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- ACTOR SSREMinigun : Weapon replaces Minigun
- {
- Weapon.SelectionOrder 200
- Weapon.SlotNumber 4
- Weapon.SlotPriority 0
- Weapon.AmmoUse 1
- Weapon.AmmoGive 100
- Weapon.AmmoType "SSRE762HMG"
- +WEAPON.NOAUTOAIM
- +WEAPON.AMMO_OPTIONAL
- Inventory.PickupMessage "You got the Minigun"
- Obituary "%o was mowed down by %k's Minigun."
- Tag "XM-214-A Minigun"
- decal Bulletchip
- States
- {
- Ready:
- SSMG A 0 A_JumpIfNoAmmo(4)
- SSMG A 0 A_StopSound(CHAN_WEAPON)
- SSMG A 0 A_StopSound(5)
- SSMG A 1 A_WeaponReady
- Loop
- SSMG A 0 A_StopSound(CHAN_WEAPON)
- SSMG A 0 A_StopSound(5)
- SSMG A 1 A_WeaponReady(WRF_NOFIRE)
- Loop
- Select:
- SSMG AA 0 A_Raise
- SSMG A 1 A_Raise
- Loop
- Deselect:
- SSMG AA 0 A_Lower
- SSMG A 1 A_Lower
- Loop
- Fire:
- SSMG A 0 A_JumpIfInventory("SSRESpinSound",1,2)
- SSMG A 0 A_PlaySound ("WEPSPINU",5)
- SSMG B 0 A_JumpIfInventory("SSRESpin",6,"Hold")
- SSMG B 0 A_JumpIfInventory("SSRESpin",5,32)
- SSMG B 0 A_JumpIfInventory("SSRESpin",4,26)
- SSMG B 0 A_JumpIfInventory("SSRESpin",3,19)
- SSMG B 0 A_JumpIfInventory("SSRESpin",2,12)
- SSMG B 0 A_JumpIfInventory("SSRESpin",1,6)
- SSMG BC 2
- SSMG D 0 A_GiveInventory("SSRESpin",1)
- SSMG D 0 A_GiveInventory("SSRESpinSound",1)
- SSMG D 0 A_ReFire
- Goto Release
- SSMG DE 2
- SSMG F 0 A_GiveInventory("SSRESpin",1)
- SSMG D 0 A_GiveInventory("SSRESpinSound",1)
- SSMG F 0 A_ReFire
- Goto Release
- SSMG FFG 1
- SSMG B 0 A_GiveInventory("SSRESpin",1)
- SSMG D 0 A_GiveInventory("SSRESpinSound",1)
- SSMG B 0 A_ReFire
- Goto Release
- SSMG BBC 1
- SSMG D 0 A_GiveInventory("SSRESpin",1)
- SSMG D 0 A_GiveInventory("SSRESpinSound",1)
- SSMG D 0 A_ReFire
- Goto Release
- SSMG DE 1
- SSMG F 0 A_GiveInventory("SSRESpin",1)
- SSMG D 0 A_GiveInventory("SSRESpinSound",1)
- SSMG F 0 A_ReFire
- Goto Release
- SSMG FG 1
- SSMG B 0 A_GiveInventory("SSRESpin",1)
- SSMG D 0 A_GiveInventory("SSRESpinSound",1)
- SSMG B 0 A_ReFire
- Goto Release
- Hold:
- SSMG B 0 A_JumpIfInventory("SSRESpin",6,1)
- Goto Fire
- SSMG H 0 A_TakeInventory("SSRESpinSound")
- SSMG H 0 A_JumpIfNoAmmo("HoldEmpty")
- SSMG H 0 A_PlaySound("weapons/Minigun/Spin",5,0.75,1)
- SSMG H 0 ACS_ExecuteAlways(775,0,2,3)
- SSMG H 0 A_FireCustomMissile("SSREHMGBullet",(random(-240,240) + random(-240,240) + random(-240,240))/100.0,1,0,0,0,(random(-100,100) + random(-100,100) + random(-100,100))/100.0)
- SSMG H 0 A_PlaySound("WEPMINI",CHAN_WEAPON,1.25,1)
- SSMG H 0 Radius_Quake(2,2,0,1,0)
- SSMG H 1
- SSMG I 0 ACS_ExecuteAlways(775,0,0,2)
- SSMG I 0 A_FireCustomMissile("SSREHMGBullet",(random(-240,240) + random(-240,240) + random(-240,240))/100.0,0,0,0,0,(random(-100,100) + random(-100,100) + random(-100,100))/100.0)
- SSMG I 1
- SSMG J 0 A_JumpIfInventory("SSRE762HMG",1,1)
- Goto HoldEmpty+7
- SSMG J 0 A_PlaySound("weapons/Minigun/Spin",5,0.75,1)
- SSMG J 0 ACS_ExecuteAlways(775,0,2,3)
- SSMG J 0 A_FireCustomMissile("SSREHMGBullet",(random(-240,240) + random(-240,240) + random(-240,240))/100.0,1,0,0,0,(random(-100,100) + random(-100,100) + random(-100,100))/100.0)
