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Sep 26th, 2016
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  1. Actor "Sonic Railgun" : Weapon
  2. {
  3. Weapon.SelectionOrder 450
  4. Inventory.PickupSound "misc/w_pkup"
  5. Inventory.PickupMessage "You Picked up a Sonic Railgun!"
  6. Obituary "%o was ripped apart by %k's Sonic Railgun."
  7. Weapon.AmmoUse 1
  8. Weapon.AmmoUse2 1
  9. Weapon.Ammotype "Cell"
  10. Weapon.Ammotype2 "Cell"
  11. Weapon.Ammogive 30
  12. AttackSound "weapons/SRGFire"
  13. +Weapon.NoAlert
  14. Weapon.SlotNumber 6
  15. Weapon.SlotPriority 0.5
  16. Weapon.UpSound "Weapons/Change"
  17. Weapon.PreferredSkin "SonicRailgun-DoomMarine"
  18. Decal SRGScorch
  19. States
  20. {
  21. Spawn:
  22. SRGP A -1
  23. Loop
  24. Ready:
  25. SRCG A 1 A_WeaponReady
  26. Loop
  27. Deselect:
  28. SRCG A 1 A_Lower
  29. Loop
  30. Select:
  31. SRCG A 1 A_Raise
  32. Loop
  33. Fire:
  34. SRCG B 0 A_AlertMonsters
  35. SRCG B 1
  36. SRCG C 0 A_PlayWeaponSound("Weapons/SRGFire")
  37. SRCG C 2 A_GunFlash
  38. SRCG D 2 A_RailAttack(random(1,3)*5, 0, 1, none, none, 1, 0, "SonicRailPuff", 0, 0, 0, 0, 0, 0, "BoltSmoke", 1)
  39. SRCG B 1
  40. SRCG C 0 A_PlayWeaponSound("Weapons/SRGFire")
  41. SRCG C 2 A_GunFlash
  42. SRCG D 2 A_RailAttack(random(1,3)*5, 0, 1, none, none, 1, 0, "SonicRailPuff", 0, 0, 0, 0, 0, 0, "BoltSmoke", 1)
  43. SRCG A 0 A_ReFire
  44. Goto Ready
  45. Hold:
  46. SRCG B 0 A_AlertMonsters
  47. SRCG B 1
  48. SRCG C 0 A_PlayWeaponSound("Weapons/SRGFire")
  49. SRCG C 2 A_GunFlash
  50. 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)
  51. SRCG B 1
  52. SRCG C 0 A_PlayWeaponSound("Weapons/SRGFire")
  53. SRCG C 2 A_GunFlash
  54. 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)
  55. SRCG A 0 A_ReFire
  56. Goto Ready
  57. Altfire:
  58. SRGC A 0 A_JumpIfInventory("Cell", 10, 1)
  59. Goto Delay1
  60. SRGC A 3 Offset(97, 80) A_PlayWeaponSound("Weapons/SRGCharge")
  61. SRGC B 3 Offset(97, 80)
  62. SRGC C 3 Offset(97, 80)
  63. SRGC D 3 Offset(97, 80)
  64. SRGC E 3 Offset(97, 80)
  65. SRGC F 7 Offset(97, 80)
  66. SRGL C 4 Offset(97, 80)
  67. SRGC F 0 Offset(97, 80) A_Refire
  68. SRGC F 5 Offset(97, 80)
  69. SRGF A 4 Offset(97, 80) A_Light2
  70. SRGF A 0 Offset(97, 80) A_AlertMonsters
  71. SRGF A 0 Offset(97, 80) A_PlayWeaponSound("Weapons/SRGAlt")
  72. SRGF A 0 Offset(97, 80) A_GunFlash
  73. SRGF A 0 Offset(97, 80) A_FireCustomMissile("SRGImpact",0,0)
  74. SRGF A 0 Offset(97, 80) A_TakeInventory("Cell", 10, TIF_NOTAKEINFINITE)
  75. 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)
  76. SRGF B 1 Offset(97, 80)
  77. SRGF C 1 Offset(97, 80)
  78. SRGF D 1 Offset(97, 80)
  79. SRGF E 1 Offset(97, 80)
