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- actor Claymore : Weapon 20016
- {
- Weapon.Slotnumber 1
- Weapon.Slotpriority 5000
- Weapon.Ammotype "Stamina"
- +WEAPON.AMMO_OPTIONAL
- States
- {
- Spawn:
- ROCK A 6 Bright
- Loop
- Deselect:
- FSRD A 1 A_Lower
- FSRD A 0 A_Lower
- loop
- Select:
- FSRD A 1 A_Raise
- FSRD A 0 A_Raise
- loop
- Readytwohand:
- FSRD A 0 A_JumpIfInventory("Roll",1,2)
- FSRD A 1 A_WeaponReady
- loop
- //dont fire if player is rolling
- FSRD A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
- loop
- Ready:
- FSRD A 0 A_JumpIfInventory("Roll",1,2)
- FSRD A 1 A_WeaponReady
- loop
- FSRD A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
- loop
- Reload:
- FSRD A 0 A_JumpIfInventory("ClaymoreTwoHanded",1,"Ready")
- FSRD A 0 A_GiveInventory("ClaymoreTwoHanded",1)
- Goto 2handReady
- Twohandfire:
- FSRD H 1 A_SpawnItemEX("SweepHitboxClaymore",45,-50,34,2)
- //figure out why player isn't getting the item before adding the rest of the animations
- Goto Readytwohand
- Fire:
- TNT1 A 0 A_JumpIfInventory("Stamina",1,1)
- Goto Ready
- //check if player is two handed, if so goto twohandfire, if not do normal 1 handed swing
- FSRD D 0 A_JumpIfInventory("ClaymoreTwoHanded",1,"Twohandfire")
- FSRD D 0 A_JumpIfInventory("Stamina",20,1)
- Goto PoopySwing
- FSRD D 3 A_PlaySound("clay")
- FSRD E 0 A_TakeInventory("Stamina",20)
- FSRD E 1 A_SpawnItemEX("SweepHitboxClaymore",30,50,34,2) //x pos, y pos, height, speed
- FSRD E 1 A_SpawnItemEX("SweepHitboxClaymore",35,40,34,2)
- FSRD E 1 A_SpawnItemEX("SweepHitboxClaymore",40,30,34,2)
- FSRD F 1 A_SpawnItemEX("SweepHitboxClaymore",45,20,34,2)
- FSRD F 1 A_SpawnItemEX("SweepHitboxClaymore",50,10,34,2)
- FSRD F 1 A_SpawnItemEX("SweepHitboxClaymore",55,0,34,2)
- FSRD G 1 A_SpawnItemEX("SweepHitboxClaymore",60,-10,34,2)
- FSRD G 1 A_SpawnItemEX("SweepHitboxClaymore",60,-20,34,2)
- FSRD G 1 A_SpawnItemEX("SweepHitboxClaymore",55,-30,34,2)
- FSRD H 1 A_SpawnItemEX("SweepHitboxClaymore",50,-40,34,2)
- FSRD H 1 A_SpawnItemEX("SweepHitboxClaymore",45,-50,34,2)
- FSRD H 1 A_SpawnItemEX("SweepHitboxClaymore",40,-60,34,2)
- FSRD I 3
- TNT1 A 3
- Goto Ready
- Altfire:
- TNT1 A 0 A_JumpIfInventory("Stamina",1,1)
- Goto Ready
- FSRD A 2 Offset(0,42)
- FSRD A 2 Offset(0,52)A_PlaySound("claymorepoke")
- FSRD B 2 Offset(0,62)
- FSRD B 2 Offset(0,72) A_TakeInventory("Stamina",25)
- FSRD C 2 Offset(0,82)
- FSRD C 2 Offset(0,92)
- TNT1 A 4 Offset(0,32)
- FSRD G 2 Offset(20,132)
- FSRD G 2 Offset(20,72)
- FSRD G 8 Offset(20,32) A_CustomPunch(100,1,0,"BulletPuff",250)
- FSRD H 2 Offset(10,52)
- FSRD I 2 Offset(0,72)
- TNT1 A 4 Offset(0,32)
- Goto Ready
- PoopySwing:
- FSRD D 9
- FSRD D 0 A_PlaySound("clay")
- FSRD E 0 A_TakeInventory("Stamina",20)
- FSRD E 1 A_SpawnItemEX("SweepHitboxClaymore",30,50,34,2) //x pos, y pos, height, speed
- FSRD E 1 A_SpawnItemEX("SweepHitboxClaymore",35,40,34,2)
- FSRD E 1 A_SpawnItemEX("SweepHitboxClaymore",40,30,34,2)
- FSRD F 1 A_SpawnItemEX("SweepHitboxClaymore",45,20,34,2)
- FSRD F 1 A_SpawnItemEX("SweepHitboxClaymore",50,10,34,2)
- FSRD F 1 A_SpawnItemEX("SweepHitboxClaymore",55,0,34,2)
- FSRD G 1 A_SpawnItemEX("SweepHitboxClaymore",60,-10,34,2)
- FSRD G 1 A_SpawnItemEX("SweepHitboxClaymore",60,-20,34,2)
- FSRD G 1 A_SpawnItemEX("SweepHitboxClaymore",55,-30,34,2)
- FSRD H 1 A_SpawnItemEX("SweepHitboxClaymore",50,-40,34,2)
- FSRD H 1 A_SpawnItemEX("SweepHitboxClaymore",45,-50,34,2)
- FSRD H 1 A_SpawnItemEX("SweepHitboxClaymore",40,-60,34,2)
- FSRD I 3
- TNT1 A 12
- Goto Ready
- }
- }
- actor SweepHitboxClaymore
- {
- Speed 2
- Mass 4
- Height 8
- Radius 8
- Damage (50)
- PROJECTILE
- +RIPPER
- States
- {
- Spawn:
- BAL1 A 10
- stop
- Death:
- BAL1 BCDE 1
- stop
- }
- }
- actor ClaymoreTwoHanded : CustomInventory 20038
- {
- +INVENTORY.HUBPOWER
- +INVENTORY.ALWAYSPICKUP
- inventory.maxamount 1
- }
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