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- ACTOR RailgunNoReload: Railgun replaces Railgun
- {
- Weapon.SlotNumber 6
- Tag "Railgun"
- Weapon.AmmoUse 50
- Weapon.AmmoGive 100
- States
- {
- Fire:
- RLGG E 0 A_FireRailgun
- RLGG E 0 A_RailAttack(75, 0, 0, "none", "7f 7f 7f", RGF_SILENT | RGF_NOPIERCING | RGF_EXPLICITANGLE, 0, "BulletPuff", -3, -3)
- RLGG E 0 A_RailAttack(75, 0, 0, "none", "7f 7f 7f", RGF_SILENT | RGF_NOPIERCING | RGF_EXPLICITANGLE, 0, "BulletPuff", 3, -3)
- RLGG E 0 A_RailAttack(75, 0, 0, "none", "7f 7f 7f", RGF_SILENT | RGF_NOPIERCING | RGF_EXPLICITANGLE, 0, "BulletPuff", -3, 3)
- RLGG E 12 A_RailAttack(75, 0, 0, "none", "7f 7f 7f", RGF_SILENT | RGF_NOPIERCING | RGF_EXPLICITANGLE, 0, "BulletPuff", 3, 3)
- RLGG M 0 A_CheckReload
- RLGG F 6
- RLGG G 6
- RLGG H 6
- RLGG I 6
- RLGG J 6
- RLGG K 6
- RLGG L 6
- RLGG A 6
- RLGG M 0 A_ReFire
- goto Ready
- }
- }
- ACTOR MarinePainsaw: ScriptedMarine
- {
- States
- {
- Melee:
- PLAY E 2 A_M_Saw("weapons/sawfull", "weapons/sawhit", 1, "ChainsawPainPuff")
- PLAY E 0 A_M_SawRefire
- Goto Melee
- PLAY A 0
- Goto See
- Missile:
- Stop
- }
- }
- ACTOR ChainsawPain: Chainsaw replaces Chainsaw
- {
- Weapon.SlotNumber 1
- Tag "Chainsaw"
- DamageType "Painsaw"
- States
- {
- Fire:
- SAWG AB 2 A_Saw("weapons/sawfull", "weapons/sawhit", 1, "ChainsawPainPuff", 0, 100)
- SAWG B 0 A_ReFire
- Goto Ready
- }
- }
- ACTOR ChainsawPainPuff: BulletPuff{
- DamageType "Painsaw"
- }
- ACTOR DoomPlayerPain: DoomPlayer
- {
- PainChance "Painsaw", 236
- States{
- Pain.Painsaw:
- PLAY G 0 A_Pain
- PLAY G 6 ACS_Execute(542, 0)
- PLAY G 0 ACS_Execute(543, 0)
- goto Spawn
- }
- }
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