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May 24th, 2018
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  1. ACTOR SniperRifle : Weapon
  2. {
  3. +WEAPON.NOALERT
  4. obituary "%o didn't see %k's bullet coming."
  5. AttackSound "Weapons/Sniper"
  6. +WEAPON.NOAUTOFIRE
  7. +WEAPON.NOAUTOAIM
  8. Weapon.ammouse 1
  9. Weapon.AmmoType "SniperAmmo"
  10. Weapon.Kickback 350
  11. States
  12. {
  13. Ready:
  14. TNT1 A 0 A_PlaySound("sniper/raise")
  15. SPSL JHFDB 1
  16. TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  17. TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
  18. TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
  19. TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
  20. SNIP A 1 A_WeaponReady
  21. Goto Ready+6
  22. ReadySniper:
  23. TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  24. TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
  25. TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
  26. TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
  27. ZOM1 A 1 A_WeaponReady(1)
  28. loop
  29. Deselect:
  30. SNIP A 0 A_TakeInventory ("Sniper_Zoomed", 1)
  31. SNIP A 0 A_ZoomFactor(1.0)
  32. SPSL ACEGI 1
  33. TNT1 A 1 A_Lower
  34. wait
  35. ToReady:
  36. SNIP A 0
  37. Goto Ready+6
  38. DoKick:
  39. TNT1 A 0 A_JumpIfInventory("Sniper_Zoomed",1,16)
  40. TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
  41. KICK BCD 1
  42. RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, -1, 0)
  43. KICK H 4
  44. KICK A 0 A_Takeinventory("Kicking",1)
  45. KICK IGFEDCBA 1
  46. Goto Ready+6
  47. KICK A 0 A_TakeInventory("Kicking",1)
  48. Goto ReadySniper+4
  49. BerserkerKick:
  50. TNT1 A 0 A_JumpIfInventory("Sniper_Zoomed",1,19)
  51. KICK ABCDEFG 1
  52. RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, -1, 0)
  53. KICK H 3
  54. KICK A 0 A_Takeinventory("Kicking",1)
  55. KICK IGFEDCBA 1
  56. Goto Ready+6
  57. KICK A 0 A_TakeInventory("Kicking",1)
  58. Goto ReadySniper+4
  59. Taunt:
  60. TNT1 A 0 A_Takeinventory("Zoomed",1)
  61. TNT1 A 0 A_ZoomFactor(1.0)
  62. TNT1 A 5
  63. FUCK A 2
  64. FUCK B 2 A_PlaySound("FUCK")
  65. FUCK C 2 A_AlertMonsters
  66. FUCK D 15 A_Takeinventory("Taunting",1)
  67. FUCK CBA 5
  68. TNT1 A 5
  69. Goto Ready
  70. Salute:
  71. TNT1 A 0 SetPlayerProperty(0,1,0)
  72. TNT1 A 0 A_ALertMonsters
  73. SALU ABCDEDCDEDCDEDCBA 4
  74. TNT1 A 0 A_TakeInventory("Salute1",1)
  75. TNT1 A 0 A_TakeInventory("Salute2",1)
  76. TNT1 A 0 SetPlayerProperty(0,0,0)
  77. Goto Ready
  78. Select:
  79. TNT1 A 0 A_Takeinventory("FistsSelected",1)
  80. TNT1 A 0 A_Takeinventory("SawSelected",1)
  81. TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
  82. TNT1 A 0 A_Takeinventory("SSGSelected",1)
  83. TNT1 A 0 A_Takeinventory("MinigunSelected",1)
  84. TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
  85. TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
  86. TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
  87. TNT1 A 0 A_Takeinventory("BFGSelected",1)
  88. TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
  89. TNT1 A 0 A_Takeinventory("RailGunSelected",1)
  90. TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
  91. TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
  92. TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
  93. TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
  94. TNT1 A 0 A_Takeinventory("HasBarrel",1)
  95. TNT1 A 0 A_Raise
  96. Wait
  97. Fire:
  98. SNIP A 0 A_AlertMonsters
  99. SNIP A 0 A_ZoomFactor(1.0)
  100. SNIP A 0 A_TakeInventory ("Sniper_Zoomed", 2)
  101. SNIP A 0 A_PlaySound("SNIPFIRE")
  102. TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
  103. TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
  104. TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
  105. SNIP A 1 A_FireBullets(0,0,1,125,"BulletPuff",2)
  106. SNIP A 0 A_Recoil(2)
  107. SNIF ACEDCB 1
  108. SNIP A 20
  109. SPRL ABKMO 1
  110. SPRL Q 5
  111. SPRL R 0 A_PlaySound("sniper/bolt")
  112. SPRL R 10
  113. SPRL Q 10
  114. SPRL PONMLKBA 1
  115. SNIP A 7
  116. Goto Ready+6
  117. AltFire:
  118. SNIP A 0 A_JumpIfInventory("Sniper_Zoomed", 2, "ZoomOut")
  119. SNIP A 0 A_JumpIfInventory("Sniper_Zoomed", 1, "Zoom2")
  120. Zoom1:
  121. SNIP A 0 A_ZoomFactor(4.0)
  122. SNIP A 0 A_GiveInventory ("Sniper_Zoomed", 1)
  123. ZOM1 A 1 A_PlayWeaponSound("ZOOMIN")
  124. Goto "AltFireDone2"
  125. Zoom2:
  126. SNIP A 0 A_ZoomFactor(8.0)
  127. SNIP A 0 A_GiveInventory ("Sniper_Zoomed", 1)
  128. ZOM1 A 1 A_PlayWeaponSound("ZOOMIN")
  129. Goto "AltFireDone2"
  130. ZoomOut:
  131. SNIP A 1
  132. SNIP A 0 A_ZoomFactor(1.0)
  133. SNIP A 0 A_TakeInventory ("Sniper_Zoomed", 2)
  134. SNIP A 1 A_PlayWeaponSound("ZOOMOUT")
  135. Goto "AltFireDone"
  136. AltFireDone:
  137. SNIP A 0
  138. Goto Ready+6
  139. AltFireDone2:
  140. SNIP A 0
  141. Goto "ReadySniper"
  142. }
  143. }
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