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Revolver

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Dec 24th, 2014
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  1. //// --------------------------------------------------------------------------
  2. //
  3. // Revolver
  4. //
  5. // --------------------------------------------------------------------------
  6. Actor Reloading : Inventory
  7. {
  8. inventory.maxamount 1
  9. }
  10.  
  11. ACTOR Revolver : Weapon
  12. {
  13. Weapon.AmmoType1 "RevolverAmmo"
  14. Weapon.AmmoUse 1
  15. Weapon.AmmoType2 "RevolverAmmoPickup"
  16. Weapon.AmmoUse2 1
  17. Weapon.AmmoGive2 2
  18. Weapon.Kickback 200
  19. Weapon.SlotNumber 2
  20. Weapon.SlotPriority 0
  21. Obituary "%o was shot down by %k's revolver."
  22. Inventory.PickupSound "Weapons/Revolver/Close"
  23. Inventory.Pickupmessage "Revolver"
  24. AttackSound "weapons/revolver/fire"
  25. Tag "Revolver"
  26. +WEAPON.NOALERT
  27. +WEAPON.NOAUTOFIRE
  28. +WEAPON.AMMO_CHECKBOTH
  29.  
  30. Scale 0.9
  31. States
  32. {
  33. Select:
  34. Ready:
  35. REVR A 1 Offset(-90,79) A_PlaySound("weapons/pistol/move", 5)
  36. REVR A 1 Offset(-75,69)
  37. REVR A 1 Offset(-60,60)
  38. REVR A 1 Offset(-45,52)
  39. REVI A 1 Offset(-30,45)
  40. REVI A 1 Offset(-15,39)
  41. REVI A 1 Offset(-1,35)
  42. Ready2:
  43. REVI A 1 A_WeaponReady(WRF_ALLOWRELOAD)
  44. Loop
  45. Deselect:
  46. REVI A 1 Offset(-5,35)
  47. REVI A 1 Offset(-15,39)
  48. REVI A 1 Offset(-30,45)
  49. REVR A 1 Offset(-40,52)
  50. REVR A 1 Offset(-45,60)
  51. REVR A 1 Offset(-49,75)
  52. REVR A 1 Offset(-51,90)
  53. TNT1 A 5
  54. TNT1 A 0 A_Lower
  55. Wait
  56. Fire:
  57. REVI A 0 A_JumpIfInventory("RevolverAmmo",1,1)
  58. Goto Dryfire
  59. REVI A 0 A_GunFlash
  60. PISF A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,8)
  61. REVF A 1 BRIGHT A_FireBullets (frandom(-0.1,0.1), frandom(-0.1,0.1), 3, 30, "BulletPuff", FBF_ExplicitAngle|FBF_NoRandom|FBF_UseAmmo)
  62. REVF B 1 BRIGHT Offset(0,38) A_SetPitch (pitch - 0.5)
  63. REVF C 1 Offset(0,44) A_SetPitch (pitch - 0.9)
  64. REVF D 1 Offset(0,56) A_SetPitch (pitch - 1.4)
  65. REVF C 1 Offset(0,52) A_AlertMonsters
  66. REVI A 1 Offset(0,50) A_SetPitch (pitch - 1.0)
  67. REVI A 1 Offset(0,47) A_SetPitch (pitch - 0.5)
  68. REVI A 1 Offset(0,44) A_SetPitch (pitch + 0.3)
  69. REVI A 1 Offset(0,40) A_SetPitch (pitch + 0.6)
  70. REVI A 1 Offset(0,36) A_SetPitch (pitch + 0.9)
  71. REVI A 1 Offset(0,34)
  72. REVI A 1 Offset(0,33)
  73. REVI A 1 Offset(0,32)
  74. TNT1 A 0 A_CheckReload
  75. Goto Ready2
  76. Altfire:
  77. REVF E 1
  78. REVF F 1 Offset(0,33)
  79. REVF G 1 Offset(0,34)
  80. REVF H 1 Offset(0,35)
  81. REVI A 0 A_JumpIfInventory("RevolverAmmo",1,1)
  82. Goto AltDryfire
  83. REVF I 1 Offset(0,36)
  84. REVF J 0 A_TakeInventory("RevolverAmmo",1,TIF_NOTAKEINFINITE)
  85. REVF J 1 BRIGHT Offset(0,37) A_FireBullets (frandom(-3,3), frandom(-3,3), 3, 30, "BulletPuff", FBF_ExplicitAngle|FBF_NoRandom)
  86. PISF A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,8)
  87. REVF K 1 BRIGHT Offset(0,38) A_SetPitch (pitch - 0.7)
  88. REVF L 1 Offset(0,44) A_SetPitch (pitch - 0.7)
  89. REVF L 1 Offset(0,46) A_SetPitch (pitch + 0.4)
  90. REVF M 1 Offset(0,48) A_AlertMonsters
  91. REVF M 1 Offset(0,46) A_Refire
  92. REVI A 1 Offset(0,44)
  93. REVI A 1 Offset(0,41)
