 63)
- SRGR D 2 Offset(63, 40)
- SRGR E 9 Offset(63, 63)
- SRGR D 2 Offset(63, 40)
- SRGR C 1 Offset(63, 63)
- SRGR B 1 Offset(58, 63)
- SRGR B 1 Offset(69, 63)
- SRGR A 3 Offset(70, 62)
- SRCG A 0 A_WeaponReady(WRF_NOFIRE)
- SRCG A 0 A_CheckReload
- Goto Ready
- AltHold:
- SRGC F 1
- SRGC F 0 A_ReFire
- SRGF A 4 Offset(97, 80) A_Light2
- SRGF A 0 Offset(97, 80) A_AlertMonsters
- SRGF A 0 Offset(97, 80) A_PlayWeaponSound("Weapons/SRGAlt")
- SRGF A 0 Offset(97, 80) A_GunFlash
- SRGF A 0 Offset(97, 80) A_FireCustomMissile("SRGImpact",0,0)
- SRGF A 0 Offset(97, 80) A_TakeInventory("Cell", 10, TIF_NOTAKEINFINITE)
- SRGF A 1 Offset(97, 80) A_RailAttack(random(100,125), 0, 0, none, none, 1, 0, "SonicRailPuff", 0, 0, 0, 0, 0, 0, "BoltSmoke2", 1)
- SRGF B 1 Offset(97, 80)
- SRGF C 1 Offset(97, 80)
- SRGF D 1 Offset(97, 80)
- SRGF E 1 Offset(97, 80)
- SRGF F 1 Offset(97, 80)
- SRGF G 1 Offset(97, 80)
- SRGF H 1 Offset(97, 80)
- SRGF I 1 Offset(97, 82)
- SRGF J 2 Offset(97, 84)
- SRGF K 1 Offset(97, 84)
- SRGF L 1 Offset(97, 84)
- SRGF M 1 Offset(97, 82)
- SRGF N 1 Offset(97, 80)
- SRGF O 1 Offset(97, 80)
- SRGF P 1 Offset(97, 80)
- SRGF Q 1 Offset(97, 80)
- SRGF R 1 Offset(97, 80) A_Light0
- SRGR A 2 Offset(80, 63)
- SRGR A 2 Offset(93, 63)
- SRGR B 1 Offset(91, 63)
- SRGR B 1 Offset(85, 63)
- SRGR B 1 Offset(75, 63)
- SRGR B 1 Offset(69, 63)
- SRGR B 1 Offset(58, 63)
- SRGR C 2 Offset(63, 63)
- SRGR D 2 Offset(63, 40)
- SRGR E 9 Offset(63, 63)
- SRGR D 2 Offset(63, 40)
- SRGR C 1 Offset(63, 63)
- SRGR B 1 Offset(58, 63)
- SRGR B 1 Offset(69, 63)
- SRGR A 3 Offset(70, 62)
- SRCG A 0 A_WeaponReady(WRF_NOFIRE)
- SRCG A 0 A_CheckReload
- Goto Ready
- Flash:
- TNT1 A 5 Bright A_Light1
- Goto LightDone
- Delay1:
- SRCG A 1 A_PlayWeaponSound("Weapons/SRGDry")
- Goto Ready
- }
- }
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