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- ACTOR SniperRifle : Weapon
- {
- +WEAPON.NOALERT
- obituary "%o didn't see %k's bullet coming."
- AttackSound "Weapons/Sniper"
- +WEAPON.NOAUTOFIRE
- +WEAPON.NOAUTOAIM
- Weapon.ammouse 1
- Weapon.AmmoType "SniperAmmo"
- Weapon.Kickback 350
- States
- {
- Ready:
- TNT1 A 0 A_PlaySound("sniper/raise")
- SPSL JHFDB 1
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- SNIP A 1 A_WeaponReady
- Goto Ready+6
- ReadySniper:
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- ZOM1 A 1 A_WeaponReady(1)
- loop
- Deselect:
- SNIP A 0 A_TakeInventory ("Sniper_Zoomed", 1)
- SNIP A 0 A_ZoomFactor(1.0)
- SPSL ACEGI 1
- TNT1 A 1 A_Lower
- wait
- ToReady:
- SNIP A 0
- Goto Ready+6
- DoKick:
- TNT1 A 0 A_JumpIfInventory("Sniper_Zoomed",1,16)
- TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
- KICK BCD 1
- RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, -1, 0)
- KICK H 4
- KICK A 0 A_Takeinventory("Kicking",1)
- KICK IGFEDCBA 1
- Goto Ready+6
- KICK A 0 A_TakeInventory("Kicking",1)
- Goto ReadySniper+4
- BerserkerKick:
- TNT1 A 0 A_JumpIfInventory("Sniper_Zoomed",1,19)
- KICK ABCDEFG 1
- RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, -1, 0)
- KICK H 3
- KICK A 0 A_Takeinventory("Kicking",1)
- KICK IGFEDCBA 1
- Goto Ready+6
- KICK A 0 A_TakeInventory("Kicking",1)
- Goto ReadySniper+4
- Taunt:
- TNT1 A 0 A_Takeinventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 5
- FUCK A 2
- FUCK B 2 A_PlaySound("FUCK")
- FUCK C 2 A_AlertMonsters
- FUCK D 15 A_Takeinventory("Taunting",1)
- FUCK CBA 5
- TNT1 A 5
- Goto Ready
- Salute:
- TNT1 A 0 SetPlayerProperty(0,1,0)
- TNT1 A 0 A_ALertMonsters
- SALU ABCDEDCDEDCDEDCBA 4
- TNT1 A 0 A_TakeInventory("Salute1",1)
- TNT1 A 0 A_TakeInventory("Salute2",1)
- TNT1 A 0 SetPlayerProperty(0,0,0)
- Goto Ready
- Select:
- TNT1 A 0 A_Takeinventory("FistsSelected",1)
- TNT1 A 0 A_Takeinventory("SawSelected",1)
- TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
- TNT1 A 0 A_Takeinventory("SSGSelected",1)
- TNT1 A 0 A_Takeinventory("MinigunSelected",1)
- TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
- TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
- TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
- TNT1 A 0 A_Takeinventory("BFGSelected",1)
- TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
- TNT1 A 0 A_Takeinventory("RailGunSelected",1)
- TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
- TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
- TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
- TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
- TNT1 A 0 A_Takeinventory("HasBarrel",1)
- TNT1 A 0 A_Raise
- Wait
- Fire:
- SNIP A 0 A_AlertMonsters
- SNIP A 0 A_ZoomFactor(1.0)
- SNIP A 0 A_TakeInventory ("Sniper_Zoomed", 2)
- SNIP A 0 A_PlaySound("SNIPFIRE")
- TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
- TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
- TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
- SNIP A 1 A_FireBullets(0,0,1,125,"BulletPuff",2)
- SNIP A 0 A_Recoil(2)
- SNIF ACEDCB 1
- SNIP A 20
- SPRL ABKMO 1
- SPRL Q 5
- SPRL R 0 A_PlaySound("sniper/bolt")
- SPRL R 10
- SPRL Q 10
- SPRL PONMLKBA 1
- SNIP A 7
- Goto Ready+6
- AltFire:
- SNIP A 0 A_JumpIfInventory("Sniper_Zoomed", 2, "ZoomOut")
- SNIP A 0 A_JumpIfInventory("Sniper_Zoomed", 1, "Zoom2")
- Zoom1:
- SNIP A 0 A_ZoomFactor(4.0)
- SNIP A 0 A_GiveInventory ("Sniper_Zoomed", 1)
- ZOM1 A 1 A_PlayWeaponSound("ZOOMIN")
- Goto "AltFireDone2"
- Zoom2:
- SNIP A 0 A_ZoomFactor(8.0)
- SNIP A 0 A_GiveInventory ("Sniper_Zoomed", 1)
- ZOM1 A 1 A_PlayWeaponSound("ZOOMIN")
- Goto "AltFireDone2"
- ZoomOut:
- SNIP A 1
- SNIP A 0 A_ZoomFactor(1.0)
- SNIP A 0 A_TakeInventory ("Sniper_Zoomed", 2)
- SNIP A 1 A_PlayWeaponSound("ZOOMOUT")
- Goto "AltFireDone"
- AltFireDone:
- SNIP A 0
- Goto Ready+6
- AltFireDone2:
- SNIP A 0
- Goto "ReadySniper"
- }
- }
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