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ArcheKruz

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Nov 18th, 2013
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  1. // Defines the Pickup Classes
  2.  
  3. ACTOR Slot31Pickup : CustomInventory replaces Shotgun
  4. {
  5. Inventory.PickupMessage "You got a Shotgun!"
  6. Inventory.PickupSound "weapons/pickup"
  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. Stop
  17. }
  18. }
  19.  
  20. // Defines the Weapon Classes
  21.  
  22. ACTOR "12 Gauge Shotgun" : Weapon
  23. {
  24. Weapon.AmmoGive 10
  25. Weapon.AmmoType "ShotShells"
  26. Weapon.AmmoUse 1
  27. // Weapon.BobRangeX 0.5
  28. // Weapon.BobRangeY 0.2
  29. // Weapon.BobSpeed 2
  30. // Weapon.BobStyle "InverseSmooth"
  31. Weapon.Kickback 200
  32. Weapon.SelectionOrder 540
  33. Weapon.SlotNumber 3
  34. Weapon.SlotPriority 1
  35. Weapon.UpSound "weapons/select"
  36. DamageType "Shotgun.Single"
  37. Decal Bulletchip
  38. Obituary "%k pumped %o full of buckshot."
  39. Tag "12 Gauge Shotgun"
  40. +WEAPON.NOAUTOAIM
  41. States
  42. {
  43. Ready:
  44. SHTG A 1 A_WeaponReady
  45. Loop
  46. Select:
  47. SHTG AAAAA 0 A_Raise
  48. SHTG A 1 A_Raise
  49. Loop
  50. Deselect:
  51. SHTG AAAAA 0 A_Lower
  52. SHTG A 1 A_Lower
  53. Loop
  54. Fire:
  55. SHTG A 0 A_JumpIfInventory("VersusModeOn",1,"FireVersus")
  56.  
  57. SHTG A 0 A_FireBullets(700/100.0,100/100.0,8,random(12,20),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
  58. SHTG A 0 A_PlaySound ("weapons/singleshotgun/fire", CHAN_WEAPON)
  59. SHTG A 7 A_GunFlash
  60.  
  61. SHTG BC 6
  62. SHTG D 5
  63. SHTG CB 6
  64. SHTG A 5 A_GiveInventory("Subtic.3-1",7)
  65. SHTG A 0 A_JumpIfInventory("Subtic.3-1",21,2)
  66. SHTG A 1
  67. SHTG A 0 A_ReFire
  68. Goto Ready
  69. FireVersus:
  70. SHTG A 0 A_FireBullets(700/100.0,100/100.0,8,random(8,12),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
  71. SHTG A 0 A_PlaySound ("weapons/singleshotgun/fire", CHAN_WEAPON)
  72. SHTG A 5 A_GunFlash
  73.  
  74. SHTG BC 4
  75. SHTG D 3
  76. SHTG CB 4
  77. SHTG A 4 A_GiveInventory("Subtic.3-1",9)
  78. SHTG A 0 A_JumpIfInventory("Subtic.3-1",21,2)
  79. SHTG A 1
  80. SHTG A 0 A_ReFire
  81. Goto Ready
  82. Flash:
  83. SHTF A 0 A_JumpIfInventory("VersusModeOn",1,"FlashVersus")
  84.  
  85. SHTF A 4 Bright A_Light1
  86. SHTF A 3 Bright A_Light1
  87. Goto LightDone
  88. FlashVersus:
  89. SHTF A 3 Bright A_Light1
  90. SHTF B 2 Bright A_Light2
  91. Goto LightDone
  92. Spawn:
  93. SHOT A 0
  94. SHOT A 0 A_SpawnItemEx("Slot31Pickup",0,0,32,momx,momy+10,momz,0,32) // Ensures that the pickup class is always spawned in.
  95. Stop
  96. }
  97. }
  98.  
  99. ACTOR "Subtic.3-1" : Inventory //Subtic Attachment
  100. {
  101. Inventory.Amount 1
  102. Inventory.MaxAmount 42
  103. +UNDROPPABLE
  104. -INVBAR
  105. +IGNORESKILL
  106. }
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