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- actor " B-Pistols ": DoomWeapon
- {
- Weapon.SelectionOrder 1500
- Weapon.AmmoUse1 1
- Weapon.AmmoUse2 6
- Weapon.AmmoGive 20
- Weapon.AmmoType1 "DakkaBullet_10mm"
- Weapon.AmmoType2 "DakkaBullet_10mm"
- +UNDROPPABLE
- Decal BulletChip
- Inventory.PickupMessage "$DAKKA_PK_PISTOLS"
- Obituary "$DAKKA_MP_PISTOLS"
- States
- {
- Select:
- BPKP D 0 A_JumpIfInventory(" B-Pistol ", 1, 2)
- BPKP D 0 A_GiveInventory(" B-Pistol ")
- BPKP DD 0 A_Raise
- BPKP D 1 A_Raise
- loop
- Deselect:
- BPKP CCC 0 A_Lower
- BPKP C 1 A_Lower
- loop
- Ready:
- BPKP A 1 A_WeaponReady
- loop
- Fire:
- BPKP F 0 A_PlaySound("betterdoomweapons/pistolfire", 5)
- BPKP F 0 A_FireBullets(4, 2.5, -1, 12, "DakkaPuff", FBF_NORANDOM | FBF_USEAMMO)
- BPKP F 0 A_GiveInventory("GiveScrapCounter", 500)
- BPKP F 0 ACS_ExecuteAlways(467, 0, -45, 2, 5)
- BPKP G 1 bright A_Light2
- BPKP H 1 bright A_Light0
- //BPKP I 1 bright A_Light0
- BPKP I 0 A_JumpIfNoAmmo("NoFire")
- BPKP I 0 A_JumpIfInventory("MainFired", 1, "Fire2")
- goto NoFire
- NoFire:
- BPKP V 0 A_ReFire
- BPKP V 2 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- BPKP W 0 A_ReFire
- BPKP W 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- BPKP X 0 A_ReFire
- BPKP X 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- BPKP Y 0 A_ReFire
- BPKP Y 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- goto Ready
- Fire2:
- BPKP J 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- BPKP I 0 A_JumpIfNoAmmo("NoFire")
- BPKP I 0 A_JumpIfInventory("MainFired", 1, 1)
- goto NoFire
- BPKP K 0 A_PlaySound("betterdoomweapons/pistolfire", 6)
- BPKP K 0 A_FireBullets(4, 2.5, -1, 12, "DakkaPuff", FBF_NORANDOM | FBF_USEAMMO)
- BPKP F 0 A_GiveInventory("GiveScrapCounter", 500)
- BPKP F 0 ACS_ExecuteAlways(467, 0, -45, 2, 5)
- BPKP K 1 bright A_Light2
- BPKP L 1 bright A_Light1
- BPKP M 0 bright A_Light0
- BPKP MN 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
- BPKP I 0 A_JumpIfNoAmmo("NoHold")
- BPKP O 0 A_ReFire
- BPKP O 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- BPKP P 0 A_ReFire
- BPKP P 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- BPKP Q 0 A_ReFire
- BPKP Q 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- BPKP R 0 A_ReFire
- BPKP R 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- goto Ready
- NoHold:
- BPKP Q 0 A_ReFire
- BPKP Q 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- BPKP R 0 A_ReFire
- BPKP R 1 A_WeaponReady(WRF_NOBOB | WRF_NOPRIMARY)
- goto Ready
- Hold:
- BPKP T 0 A_PlaySound("betterdoomweapons/pistolfire", 5)
- BPKP T 0 A_FireBullets(4, 2.5, -1, 12, "DakkaPuff", FBF_NORANDOM | FBF_USEAMMO)
- BPKP F 0 A_GiveInventory("GiveScrapCounter", 500)
- BPKP F 0 ACS_ExecuteAlways(467, 0, -45, 2, 5)
- BPKP T 1 bright A_Light2
- BPKP U 1 bright A_Light1
- BPKP U 0 A_Light0
- BPKP I 0 A_JumpIfNoAmmo("NoFire")
- BPKP I 0 A_JumpIfInventory("MainFired", 1, "Fire2")
- goto NoFire
- AltFire:
- BPKP F 0 A_PlaySound("betterdoomweapons/pistolaltfire", 5, 0.7)
- BPKP F 0 A_PlaySound("betterdoomweapons/pistolaltfire", 6, 0.7)
- BPKP F 0 A_FireBullets(15, 10, 8, 12, "DakkaPuff", FBF_NORANDOM | FBF_USEAMMO)
- BPKP F 0 A_GiveInventory("GiveScrapCounter", 4000)
- BPKP F 0 ACS_ExecuteAlways(467, 0, 5, 3, 11)
- BPKP FD 1 bright A_Light2
- BPKP E 2 A_Light1
- BPKP E 6 A_Light0
- BPKP D 3 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
- BPKP C 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
- BPKP B 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
- goto Ready
- Spawn:
- PIST A -1
- stop
- }
- }
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