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Feb 16th, 2017
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  1. ACTOR rifle : Weapon
  2. {
  3. Inventory.PickupMessage "You got the rifle!"
  4. Weapon.AmmoUse 1
  5. Weapon.AmmoGive 2
  6. Weapon.AmmoType "Clip"
  7. Weapon.SlotNumber 4
  8. +WEAPON.NOAUTOFIRE
  9. States
  10. {
  11. Ready:
  12. SHTG A 1 A_WeaponReady
  13. Loop
  14. Select:
  15. SHTG A 1 A_Raise
  16. Loop
  17. Deselect:
  18. SHTG A 1 A_Lower
  19. Loop
  20. Fire:
  21. SHTF A 0 A_JumpIfInventory("Clip", 3, 1)
  22. GoTo Deselect
  23. SHTF A 1 A_GunFlash
  24. SHTG A 1 A_FireBullets(25, 25, 1, 20, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
  25. SHTG A 1 Offset(0,32) A_PlaySound("weapons/pistol", CHAN_WEAPON)
  26. SHTF A 1 Offset(0,37) A_GunFlash
  27. SHTG A 1 A_FireBullets(30, 30, 1, 20, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
  28. SHTG A 1 Offset(0,32) A_PlaySound("weapons/pistol", CHAN_WEAPON)
  29. SHTF A 1 Offset(0,37) A_GunFlash
  30. SHTG A 1 A_FireBullets(35, 35, 1, 20, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
  31. SHTG A 1 Offset(0,32) A_PlaySound("weapons/pistol", CHAN_WEAPON)
  32. SHTF A 1 Offset(0,37) A_GunFlash
  33. Althold:
  34. SHTG A 10 Offset(0,32)
  35. Goto Ready
  36. Flash:
  37. SHTG A 2 BRIGHT A_Light2
  38. SHTG A 2 BRIGHT A_Light1
  39. TNT1 A 1 A_Light0
  40. Goto LightDone
  41. }
  42. }
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