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- // Defines the Pickup Classes
- ACTOR Slot31Pickup : CustomInventory replaces Shotgun
- {
- Inventory.PickupMessage "You got a Shotgun!"
- Inventory.PickupSound "weapons/pickup"
- Inventory.RespawnTics 357 //10 seconds to respawn
- +FLOATBOB
- States
- {
- Spawn:
- SHOT A -1
- Stop
- Pickup:
- SHOT A 0 A_GiveInventory("12 Gauge Shotgun")
- Stop
- }
- }
- // Defines the Weapon Classes
- ACTOR "12 Gauge Shotgun" : Weapon
- {
- Weapon.AmmoGive 10
- Weapon.AmmoType "ShotShells"
- Weapon.AmmoUse 1
- // Weapon.BobRangeX 0.5
- // Weapon.BobRangeY 0.2
- // Weapon.BobSpeed 2
- // Weapon.BobStyle "InverseSmooth"
- Weapon.Kickback 200
- Weapon.SelectionOrder 540
- Weapon.SlotNumber 3
- Weapon.SlotPriority 1
- Weapon.UpSound "weapons/select"
- DamageType "Shotgun.Single"
- Decal Bulletchip
- Obituary "%k pumped %o full of buckshot."
- Tag "12 Gauge Shotgun"
- +WEAPON.NOAUTOAIM
- States
- {
- Ready:
- SHTG A 1 A_WeaponReady
- Loop
- Select:
- SHTG AAAAA 0 A_Raise
- SHTG A 1 A_Raise
- Loop
- Deselect:
- SHTG AAAAA 0 A_Lower
- SHTG A 1 A_Lower
- Loop
- Fire:
- SHTG A 0 A_JumpIfInventory("VersusModeOn",1,"FireVersus")
- SHTG A 0 A_FireBullets(700/100.0,100/100.0,8,random(12,20),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
- SHTG A 0 A_PlaySound ("weapons/singleshotgun/fire", CHAN_WEAPON)
- SHTG A 7 A_GunFlash
- SHTG BC 6
- SHTG D 5
- SHTG CB 6
- SHTG A 5 A_GiveInventory("Subtic.3-1",7)
- SHTG A 0 A_JumpIfInventory("Subtic.3-1",21,2)
- SHTG A 1
- SHTG A 0 A_ReFire
- Goto Ready
- FireVersus:
- SHTG A 0 A_FireBullets(700/100.0,100/100.0,8,random(8,12),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
- SHTG A 0 A_PlaySound ("weapons/singleshotgun/fire", CHAN_WEAPON)
- SHTG A 5 A_GunFlash
- SHTG BC 4
- SHTG D 3
- SHTG CB 4
- SHTG A 4 A_GiveInventory("Subtic.3-1",9)
- SHTG A 0 A_JumpIfInventory("Subtic.3-1",21,2)
- SHTG A 1
- SHTG A 0 A_ReFire
- Goto Ready
- Flash:
- SHTF A 0 A_JumpIfInventory("VersusModeOn",1,"FlashVersus")
- SHTF A 4 Bright A_Light1
- SHTF A 3 Bright A_Light1
- Goto LightDone
- FlashVersus:
- SHTF A 3 Bright A_Light1
- SHTF B 2 Bright A_Light2
- Goto LightDone
- Spawn:
- SHOT A 0
- SHOT A 0 A_SpawnItemEx("Slot31Pickup",0,0,32,momx,momy+10,momz,0,32) // Ensures that the pickup class is always spawned in.
- Stop
- }
- }
- ACTOR "Subtic.3-1" : Inventory //Subtic Attachment
- {
- Inventory.Amount 1
- Inventory.MaxAmount 42
- +UNDROPPABLE
- -INVBAR
- +IGNORESKILL
- }
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