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  1. /*
  2. All materials - Sprites, sounds, and whatnot were all from Valve Software.
  3. */
  4. //Here goes absoultely nothing
  5.  
  6. ACTOR Freeman : PlayerPawn
  7. {
  8. Speed 1
  9. Health 100
  10. Radius 16
  11. Height 56
  12. Mass 100
  13. PainChance 127
  14. DamageFactor "Ice", 0
  15. DamageFactor "Disintegrate", 0
  16. Player.DisplayName "Gordon Freeman"
  17. Player.CrouchSprite "PLYC"
  18. Player.StartItem "IsFreeman"
  19. Player.StartItem "Crowbar"
  20. //Player.StartItem "PulseRifle"
  21. Player.StartItem "PulseRifleClip", 180
  22. Player.StartItem "PulseRifleMag", 30
  23. Player.StartItem "PBallAmmo", 3
  24. Player.StartItem "HLPistol"
  25. Player.StartItem "HLPistolMag", 18
  26. Player.Startitem "HLPistolClip", 90
  27. //Player.StartItem "357Magnum"
  28. Player.StartItem "357Mag", 6
  29. Player.StartItem "357Clip", 36
  30. //Player.StartItem "HLShotgun"
  31. Player.StartItem "ShotgunMag", 6
  32. Player.StartItem "ShotgunClip", 30
  33. //Player.StartItem "HLCrossbow"
  34. Player.StartItem "CrossbowMag", 1
  35. Player.StartItem "CrossbowClip", 10
  36. Player.StartItem "HLSMG1"
  37. Player.StartItem "SMG1Mag", 45
  38. Player.StartItem "SMG1Clip", 180
  39. Player.StartItem "SMGGrenadeAmmo", 5
  40. Player.StartItem "Backpack", 1
  41. Player.ColorRange 112, 127
  42. //Player.StartItem "HLRPG" //fail fail fail
  43. Player.StartItem "GreenArmor"
  44. States
  45. {
  46. Spawn:
  47. PHOB A 1
  48. Loop
  49. See:
  50. PHOB AAAABBBBCCCCDDDD 1
  51. Loop
  52. Missile:
  53. PHOB E 12
  54. Goto Spawn
  55. Melee:
  56. PHOB F 6 BRIGHT
  57. Goto Missile
  58. Pain:
  59. PHOB G 4
  60. PHOB G 4 A_Pain
  61. Goto Spawn
  62. Death:
  63. PHOB H 0 A_PlayerSkinCheck("AltSkinDeath")
  64. Death1:
  65. PHOB H 10
  66. PHOB I 10 A_PlayerScream
  67. PHOB J 10 A_NoBlocking
  68. PHOB KLM 10
  69. PHOB N -1
  70. Stop
  71. XDeath:
  72. PHOB O 0 A_PlayerSkinCheck("AltSkinXDeath")
  73. XDeath1:
  74. PHOB O 5
  75. PHOB P 5 A_XScream
  76. PHOB Q 5 A_NoBlocking
  77. PHOB RSTUV 5
  78. PHOB W -1
  79. Stop
  80. AltSkinDeath:
  81. PHOB H 6
  82. PHOB I 6 A_PlayerScream
  83. PHOB JK 6
  84. PHOB L 6 A_NoBlocking
  85. PHOB MNO 6
  86. PHOB P -1
  87. Stop
  88. AltSkinXDeath:
  89. PHOB Q 5 A_PlayerScream
  90. PHOB R 0 A_NoBlocking
  91. PHOB R 5 A_SkullPop
  92. PHOB STUVWX 5
  93. PHOB Y -1
  94. Stop
  95. }
  96. }
  97.  
  98. Actor IsFreeman : Inventory
  99. {
  100. +Inventory.Undroppable
  101. -Invbar
  102. Inventory.MaxAmount 1
  103. }
  104.  