- SSMG J 0 A_PlaySound("WEPMINI",CHAN_WEAPON,1.25,1)
- SSMG J 0 Radius_Quake(2,2,0,1,0)
- SSMG J 1
- SSMG K 0 ACS_ExecuteAlways(775,0,0,2)
- SSMG K 0 A_FireCustomMissile("SSREHMGBullet",(random(-240,240) + random(-240,240) + random(-240,240))/100.0,0,0,0,0,(random(-100,100) + random(-100,100) + random(-100,100))/100.0)
- SSMG K 1
- SSMG H 0 A_ReFire
- SSMG B 0 A_PlaySound("general/Silence",CHAN_WEAPON)
- SSMG B 0 A_PlaySound("general/Silence",5)
- Goto Release
- HoldEmpty:
- SSMG B 0 A_TakeInventory("SSRESpinSound")
- SSMG B 0 A_JumpIfInventory("SSRE762HMG",1,"Hold")
- SSMG L 0 A_PlaySound("weapons/Minigun/Spin",5,0.75,1)
- SSMG L 0 A_StopSound(CHAN_WEAPON)
- SSMG LM 1
- SSMG N 0 A_JumpIfNoAmmo(1)
- Goto Hold+13
- SSMG N 0 A_StopSound(CHAN_WEAPON)
- SSMG NO 1
- SSMG L 0 A_ReFire
- SSMG B 0 A_PlaySound("general/Silence",5)
- Goto Release
- Release:
- SSMG H 0 A_TakeInventory("SSRESpinSound")
- SSMG H 0 A_PlaySound("general/Silence",5)
- SSMG H 0 A_PlaySound("WEPSPIND",5)
- SSMG H 0 A_JumpIfInventory("SSRESpin",6,6)
- SSMG H 0 A_JumpIfInventory("SSRESpin",5,12)
- SSMG H 0 A_JumpIfInventory("SSRESpin",4,19)
- SSMG H 0 A_JumpIfInventory("SSRESpin",3,25)
- SSMG H 0 A_JumpIfInventory("SSRESpin",2,34)
- SSMG H 0 A_JumpIfInventory("SSRESpin",1,40)
- Goto Ready
- SSMG BC 1
- SSMG C 0 A_TakeInventory("SSRESpin",1)
- SSMG C 0 A_JumpIfInventory("SSRE762HMG",1,3)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOFIRE)
- SSNG C 0 A_Jump(256,2)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
- SSMG DDE 1
- SSMG C 0 A_TakeInventory("SSRESpin",1)
- SSMG C 0 A_JumpIfInventory("SSRE762HMG",1,3)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOFIRE)
- SSNG C 0 A_Jump(256,2)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
- SSMG FG 2
- SSMG C 0 A_TakeInventory("SSRESpin",1)
- SSMG C 0 A_JumpIfInventory("SSRE762HMG",1,3)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOFIRE)
- SSNG C 0 A_Jump(256,2)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
- SSMG BBBCC 1
- SSMG C 0 A_TakeInventory("SSRESpin",1)
- SSMG C 0 A_JumpIfInventory("SSRE762HMG",1,3)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOFIRE)
- SSNG C 0 A_Jump(256,2)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
- SSMG DE 3
- SSMG C 0 A_TakeInventory("SSRESpin",1)
- SSMG C 0 A_JumpIfInventory("SSRE762HMG",1,3)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOFIRE)
- SSNG C 0 A_Jump(256,2)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
- SSMG FG 4
- SSMG C 0 A_TakeInventory("SSRESpin",1)
- SSMG C 0 A_JumpIfInventory("SSRE762HMG",1,3)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOFIRE)
- SSNG C 0 A_Jump(256,2)
- SSMG C 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
- SSMG A 1
- Goto Ready
- Spawn:
- WSMG A -1
- Stop
- }
- }
- ACTOR SSRESpin : Inventory
- {
- Inventory.Amount 1
- Inventory.MaxAmount 6
- -INVBAR
- +IGNORESKILL
- }
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