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ArcheKruz

DSG Decorate so far

Dec 1st, 2013
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  1. ACTOR "Double-Barreled Coach Gun" : Weapon
  2. {
  3. Weapon.AmmoGive 20
  4. Weapon.AmmoType "ShotShells"
  5. Weapon.AmmoUse1 1
  6. Weapon.AmmoUse2 1
  7. // Weapon.BobRangeX 0.5
  8. // Weapon.BobRangeY 0.2
  9. // Weapon.BobSpeed 2
  10. // Weapon.BobStyle "Default"
  11. Weapon.Kickback 400
  12. Weapon.SelectionOrder 400
  13. Weapon.SlotNumber 3
  14. Weapon.SlotPriority 0.5
  15. Weapon.UpSound "weapons/select"
  16. DamageType "Shotgun.Double"
  17. Decal Bulletchip
  18. Obituary "%o \c-was hunted down by %k ."
  19. Tag "Double-Barreled Coach Gun"
  20. +WEAPON.NOAUTOAIM
  21. States
  22. {
  23. Ready:
  24. SHT2 A 1 A_WeaponReady
  25. Loop
  26. Select:
  27. TNT1 A 0 ACS_ExecuteAlways(800,0,321)
  28.  
  29. SHT2 AAAA 0 A_Raise
  30. SHT2 A 1 A_Raise
  31. Goto Select+1
  32. Deselect:
  33. SHT2 A 0 A_TakeInventory("FiredOnce.3-2")
  34.  
  35. SHT2 AAAA 0 A_Lower
  36. SHT2 A 1 A_Lower
  37. Goto Deselect+1
  38. Fire:
  39. SHT2 A 0 A_JumpIfInventory("VersusModeOn",1,"FireVersus")
  40.  
  41. SHT2 A 0 A_JumpIfInventory("ShotShells",2,1)
  42. Goto AltFire
  43. SHT2 A 0 A_JumpIfInventory("FiredOnce.3-2",1,"ReloadStart")
  44.  
  45. SHT2 A 0 A_FireBullets(1200/100.0,720/100.0,7,Random(12,20),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
  46. SHT2 A 0 A_FireBullets(1200/100.0,720/100.0,7,Random(12,20),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
  47. SHT2 A 0 ACS_ExecuteAlways(842,0,2)
  48. SHT2 A 0 A_PlaySound("weapons/ashotf",CHAN_WEAPON)
  49. SHT2 A 1 A_GunFlash
  50. SHT2 A 1 Offset(0,50)
  51. SHT2 A 1 Offset(0,56)
  52. SHT2 A 1 Offset(0,54)
  53. SHT2 A 1 Offset(0,50)
  54. SHT2 A 1 Offset(0,44)
  55. SHT2 A 1 Offset(0,38)
  56. SHT2 A 1 Offset(0,34)
  57. SHT2 A 1 Offset(0,32) // 9 Tics
  58. Goto ReloadStart
  59. AltFire:
  60. SHT2 A 0 A_JumpIfInventory("VersusModeOn",1,"AltFireVersus")
  61.  
  62. SHT2 A 0 A_FireBullets(1200/100.0,720/100.0,7,Random(12,20),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
  63. SHT2 A 0 ACS_ExecuteAlways(842,0,1)
  64. SHT2 A 0 A_PlaySound("weapons/ashotf",CHAN_WEAPON)
  65. SHT2 A 1 A_GunFlash
  66. SHT2 A 1 Offset(0,41)
  67. SHT2 A 1 Offset(0,44)
  68. SHT2 A 1 Offset(0,43)
  69. SHT2 A 1 Offset(0,41)
  70. SHT2 A 1 Offset(0,38)
  71. SHT2 A 1 Offset(0,35)
  72. SHT2 A 1 Offset(0,33)
  73. SHT2 A 1 Offset(0,32)
  74.  
  75. SHT2 A 0 A_JumpIfInventory("FiredOnce.3-2",1,"ReloadStart")
  76. SHT2 A 0 A_GiveInventory("FiredOnce.3-2",1)
  77. SHT2 A 0 A_Refire
  78. Goto Ready
  79. ReloadStart:
  80. SHT2 A 0 A_JumpIfInventory("VersusModeOn",1,"ReloadStartVersus")
  81.  
  82. SHT2 BC 5
  83. SHT2 D 5 A_PlaySound("weapons/sshoto",CHAN_WEAPON)
  84.  
  85. SHT2 KE 4
  86. SHT2 F 4 A_PlaySound("weapons/sshot1",CHAN_WEAPON)
  87. SHT2 F 0 A_JumpIfInventory("ShotShells",2,2)
  88. Goto ReloadEnd
  89.  
  90. SHT2 F 0 A_JumpIfInventory("FiredOnce.3-2",1,"ReloadEnd")
  91. SHT2 F 0 A_GiveInventory("FiredOnce.3-2",1)
  92. Goto ReloadStart+3 // 39 tics
  93.  
  94. ReloadEnd:
  95. SHT2 F 0 A_JumpIfInventory("VersusModeOn",1,"ReloadEndVersus")
  96.  
  97. SHT2 G 0 A_TakeInventory("FiredOnce.3-2")
  98. SHT2 GH 5
  99. SHT2 A 4 A_GiveInventory("Subtic.3-2",7)
  100. SHT2 A 0 A_JumpIfInventory("Subtic.3-2",14,2)
  101. SHT2 A 1
  102. Goto Ready
  103. SHT2 A 0 A_TakeInventory("Subtic.3-2",14)
  104. SHT2 A 0 A_ReFire
  105. Goto Ready
  106. Flash:
  107. SHT2 I 1 Bright A_Light2
  108. Goto LightDone
  109. /* Create Script 842, then test single player Decorate before adding versus variants */
  110. }
  111. }
  112.  
  113. /* Insert Subtic and FiredOnce Attachments here */
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