  105. Actor PortalGun : Weapon
  106. {
  107. +WEAPON.NOAUTOAIM
  108. Weapon.SlotNumber 0
  109. +WEAPON.DONTBOB
  110. +WEAPON.NOALERT
  111. decal BulletChip1
  112. States
  113. {
  114. Spawn:
  115. PORG A -1
  116. Loop
  117. Ready:
  118. PORG A 1 A_WeaponReady
  119. Loop
  120. BlueReady:
  121. PORG B 1 A_WeaponReady
  122. Loop
  123. OrangeReady:
  124. PORG J 1 A_WeaponReady
  125. Loop
  126. Deselect:
  127. PORG A 1 A_Lower
  128. Loop
  129. Select:
  130. PORG A 1 A_Raise
  131. Loop
  132. Fire:
  133. PORG B 2 A_PlayWeaponSound("P_Fire")
  134. PORG C 2
  135. PORG D 2 A_FireCustomMissile("BluePortalBall")
  136. PORG E 2
  137. PORG F 2
  138. PORG G 2
  139. PORG H 2
  140. PORG I 2
  141. goto BlueReady
  142. AltFire:
  143. PORG J 2 A_PlayWeaponSound("P_Fire")
  144. PORG K 2
  145. PORG L 2
  146. PORG M 2 A_FireCustomMissile("OrangePortalBall")
  147. PORG N 2
  148. PORG O 3
  149. PORG P 3
  150. goto OrangeReady
  151. }
  152. }
  153.  
  154. Actor BluePortal
  155. {
  156. Species Portal
  157. Radius 20
  158. Height 56
  159. Scale 1.3
  160. Gravity 0
  161. -SOLID
  162. -SHOOTABLE
  163. -PUSHABLE
  164. //-NOBLOCKMAP
  165. +INVULNERABLE
  166. +BUMPSPECIAL
  167. TRANSLATION "112:127 = 192:207", "224:231 = 192:199"
  168. States
  169. {
  170. Spawn:
  171. TNT1 A 0 Thing_Remove(1073)
  172. TNT1 A 0 Thing_ChangeTID(0,1073)
  173. Sphawn:
  174. TNT1 A 1
  175. TNT1 A 0 A_SpawnItemEx("BluePortalImageC")
  176. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  177. TNT1 A 0 A_ChangeFlag("SOLID",1)
  178. TNT1 A 1
  179. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  180. TNT1 A 0 A_ChangeFlag("SOLID",1)
  181. TNT1 A 0 A_SpawnItemEx("BluePortalImageC")
  182. TNT1 A 1
  183. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  184. TNT1 A 0 A_ChangeFlag("SOLID",1)
  185. TNT1 A 0 A_SpawnItemEx("BluePortalImageC")
  186. TNT1 A 1
  187. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  188. TNT1 A 0 A_ChangeFlag("SOLID",1)
  189. TNT1 A 0 A_SpawnItemEx("BluePortalImageC")
  190. TNT1 A 1
  191. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  192. TNT1 A 0 A_ChangeFlag("SOLID",1)
  193. TNT1 A 0 A_SpawnItemEx("BluePortalImageD")
  194. TNT1 A 1
  195. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  196. TNT1 A 0 A_ChangeFlag("SOLID",1)
  197. TNT1 A 0 A_SpawnItemEx("BluePortalImageD")
  198. TNT1 A 1
  199. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  200. TNT1 A 0 A_ChangeFlag("SOLID",1)
  201. TNT1 A 0 A_SpawnItemEx("BluePortalImageD")
  202. TNT1 A 1
  203. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  204. TNT1 A 0 A_ChangeFlag("SOLID",1)
  205. TNT1 A 0 A_SpawnItemEx("BluePortalImageD")
  206. loop
  207. UnSolidMe:
  208. TNT1 A 0 A_StopSound
  209. TNT1 A 0 A_PlaySound("P_Through")
  210. TNT1 A 0 A_ChangeFlag("SOLID",0)
  211. TNT1 AAA 1 A_SpawnItemEx("BluePortalImageD")
  212. TNT1 AAA 1 A_SpawnItemEx("BluePortalImageC")
  213. TNT1 AAA 1 A_SpawnItemEx("BluePortalImageD")
  214. TNT1 AAA 1 A_SpawnItemEx("BluePortalImageC")
  215. TNT1 AAA 1 A_SpawnItemEx("BluePortalImageD")
  216. TNT1 AAA 1 A_SpawnItemEx("BluePortalImageC")
  217. TNT1 A 0 A_TakeInventory("Unsolid",1)
  218. goto Sphawn
  219. }
  220. }
  221.  
  222.  