  94. REVI A 1 Offset(0,37)
  95. REVI A 1 Offset(0,35)
  96. REVI A 1 Offset(0,34)
  97. REVI A 1 Offset(0,33)
  98. TNT1 A 0 A_CheckReload
  99. Goto Ready2
  100. AltDryfire:
  101. REVF I 1 Offset(0,36)
  102. REVF L 1 Offset(0,38) A_PlaySound("Weapons/Dryfire", 5)
  103. REVF M 1 Offset(0,39)
  104. REVI A 1 Offset(0,40)
  105. REVI A 1 Offset(0,41)
  106. REVI A 1 Offset(0,37)
  107. REVI A 1 Offset(0,35)
  108. REVI A 1 Offset(0,34)
  109. REVI A 1 Offset(0,33)
  110. Goto Reload
  111. Dryfire:
  112. REVI A 1 A_PlaySound("Weapons/Dryfire", 5)
  113. Reload:
  114. REVI A 0 A_JumpIfInventory("RevolverAmmo",6,2)
  115. REVI A 0 A_JumpIfInventory("RevolverAmmoPickup",1,"ProperReload")
  116. REVI A 1 A_WeaponReady(WRF_NOFIRE)
  117. Goto Ready2
  118. ProperReload:
  119. REVI A 1 Offset(-1,33)
  120. REVI A 1 Offset(-4,34)
  121. REVI A 1 Offset(-7,36)
  122. REVR A 1 Offset(-10,37)
  123. REVR B 1 Offset(-11,38) A_Jump(128,2)
  124. REVR C 1 Offset(-12,37)
  125. REVR C 1 Offset(-13,38)
  126. REVR C 1 Offset(-12,38)
  127. REVR D 1 Offset(-9,39)
  128. REVR E 1 Offset(-5,42)
  129. REVR F 1 Offset(-1,44) A_PlaySound("Weapons/Revolver/Open", 6)
  130. REVR GGGGGG 0 A_SpawnItemEx("MagnumCasing", 0,0,20, random(-2,2),random(-2,2),0, random(1,359), SXF_NOCHECKPOSITION)
  131. REVR G 1 Offset(1,45) A_Jump(128,2)
  132. REVR G 1 Offset(2,46)
  133. REVR G 1 Offset(3,47)
  134. REVR G 1 Offset(3,46)
  135. REVR G 1 Offset(2,45)
  136. REVR H 1 Offset(-1,44)
  137. REVR I 1 Offset(-3,42)
  138. REVR J 1 Offset(-6,39)
  139. REVR K 1 Offset(-9,37) A_PlaySound("Weapons/Revolver/Load", 5)
  140. TNT1 A 0 A_Giveinventory("RevolverAmmo",6)
  141. TNT1 A 0 A_Takeinventory("RevolverAmmoPickup",1,TIF_NOTAKEINFINITE)
  142. REVR K 1 Offset(-9,36) A_Jump(128,2)
  143. REVR K 1 Offset(-8,35)
  144. REVR K 1 Offset(-8,34)
  145. REVR K 1 Offset(-7,33)
  146. REVR K 1 Offset(-7,32)
  147. REVR K 1 Offset(-8,34)
  148. REVR K 1 Offset(-9,36)
  149. REVR L 1 Offset(-8,35)
  150. REVR M 1 Offset(-7,34)
  151. REVR F 1 Offset(-8,35) A_PlaySound("Weapons/Revolver/Close", 6)
  152. REVR E 1 Offset(-8,35) A_Jump(128,2)
  153. REVR D 1 Offset(-8,35)
  154. REVR D 1 Offset(-9,36)
  155. REVR D 1 Offset(-10,37)
  156. REVR D 1 Offset(-10,38)
  157. REVR C 1 Offset(-11,38)
  158. REVR C 1 Offset(-11,37)
  159. REVR C 1 Offset(-11,36)
  160. REVR B 1 Offset(-14,35)
  161. REVR B 1 Offset(-14,34)
  162. REVR A 1 Offset(-18,36) A_Jump(128,2)
  163. REVR A 1 Offset(-16,37)
  164. REVR A 1 Offset(-13,36)
  165. REVR A 1 Offset(-10,35)
  166. REVR A 1 Offset(-6,34)
  167. REVR A 1 Offset(-2,33)
  168. REVI A 1 Offset(-7,35)
  169. REVI A 1 Offset(-4,34)
  170. REVI A 1 Offset(-1,33)
  171. Goto Ready2
  172. Spawn:
  173. RVIC A -1 Nodelay A_SetAngle(random(0,359))
  174. Stop
  175. }
  176. }
  177.  
  178. ACTOR RevolverAmmo : Ammo
  179. {
  180. Inventory.MaxAmount 6
  181. Inventory.Icon "RVICA0"
  182. }
  183.  
  184. ACTOR RevolverAmmoPickup : Ammo
  185. {
  186. Inventory.MaxAmount 8
  187. Ammo.BackpackAmount 1
  188. Ammo.BackpackMaxAmount 16
  189. Inventory.Icon "RVICB0"
  190. Inventory.PickupMessage "Picked up some magnum ammo."
  191. Inventory.PickupSound "Weapons/Revolver/Load"
  192. Tag ".50 Dum-Dum"
  193. States
  194. {
  195. Spawn:
  196. RVIC B -1 Nodelay A_SetAngle(random(0,359))
  197. Stop
  198. }
  199. }
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