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20_betterpistols.dec

May 24th, 2014
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  1. actor " B-Pistols ": DoomWeapon
  2. {
  3. Weapon.SelectionOrder 1500
  4. Weapon.AmmoUse1 1
  5. Weapon.AmmoUse2 6
  6. Weapon.AmmoGive 20
  7. Weapon.AmmoType1 "DakkaBullet_10mm"
  8. Weapon.AmmoType2 "DakkaBullet_10mm"
  9.  
  10. +UNDROPPABLE
  11.  
  12. Decal BulletChip
  13.  
  14. Inventory.PickupMessage "$DAKKA_PK_PISTOLS"
  15. Obituary "$DAKKA_MP_PISTOLS"
  16.  
  17. States
  18. {
  19. Select:
  20. BPKP D 0 A_JumpIfInventory(" B-Pistol ", 1, 2)
  21. BPKP D 0 A_GiveInventory(" B-Pistol ")
  22.  
  23. BPKP DD 0 A_Raise
  24. BPKP D 1 A_Raise
  25. loop
  26.  
  27. Deselect:
  28. BPKP CCC 0 A_Lower
  29. BPKP C 1 A_Lower
  30. loop
  31.  
  32. Ready:
  33. BPKP A 1 A_WeaponReady
  34. loop
  35.  
  36. Fire:
  37. BPKP F 0 A_PlaySound("betterdoomweapons/pistolfire", 5)
  38. BPKP F 0 A_FireBullets(4, 2.5, -1, 12, "DakkaPuff", FBF_NORANDOM | FBF_USEAMMO)
  39. BPKP F 0 A_GiveInventory("GiveScrapCounter", 500)
  40. BPKP F 0 ACS_ExecuteAlways(467, 0, -45, 2, 5)
  41. BPKP G 1 bright A_Light2
  42. BPKP H 1 bright A_Light0
  43. //BPKP I 1 bright A_Light0
  44. BPKP I 0 A_JumpIfNoAmmo("NoFire")
  45. BPKP I 0 A_JumpIfInventory("MainFired", 1, "Fire2")
  46. goto NoFire
  47.  
  48. NoFire:
  49. BPKP V 0 A_ReFire
  50. BPKP V 2 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  51. BPKP W 0 A_ReFire
  52. BPKP W 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  53. BPKP X 0 A_ReFire
  54. BPKP X 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  55. BPKP Y 0 A_ReFire
  56. BPKP Y 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  57. goto Ready
  58.  
  59. Fire2:
  60. BPKP J 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  61. BPKP I 0 A_JumpIfNoAmmo("NoFire")
  62. BPKP I 0 A_JumpIfInventory("MainFired", 1, 1)
  63. goto NoFire
  64.  
  65. BPKP K 0 A_PlaySound("betterdoomweapons/pistolfire", 6)
  66. BPKP K 0 A_FireBullets(4, 2.5, -1, 12, "DakkaPuff", FBF_NORANDOM | FBF_USEAMMO)
  67. BPKP F 0 A_GiveInventory("GiveScrapCounter", 500)
  68. BPKP F 0 ACS_ExecuteAlways(467, 0, -45, 2, 5)
  69. BPKP K 1 bright A_Light2
  70. BPKP L 1 bright A_Light1
  71. BPKP M 0 bright A_Light0
  72. BPKP MN 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
  73. BPKP I 0 A_JumpIfNoAmmo("NoHold")
  74. BPKP O 0 A_ReFire
  75. BPKP O 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  76. BPKP P 0 A_ReFire
  77. BPKP P 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  78. BPKP Q 0 A_ReFire
  79. BPKP Q 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  80. BPKP R 0 A_ReFire
  81. BPKP R 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  82. goto Ready
  83.  
  84. NoHold:
  85. BPKP Q 0 A_ReFire
  86. BPKP Q 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  87. BPKP R 0 A_ReFire
  88. BPKP R 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
  89. goto Ready
  90.  
  91. Hold:
  92. BPKP T 0 A_PlaySound("betterdoomweapons/pistolfire", 5)
  93. BPKP T 0 A_FireBullets(4, 2.5, -1, 12, "DakkaPuff", FBF_NORANDOM | FBF_USEAMMO)
  94. BPKP F 0 A_GiveInventory("GiveScrapCounter", 500)
  95. BPKP F 0 ACS_ExecuteAlways(467, 0, -45, 2, 5)
  96. BPKP T 1 bright A_Light2
  97. BPKP U 1 bright A_Light1
  98. BPKP U 0 A_Light0
  99. BPKP I 0 A_JumpIfNoAmmo("NoFire")
  100. BPKP I 0 A_JumpIfInventory("MainFired", 1, "Fire2")
  101. goto NoFire
  102.  
  103. AltFire:
  104. BPKP F 0 A_PlaySound("betterdoomweapons/pistolaltfire", 5, 0.7)
  105. BPKP F 0 A_PlaySound("betterdoomweapons/pistolaltfire", 6, 0.7)
  106. BPKP F 0 A_FireBullets(15, 10, 8, 12, "DakkaPuff", FBF_NORANDOM | FBF_USEAMMO)
  107. BPKP F 0 A_GiveInventory("GiveScrapCounter", 4000)
  108. BPKP F 0 ACS_ExecuteAlways(467, 0, 5, 3, 11)
  109. BPKP FD 1 bright A_Light2
  110. BPKP E 2 A_Light1
  111. BPKP E 6 A_Light0
  112. BPKP D 3 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
  113. BPKP C 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
  114. BPKP B 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
  115. goto Ready
  116.  
  117.  
  118. Spawn:
  119. PIST A -1
  120. stop
  121. }
  122. }
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