  223. Actor BluePortalImageC
  224. {
  225. Species Portal
  226. Radius 20
  227. Height 24
  228. Scale 1.3
  229. -SOLID
  230. -SHOOTABLE
  231. -PUSHABLE
  232. //-NOBLOCKMAP
  233. +INVULNERABLE
  234. //+BUMPSPECIAL
  235. TRANSLATION "112:127 = 192:207", "224:231 = 192:199"
  236. States
  237. {
  238. Spawn:
  239. TFOG C 3
  240. stop
  241. }
  242. }
  243.  
  244. Actor BluePortalImageD
  245. {
  246. Species Portal
  247. Radius 20
  248. Height 24
  249. Scale 1.3
  250. -SOLID
  251. -SHOOTABLE
  252. -PUSHABLE
  253. //-NOBLOCKMAP
  254. +INVULNERABLE
  255. //+BUMPSPECIAL
  256. TRANSLATION "112:127 = 192:207", "224:231 = 192:199"
  257. States
  258. {
  259. Spawn:
  260. TFOG D 3
  261. stop
  262. }
  263. }
  264.  
  265. Actor Unsolid : Inventory
  266. {
  267. Inventory.MaxAmount 1
  268. }
  269.  
  270.  
  271. Actor OrangePortal
  272. {
  273. Species Portal
  274. Radius 20
  275. Height 56
  276. Scale 1.3
  277. Gravity 0
  278. +SOLID
  279. -SHOOTABLE
  280. -PUSHABLE
  281. //-NOBLOCKMAP
  282. +INVULNERABLE
  283. +BUMPSPECIAL
  284. TRANSLATION "112:127 = 208:223", "224:231 = 208:231"
  285. States
  286. {
  287. Spawn:
  288. TNT1 A 0 Thing_Remove(1074)
  289. TNT1 A 0 Thing_ChangeTID(0,1074)
  290. Sphawn:
  291. TNT1 A 1
  292. TNT1 A 0 A_SpawnItemEx("OrangePortalImageC")
  293. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  294. TNT1 A 0 A_ChangeFlag("SOLID",1)
  295. TNT1 A 1
  296. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  297. TNT1 A 0 A_ChangeFlag("SOLID",1)
  298. TNT1 A 0 A_SpawnItemEx("OrangePortalImageC")
  299. TNT1 A 1
  300. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  301. TNT1 A 0 A_ChangeFlag("SOLID",1)
  302. TNT1 A 0 A_SpawnItemEx("OrangePortalImageC")
  303. TNT1 A 1
  304. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  305. TNT1 A 0 A_ChangeFlag("SOLID",1)
  306. TNT1 A 0 A_SpawnItemEx("OrangePortalImageC")
  307. TNT1 A 1
  308. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  309. TNT1 A 0 A_ChangeFlag("SOLID",1)
  310. TNT1 A 0 A_SpawnItemEx("OrangePortalImageD")
  311. TNT1 A 1
  312. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  313. TNT1 A 0 A_ChangeFlag("SOLID",1)
  314. TNT1 A 0 A_SpawnItemEx("OrangePortalImageD")
  315. TNT1 A 1
  316. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  317. TNT1 A 0 A_ChangeFlag("SOLID",1)
  318. TNT1 A 0 A_SpawnItemEx("OrangePortalImageD")
  319. TNT1 A 1
  320. TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
  321. TNT1 A 0 A_ChangeFlag("SOLID",1)
  322. TNT1 A 0 A_SpawnItemEx("OrangePortalImageD")
  323. loop
  324. UnSolidMe:
  325. TNT1 A 0 A_StopSound
  326. TNT1 A 0 A_PlaySound("P_Through")
  327. TNT1 A 0 A_ChangeFlag("SOLID",0)
  328. TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageD")
  329. TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageC")
  330. TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageD")
  331. TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageC")
  332. TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageD")
  333. TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageC")
  334. TNT1 A 0 A_TakeInventory("Unsolid",1)
  335. goto Sphawn
  336. }
  337. }
  338.  
  339.  
