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  1. void() player_gatlup1   =[$light1, player_gatlshot1  ]
  2. {
  3.  
  4.         //if ((!self.button0) || !W_CheckNoAmmo())
  5.                 //{player_run ();return;}
  6.         W_GatlingSpinUp();
  7.         self.nextthink = time + 0.1;
  8.         self.weaponframe = self.weaponframe + 1;
  9.         //if (self.weaponframe == 10)
  10.                 //self.weaponframe = 1;
  11.         self.attack_finished = time + 0.9;
  12. };
  13.  
  14.  
  15.  
  16. void() player_gatlshot1   =[$nailatt1, player_gatlshot2  ]
  17. {
  18.  
  19.         if ((!self.button0) || !W_CheckNoAmmo())
  20.                 {player_gatldown1 ();return;}
  21.  
  22.         self.effects = self.effects | EF_MUZZLEFLASH;
  23.         if ((self.button0) && (self.ammo_nails < 1))
  24.         {
  25.         self.nextthink = time + 0.05;
  26.         self.weaponframe = self.weaponframe + 1;
  27.         if (self.weaponframe == 14)
  28.                 self.weaponframe = 11;
  29.         SuperDamageSound();
  30.         W_FireGatling();
  31.         self.attack_finished = time + 0.1;
  32.         }
  33.         //else
  34.         //{
  35.         //player_gatldown1();
  36.         //}
  37. };
  38.  
  39. void() player_gatlshot2   =[$nailatt1, player_gatlshot3  ]
  40. {
  41.  
  42.         if ((!self.button0) || !W_CheckNoAmmo())
  43.                 {player_gatldown1 ();return;}
  44.  
  45.         self.effects = self.effects | EF_MUZZLEFLASH;
  46.         if ((self.button0) && (self.ammo_nails < 1))
  47.         {
  48.         self.nextthink = time + 0.05;
  49.         self.weaponframe = self.weaponframe + 1;
  50.         if (self.weaponframe == 14)
  51.                 self.weaponframe = 11;
  52.         SuperDamageSound();
  53.         W_FireGatling();
  54.         self.attack_finished = time + 0.1;
  55.         }
  56.         //else
  57.         //{
  58.         //player_gatldown1();
  59.         //}
  60. };
  61.  
  62. void() player_gatlshot3   =[$nailatt2, player_gatlshot4  ]
  63. {
  64.  
  65.         if ((!self.button0) || !W_CheckNoAmmo())
  66.                 {player_gatldown1 ();return;}
  67.  
  68.         self.effects = self.effects | EF_MUZZLEFLASH;
  69.         if ((self.button0) && (self.ammo_nails < 1))
  70.         {
  71.         self.nextthink = time + 0.05;
  72.         self.weaponframe = self.weaponframe + 1;
  73.         if (self.weaponframe == 14)
  74.                 self.weaponframe = 11;
  75.         SuperDamageSound();
  76.         W_FireGatling();
  77.         self.attack_finished = time + 0.1;
  78.         }
  79.         //else
  80.         //{
  81.         //player_gatldown1();
  82.         //}
  83.  
  84. void() player_gatlshot4   =[$nailatt2, player_gatlshot1  ]
  85. {
  86.  
  87.         if ((!self.button0) || !W_CheckNoAmmo())
  88.                 {player_gatldown1 ();return;}
  89.  
  90.         self.effects = self.effects | EF_MUZZLEFLASH;
  91.         if ((self.button0) && (self.ammo_nails < 1))
  92.         {
  93.         self.nextthink = time + 0.05;
  94.         self.weaponframe = self.weaponframe + 1;
  95.         if (self.weaponframe == 14)
  96.                 self.weaponframe = 11;
  97.         SuperDamageSound();
  98.         W_FireGatling();
  99.         self.attack_finished = time + 0.1;
  100.         }
  101.         //else
  102.         //{
  103.         //player_gatldown1();
  104.         //}
  105. };
  106.  
  107. void() player_gatldown1   =[player_run  ]
  108. {
  109.  
  110.         //if ((!self.button0) || !W_CheckNoAmmo())
  111.                 //{player_run ();return;}
  112.         self.nextthink = time + 0.1;
  113.         self.weaponframe = 15
  114.         self.weaponframe = self.weaponframe + 1;
  115.         if (self.weaponframe == 34)
  116.                 self.weaponframe = 1;
  117.         self.attack_finished = time + 0.9;
  118. };
  119.  
  120. //============================================================================
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