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ArcheKruz

Decorate

Nov 19th, 2013
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  1. // Defines the Pickup Classes
  2.  
  3. ACTOR Slot311Pickup : CustomInventory replaces Shotgun
  4. {
  5. Inventory.PickupMessage ""
  6. Inventory.PickupSound "silence"
  7. Inventory.RespawnTics 357 //10 seconds to respawn
  8. +FLOATBOB
  9. States
  10. {
  11. Spawn:
  12. SHOT A -1
  13. Stop
  14. Pickup:
  15. SHOT A 0 A_GiveInventory("12-Gauge Shotgun")
  16. SHOT A 0 A_PlaySound("weapons/pickup")
  17. SHOT A 0 ACS_ExecuteAlways(880,0,311)
  18. Stop
  19. }
  20. }
  21.  
  22. // Defines the Weapon Classes
  23.  
  24. ACTOR "12-Gauge Shotgun" : Weapon
  25. {
  26. Weapon.AmmoGive 10
  27. Weapon.AmmoType "ShotShells"
  28. Weapon.AmmoUse 1
  29. // Weapon.BobRangeX 0.5
  30. // Weapon.BobRangeY 0.2
  31. // Weapon.BobSpeed 2
  32. // Weapon.BobStyle "InverseSmooth"
  33. Weapon.Kickback 200
  34. Weapon.SelectionOrder 540
  35. Weapon.SlotNumber 3
  36. Weapon.SlotPriority 1
  37. Weapon.UpSound "weapons/select"
  38. DamageType "Shotgun.Single"
  39. Decal Bulletchip
  40. Obituary "%k pumped %o full of buckshot."
  41. Tag "12-Gauge Shotgun"
  42. +WEAPON.NOAUTOAIM
  43. States
  44. {
  45. Ready:
  46. SHTG A 1 A_WeaponReady
  47. Loop
  48. Select:
  49. SHTG AAAA 0 A_Raise
  50. SHTG A 1 A_Raise
  51. Loop
  52. Deselect:
  53. SHTG AAAA 0 A_Lower
  54. SHTG A 1 A_Lower
  55. Loop
  56. Fire:
  57. SHTG A 0 A_JumpIfInventory("VersusModeOn",1,"FireVersus")
  58.  
  59. SHTG A 0 A_FireBullets(700/100.0,100/100.0,8,random(12,20),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
  60. SHTG A 0 ACS_ExecuteAlways(800)
  61. SHTG A 0 A_PlaySound ("weapons/singleshotgun/fire", CHAN_WEAPON)
  62. SHTG A 7 A_GunFlash
  63.  
  64. SHTG BC 6
  65. SHTG D 5
  66. SHTG CB 6
  67. SHTG A 5 A_GiveInventory("Subtic.3-1",7)
  68. SHTG A 0 A_JumpIfInventory("Subtic.3-1",21,2)
  69. SHTG A 1
  70. SHTG A 0 A_ReFire
  71. Goto Ready
  72. FireVersus:
  73. SHTG A 0 A_FireBullets(700/100.0,100/100.0,8,random(8,12),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
  74. SHTG A 0 ACS_ExecuteAlways(800)
  75. SHTG A 0 A_PlaySound ("weapons/singleshotgun/fire", CHAN_WEAPON)
  76. SHTG A 5 A_GunFlash
  77.  
  78. SHTG BC 4
  79. SHTG D 3
  80. SHTG CB 4
  81. SHTG A 4 A_GiveInventory("Subtic.3-1",9)
  82. SHTG A 0 A_JumpIfInventory("Subtic.3-1",21,2)
  83. SHTG A 1
  84. SHTG A 0 A_ReFire
  85. Goto Ready
  86. Flash:
  87. SHTF A 0 A_JumpIfInventory("VersusModeOn",1,"FlashVersus")
  88.  
  89. SHTF A 4 Bright A_Light1
  90. SHTF A 3 Bright A_Light1
  91. Goto LightDone
  92. FlashVersus:
  93. SHTF A 3 Bright A_Light1
  94. SHTF B 2 Bright A_Light2
  95. Goto LightDone
  96. // Spawn:
  97. // SHOT A -1
  98. // Stop
  99. }
  100. }
  101.  
  102. ACTOR "Subtic.3-1" : Inventory //Subtic Attachment
  103. {
  104. Inventory.Amount 1
  105. Inventory.MaxAmount 42
  106. +UNDROPPABLE
  107. -INVBAR
  108. +IGNORESKILL
  109. }
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