  340. Actor OrangePortalImageC
  341. {
  342. Species Portal
  343. Radius 20
  344. Height 24
  345. Scale 1.3
  346. -SOLID
  347. -SHOOTABLE
  348. -PUSHABLE
  349. //-NOBLOCKMAP
  350. +INVULNERABLE
  351. //+BUMPSPECIAL
  352. TRANSLATION "112:127 = 208:223", "224:231 = 208:231"
  353. States
  354. {
  355. Spawn:
  356. TFOG C 3
  357. stop
  358. }
  359. }
  360.  
  361. Actor OrangePortalImageD
  362. {
  363. Species Portal
  364. Radius 20
  365. Height 24
  366. Scale 1.3
  367. -SOLID
  368. -SHOOTABLE
  369. -PUSHABLE
  370. //-NOBLOCKMAP
  371. +INVULNERABLE
  372. //+BUMPSPECIAL
  373. TRANSLATION "112:127 = 208:223", "224:231 = 208:231"
  374. States
  375. {
  376. Spawn:
  377. TFOG D 3
  378. stop
  379. }
  380. }
  381.  
  382. Actor OrangePortalBall
  383. {
  384. Species Portal
  385. Damage 0
  386. Projectile
  387. +RIPPER
  388. Radius 20
  389. Height 8
  390. Scale .75
  391. +bloodlessimpact
  392. +painless
  393. Speed 30
  394. TRANSLATION "176:191 = 208:223", "224:231 = 208:231"
  395. States
  396. {
  397. Spawn:
  398. BAL1 A 3
  399. BAL1 B 3
  400. loop
  401. Death:
  402. //Crash:
  403. BAL1 A 1 A_PlaySound("Portal/Open")
  404. BAL1 A 0 Thing_Remove(1074)
  405. BAL1 A 0 A_SpawnItemEx("OrangePortal")
  406. TNT1 A 30
  407. stop
  408. }
  409. }
  410.  
  411.  
  412.  
  413. Actor BluePortalBall
  414. {
  415. Species Portal
  416. Damage 0
  417. Projectile
  418. +RIPPER
  419. Radius 20
  420. Height 8
  421. Scale .75
  422. Speed 30
  423. +bloodlessimpact
  424. +painless
  425. TRANSLATION "176:191 = 192:207", "224:231 = 192:199", "208:223 = 192:207", "168:175 = 192:207"
  426. States
  427. {
  428. Spawn:
  429. BAL1 A 3
  430. BAL1 B 3
  431. loop
  432. Death:
  433. //Crash
  434. BAL1 A 1 A_PlaySound("Portal/Open")
  435. BAl1 A 0 Thing_Remove(1073)
  436. BAL1 A 0 A_SpawnItemEx("BluePortal")
  437. TNT1 A 30
  438. stop
  439. }
  440. }
  441.  
  442. ///////////////////////
  443. // Pulse Rifle / AR2 //
  444. ///////////////////////
  445.  
  446. Actor PulseRifle : Weapon
  447. {
  448. +WEAPON.NOAUTOAIM
  449. Weapon.AmmoUse1 0
  450. Weapon.AmmoType1 "PulseRifleMag"
  451. Weapon.AmmoType2 "PulseRifleClip"
  452. Weapon.AmmoUse2 0
  453. Weapon.SlotNumber 3
  454. decal BulletChip1
  455. +INVENTORY.UNDROPPABLE
  456. States
  457. {
  458. Spawn:
  459. HLPR A -1
  460. Ready:
  461. HLPR A 0 A_TakeInventory("SMGAccuracy",6)
  462. HLPR A 0 A_GiveInventory("Reloader",1)
  463. HLPR A 0 A_JumpIfNoAmmo("Reload")
  464. HLPR A 1 A_WeaponReady
  465. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  466. HLPR A 1 A_WeaponReady
  467. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  468. HLPR A 1 A_WeaponReady
  469. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  470. HLPR A 1 A_WeaponReady
  471. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  472. HLPR A 1 A_WeaponReady
  473. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  474. HLPR B 1 A_WeaponReady
  475. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  476. HLPR B 1 A_WeaponReady
  477. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  478. HLPR B 1 A_WeaponReady
  479. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  480. HLPR B 1 A_WeaponReady
  481. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  482. HLPR B 1 A_WeaponReady
  483. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  484. HLPR C 1 A_WeaponReady
  485. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  486. HLPR C 1 A_WeaponReady
  487. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  488. HLPR C 1 A_WeaponReady
  489. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  490. HLPR C 1 A_WeaponReady
  491. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  492. HLPR C 1 A_WeaponReady
  493. HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
  494. HLPR A 0 A_GiveInventory("PulseRifleClip",1)