  80. SRGF F 1 Offset(97, 80)
  81. SRGF G 1 Offset(97, 80)
  82. SRGF H 1 Offset(97, 80)
  83. SRGF I 1 Offset(97, 82)
  84. SRGF J 2 Offset(97, 84)
  85. SRGF K 1 Offset(97, 84)
  86. SRGF L 1 Offset(97, 84)
  87. SRGF M 1 Offset(97, 82)
  88. SRGF N 1 Offset(97, 80)
  89. SRGF O 1 Offset(97, 80)
  90. SRGF P 1 Offset(97, 80)
  91. SRGF Q 1 Offset(97, 80)
  92. SRGF R 1 Offset(97, 80) A_Light0
  93. SRGR A 2 Offset(80, 63)
  94. SRGR A 2 Offset(93, 63)
  95. SRGR B 1 Offset(91, 63)
  96. SRGR B 1 Offset(85, 63)
  97. SRGR B 1 Offset(75, 63)
  98. SRGR B 1 Offset(69, 63)
  99. SRGR B 1 Offset(58, 63)
  100. SRGR C 2 Offset(63, 63)
  101. SRGR D 2 Offset(63, 40)
  102. SRGR E 9 Offset(63, 63)
  103. SRGR D 2 Offset(63, 40)
  104. SRGR C 1 Offset(63, 63)
  105. SRGR B 1 Offset(58, 63)
  106. SRGR B 1 Offset(69, 63)
  107. SRGR A 3 Offset(70, 62)
  108. SRCG A 0 A_WeaponReady(WRF_NOFIRE)
  109. SRCG A 0 A_CheckReload
  110. Goto Ready
  111. AltHold:
  112. SRGC F 1
  113. SRGC F 0 A_ReFire
  114. SRGF A 4 Offset(97, 80) A_Light2
  115. SRGF A 0 Offset(97, 80) A_AlertMonsters
  116. SRGF A 0 Offset(97, 80) A_PlayWeaponSound("Weapons/SRGAlt")
  117. SRGF A 0 Offset(97, 80) A_GunFlash
  118. SRGF A 0 Offset(97, 80) A_FireCustomMissile("SRGImpact",0,0)
  119. SRGF A 0 Offset(97, 80) A_TakeInventory("Cell", 10, TIF_NOTAKEINFINITE)
  120. 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)
  121. SRGF B 1 Offset(97, 80)
  122. SRGF C 1 Offset(97, 80)
  123. SRGF D 1 Offset(97, 80)
  124. SRGF E 1 Offset(97, 80)
  125. SRGF F 1 Offset(97, 80)
  126. SRGF G 1 Offset(97, 80)
  127. SRGF H 1 Offset(97, 80)
  128. SRGF I 1 Offset(97, 82)
  129. SRGF J 2 Offset(97, 84)
  130. SRGF K 1 Offset(97, 84)
  131. SRGF L 1 Offset(97, 84)
  132. SRGF M 1 Offset(97, 82)
  133. SRGF N 1 Offset(97, 80)
  134. SRGF O 1 Offset(97, 80)
  135. SRGF P 1 Offset(97, 80)
  136. SRGF Q 1 Offset(97, 80)
  137. SRGF R 1 Offset(97, 80) A_Light0
  138. SRGR A 2 Offset(80, 63)
  139. SRGR A 2 Offset(93, 63)
  140. SRGR B 1 Offset(91, 63)
  141. SRGR B 1 Offset(85, 63)
  142. SRGR B 1 Offset(75, 63)
  143. SRGR B 1 Offset(69, 63)
  144. SRGR B 1 Offset(58, 63)
  145. SRGR C 2 Offset(63, 63)
  146. SRGR D 2 Offset(63, 40)
  147. SRGR E 9 Offset(63, 63)
  148. SRGR D 2 Offset(63, 40)
  149. SRGR C 1 Offset(63, 63)
  150. SRGR B 1 Offset(58, 63)
  151. SRGR B 1 Offset(69, 63)
  152. SRGR A 3 Offset(70, 62)
  153. SRCG A 0 A_WeaponReady(WRF_NOFIRE)
  154. SRCG A 0 A_CheckReload
  155. Goto Ready
  156. Flash:
  157. TNT1 A 5 Bright A_Light1
  158. Goto LightDone
  159. Delay1:
  160. SRCG A 1 A_PlayWeaponSound("Weapons/SRGDry")
  161. Goto Ready
  162. }
  163. }
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