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Chronos_Ouroboros

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Nov 27th, 2013
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  1. Actor FDMinigunMode2 : Boolean { }
  2. Actor FDMinigun : FDWeapon 30068
  3. {
  4. //$Category Final Duel-Weapons
  5. //$Sprite MINGZ0
  6. Weapon.SisterWeapon FDMinigunPowered
  7. Tag "UAC \"Parias\" Minigun"
  8. Inventory.PickupSound "misc/gunpickup"
  9. Weapon.AmmoUse 1
  10. Weapon.AmmoUse2 0
  11. Weapon.AmmoGive1 0
  12. Weapon.AmmoType "MinigunAmmo"
  13. Inventory.PickupMessage "$GOTMINIGUN"
  14. Obituary "$OBMINIGUN"
  15. +Weapon.NoAlert
  16. States
  17. {
  18. Kicking:
  19. TNT1 A 0 A_TakeInventory("Kicking",1)
  20. TNT1 A 0 A_JumpIfInventory("PowerFDStrength",1,"BerserkKick")
  21. MLEG A 1
  22. MLEG B 1
  23. MLEG C 1 A_CustomPunch (random(30,50), 1, 0, "MeleePuff")
  24. MLEG D 1
  25. MLEG E 1
  26. MLEG F 1
  27. MLEG G 1
  28. MLEG H 1
  29. Goto Ready2
  30. BerserkKick:
  31. MLEG A 1
  32. MLEG B 1
  33. MLEG C 1 A_CustomPunch (6 * random(30,50), 1, 0, "MeleePuffStrong")
  34. MLEG D 1
  35. MLEG E 1
  36. MLEG F 1
  37. MLEG G 1
  38. MLEG H 1
  39. Goto Ready2
  40. Ready:
  41. MINS CBA 1
  42. Ready2:
  43. TNT1 A 0 A_TakeInventory("Reloading",1)
  44. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
  45. MING A 1 A_WeaponReady
  46. Loop
  47. Ready2.FastBegin:
  48. TNT1 A 0 A_PlaySound("Minigun/Spin",5,1.0,1)
  49. Ready2.Fast:
  50. TNT1 A 0 A_TakeInventory("Reloading",1)
  51. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
  52. MING A 1 A_WeaponReady
  53. TNT1 A 0 A_TakeInventory("Reloading",1)
  54. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
  55. MING B 1 A_WeaponReady
  56. TNT1 A 0 A_TakeInventory("Reloading",1)
  57. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
  58. MING C 1 A_WeaponReady
  59. TNT1 A 0 A_TakeInventory("Reloading",1)
  60. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
  61. MING D 1 A_WeaponReady
  62. Loop
  63. Select:
  64. TNT1 A 0 ACS_NamedExecute("MinigunAltfire")
  65. TNT1 A 0 A_Raise
  66. Wait
  67. Deselect:
  68. TNT1 A 0 A_JumpIfHealthLower(0,"Super::DeselectDEAD")
  69. TNT1 A 0 A_JumpIfInventory("FDMinigunMode2",1,"Deselect.Fast")
  70. MINS ABC 1
  71. TNT1 A 0 A_Lower
  72. Wait
  73. Deselect.Fast:
  74. TNT1 A 0 A_TakeInventory("FDMinigunMode2",1)
  75. TNT1 A 0 A_StopSound(5)
  76. TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
  77. MING A 1
  78. MING B 2
  79. MING C 3
  80. MING D 4
  81. MING ABCD 5
  82. Goto Deselect
  83. Fire:
  84. TNT1 A 0 A_JumpIfInventory("FDMinigunMode2",1,"Fire.Fast")
  85. TNT1 A 0 A_JumpIfNoAmmo("Dryfire")
  86. TNT1 A 0 A_PlaySound("Minigun/WindUp",CHAN_WEAPON)
  87. MING ABCD 3
  88. MING ABCD 2
  89. TNT1 A 0 A_Refire("Hold")
  90. TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
  91. MING A 2
  92. MING B 3
  93. MING C 4
  94. MING D 5
  95. MING ABCD 6
  96. Goto Ready2
  97. Hold:
  98. TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
  99. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  100. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  101. MING A 2 A_FireBullets (4.88, 5.95, -1, 2, "BulletPuff2")
  102. TNT1 A 0 A_AlertMonsters
  103. TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
  104. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  105. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  106. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  107. MING B 2 A_FireBullets (4.88, 5.95, -1, 2, "BulletPuff2")
  108. TNT1 A 0 A_AlertMonsters
  109. TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
  110. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  111. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  112. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  113. MING C 2 A_FireBullets (4.88, 5.95, -1, 2, "BulletPuff2")
  114. TNT1 A 0 A_AlertMonsters
  115. TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
  116. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  117. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  118. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  119. MING D 2 A_FireBullets (4.88, 5.95, -1, 2, "BulletPuff2")
  120. TNT1 A 0 A_AlertMonsters
  121. TNT1 A 0 A_Refire
  122. TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
  123. MING A 2
  124. MING B 3
  125. MING C 4
  126. MING D 5
  127. MING ABCD 6
  128. Goto Ready2
  129. Fire.Fast:
  130. TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
  131. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  132. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  133. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  134. MING A 1 A_FireBullets (5.88, 6.95, -1, 2, "BulletPuff2")
  135. TNT1 A 0 A_AlertMonsters
  136. TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