  495. HLPR A 0 A_JumpIfInventory("RegenCounter",16,"GivePBall")
  496. HLPR A 0 A_GiveInventory("RegenCounter",1)
  497. loop
  498. GivePBall:
  499. HLPR A 0 A_GiveInventory("PBallAmmo",1)
  500. HLPR A 0 A_TakeInventory("RegenCounter",16)
  501. goto Ready
  502. Deselect:
  503. HLPR A 1 A_Lower
  504. Loop
  505. Select:
  506. HLPR A 1 A_Raise
  507. Loop
  508. Fire:
  509. HLPR A 0 A_JumpIfInventory("PulseRifleMag",1,"GoFire")
  510. goto Click
  511. GoFire:
  512. //HLPR Y 1
  513. HLPR A 1
  514. HLPR X 1 A_FireBullets(1,1,1,15,"357Puff",1)
  515. HLPR X 0 A_PlayWeaponSound("PR/Fire")
  516. HLPR X 0 A_TakeInventory("PulseRifleMag",1)
  517. goto Fire1Check
  518. HLPR A 0 A_Refire
  519. SMG1 A 0 A_Jump(127,"Fire2Check")
  520. Fire1Check:
  521. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",6,"Fire16")
  522. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",5,"Fire15")
  523. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",4,"Fire14")
  524. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",3,"Fire13")
  525. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",2,"Fire12")
  526. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",1,"Fire11")
  527. Fire10:
  528. goto FireFinish
  529. Fire11:
  530. HLPR ZZ 1 ACS_Execute(699,0,(Random(-20,20)),(Random(-20,20)))
  531. goto FireFinish
  532. Fire12:
  533. HLPR ZZ 1 ACS_Execute(699,0,(Random(-30,30)),(Random(-30,30)))
  534. goto FireFinish
  535. Fire13:
  536. HLPR ZZ 1 ACS_Execute(699,0,(Random(-45,45)),(Random(-45,45)))
  537. goto FireFinish
  538. Fire14:
  539. HLPR Z 1 ACS_Execute(699,0,(Random(-120,120)),(Random(-120,120)))
  540. goto FireFinish
  541. Fire15:
  542. HLPR Z 1 ACS_Execute(699,0,(Random(-20,100)),(Random(-200,200)))
  543. goto FireFinish
  544. Fire16:
  545. HLPR Z 1 ACS_Execute(699,0,(Random(-300,300)),(Random(-300,300)))
  546. goto FireFinish
  547. firefinish:
  548. HLPR E 1
  549. HLPR A 0 A_GiveInventory("SMGAccuracy",1)
  550. HLPR F 1 A_ReFire
  551. HLPR G 1 A_ReFire
  552. goto Ready
  553. Click:
  554. HLPR A 5 A_PlaySound("PR/Click")
  555. HLPR A 0 A_GiveInventory("Reloading",1)
  556. goto Reload
  557. Reload:
  558. HLPR A 0 A_TakeInventory("Reloading",1)
  559. HLPR A 0 A_JumpIfInventory("PulseRifleMag",30,"Ready")
  560. HLPR A 0 A_JumpIfInventory("PulseRifleClip",1,"Reload2")
  561. goto ready
  562. Reload2:
  563. HLPR H 3 A_PlaySound("PR/Reload")
  564. HLPR I 3
  565. HLPR J 5
  566. HLPR K 5
  567. HLPR L 5
  568. HLPR M 3
  569. HLPR N 3
  570. HLPR O 3
  571. HLPR P 3
  572. //HLPR Q 3
  573. HLPR R 3
  574. HLPR S 3
  575. HLPR T 3 A_TakeInventory("Reloading",1)
  576. GiveShit:
  577. HLPR A 0 A_GiveInventory("PulseRifleMag",1)
  578. HLPR A 0 A_TakeInventory("PulseRifleClip",1)
  579. HLPR A 0 A_JumpIfInventory("PulseRifleMag",30,"Ready")
  580. HLPR A 0 A_JumpIfInventory("PulseRifleClip",1,"GiveShit")
  581. goto Ready
  582. AltFire:
  583. HLPR A 0 A_JumpIfInventory("PBallAmmo",1,"2AltFire")
  584. goto Click
  585. 2AltFire:
  586. PRAL A 0 A_PlaySound("PR/AltCharge")
  587. PRAL AABD 2 ACS_Execute(699,0,(Random(-30,30)),(Random(-30,30)))
  588. PRAL CABD 2 ACS_Execute(699,0,(Random(-50,50)),(Random(-50,50)))
  589. PRAL DCAB 2 ACS_Execute(699,0,(Random(-60,60)),(Random(-60,60)))
  590. PRAL DC 2 ACS_Execute(699,0,(Random(-90,90)),(Random(-90,90)))
  591. PRAL E 0 A_PlaySound("PR/AltShot")
  592. PRAL E 0 A_TakeInventory("PBallAmmo",1)
  593. PRAL E 0 A_FireCustomMissile("PulseBall",0,0,10)
  594. PRAL E 10 ACS_Execute(699,0,-1250)
  595. PRAL FFF 1 ACS_Execute(699,0,83)
  596. PRAL GGG 1 ACS_Execute(699,0,84)
  597. PRAL HHH 1 ACS_Execute(699,0,83)
  598. PRAL III 1 ACS_Execute(699,0,83)
  599. HLPR AAA 1 ACS_Execute(699,0,83)
  600. goto Ready
  601. }
  602. }
  603.  
  604. Actor PulseRifleClip : Ammo
  605. {
  606. Inventory.MaxAmount 180
  607. Ammo.BackpackAmount 60