  137. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  138. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  139. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  140. MING B 1 A_FireBullets (5.88, 6.95, -1, 2, "BulletPuff2")
  141. TNT1 A 0 A_AlertMonsters
  142. TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
  143. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  144. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  145. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  146. MING C 1 A_FireBullets (5.88, 6.95, -1, 2, "BulletPuff2")
  147. TNT1 A 0 A_AlertMonsters
  148. TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
  149. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  150. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  151. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  152. MING D 1 A_FireBullets (5.88, 6.95, -1, 2, "BulletPuff2")
  153. TNT1 A 0 A_AlertMonsters
  154. TNT1 A 0 A_Refire("Fire.Fast")
  155. Goto Ready2.Fast
  156. DryFire1:
  157. TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
  158. MING A 2
  159. MING B 3
  160. MING C 4
  161. MING D 5
  162. MING ABCD 6
  163. Goto Ready2
  164. Altfire:
  165. TNT1 A 0 A_JumpIfInventory("FDMinigunMode2",1,"FastToNormal")
  166. TNT1 A 0 A_GiveInventory("FDMinigunMode2",1)
  167. TNT1 A 0 A_PlaySound("Minigun/WindUp",CHAN_WEAPON)
  168. MING ABCD 2
  169. MING ABCD 1
  170. Goto Ready2.FastBegin
  171. FastToNormal:
  172. TNT1 A 0 A_TakeInventory("FDMinigunMode2",1)
  173. TNT1 A 0 A_StopSound(5)
  174. TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
  175. MING A 1
  176. MING B 2
  177. MING C 3
  178. MING D 4
  179. MING ABCD 5
  180. Goto Ready2
  181. DryFire:
  182. TNT1 A 0 A_PlaySound("weapons/empty")
  183. Goto Ready2
  184. Spawn:
  185. MING Z -1
  186. Stop
  187. }
  188. }
  189. Actor FDMinigunPowered : FDMinigun
  190. {
  191. Weapon.SisterWeapon FDMinigun
  192. +POWERED_UP
  193. States
  194. {
  195. Hold:
  196. TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
  197. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  198. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  199. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  200. MING A 2 A_FireBullets (4.88, 5.95, -1, 2, "BoomPuff")
  201. TNT1 A 0 A_AlertMonsters
  202. TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
  203. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  204. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  205. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  206. MING B 2 A_FireBullets (4.88, 5.95, -1, 2, "BoomPuff")
  207. TNT1 A 0 A_AlertMonsters
  208. TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
  209. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  210. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  211. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  212. MING C 2 A_FireBullets (4.88, 5.95, -1, 2, "BoomPuff")
  213. TNT1 A 0 A_AlertMonsters
  214. TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
  215. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  216. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  217. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  218. MING D 2 A_FireBullets (4.88, 5.95, -1, 2, "BoomPuff")
  219. TNT1 A 0 A_AlertMonsters
  220. TNT1 A 0 A_Refire
  221. TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
  222. MING A 2
  223. MING B 3
  224. MING C 4
  225. MING D 5
  226. MING ABCD 6
  227. Goto Ready2
  228. Fire.Fast:
  229. TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
  230. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  231. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  232. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  233. MING A 1 A_FireBullets (5.88, 6.95, -1, 2, "BoomPuff")
  234. TNT1 A 0 A_AlertMonsters
  235. TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
  236. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  237. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  238. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  239. MING B 1 A_FireBullets (5.88, 6.95, -1, 2, "BoomPuff")
  240. TNT1 A 0 A_AlertMonsters
  241. TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
  242. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  243. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  244. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  245. MING C 1 A_FireBullets (5.88, 6.95, -1, 2, "BoomPuff")
  246. TNT1 A 0 A_AlertMonsters
  247. TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
  248. TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
  249. TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
  250. TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
  251. MING D 1 A_FireBullets (5.88, 6.95, -1, 2, "BoomPuff")
  252. TNT1 A 0 A_AlertMonsters
  253. TNT1 A 0 A_Refire("Fire.Fast")
  254. Goto Ready2.Fast
  255. }
  256. }
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