  608. Ammo.BackpackMaxAmount 360
  609. }
  610.  
  611. Actor PulseRifleMag : Ammo
  612. {
  613. Inventory.MaxAmount 30
  614. Ammo.BackpackAmount 0
  615. Ammo.BackpackMaxAmount 30
  616. }
  617.  
  618.  
  619.  
  620. Actor Reloader : CustomInventory
  621. {
  622. Inventory.MaxAmount 1
  623. -INVBAR
  624. States
  625. {
  626. Use:
  627. TNT1 A 0 A_GiveInventory("Reloading",1)
  628. }
  629. }
  630.  
  631. Actor Reloading : Inventory
  632. {
  633. Inventory.MaxAmount 1
  634. -INVBAR
  635. }
  636.  
  637. Actor PulseBall
  638. {
  639. +Shootable
  640. +DoomBounce
  641. //+Ripper
  642. +BounceOnActors
  643. PROJECTILE
  644. Alpha 0.75
  645. DAMAGE 200
  646. Speed 32
  647. Gravity 0
  648. Radius 16
  649. Scale 0.5
  650. Height 16
  651. BounceFactor 1.0
  652. WallBounceFactor 1.0
  653. BounceCount 0
  654. SeeSound "PR/Bounce"
  655. States
  656. {
  657.  
  658. Spawn:
  659. PSBL ABCDEFG 1 BRIGHT A_SpawnItemEX("PulseBallTrail")
  660. PSBL A 0 A_GiveInventory("PBallCounter", 1)
  661. PSBL A 0 A_JumpIfInventory("PballCounter", 20, "Death")
  662. loop
  663. Death:
  664. TNT1 A 1 A_CustomMissile("WaveSpawner",0,0,0,0,0)
  665. TNT1 A 0 A_Playsound("PR/BallBoom",CHAN_AUTO,2.0)
  666. Stop
  667. }
  668. }
  669.  
  670. Actor PBallCounter : Inventory
  671. {
  672. -INVBAR
  673. Inventory.MaxAmount 16
  674. +INVENTORY.UNDROPPABLE
  675. }
  676.  
  677. Actor WaveSpawner
  678. {
  679. Gravity 0
  680. +NOClip
  681. -Solid
  682. States
  683. {
  684. Spawn:
  685. TNT1 A 1
  686. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  687. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  688. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  689. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  690. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  691. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  692. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  693. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  694. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  695. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  696. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  697. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  698. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  699. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  700. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  701. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  702. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  703. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  704. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  705. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  706. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  707. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  708. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  709. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  710. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  711. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  712. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  713. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  714. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  715. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  716. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  717. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  718. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  719. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  720. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  721. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  722. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  723. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  724. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  725. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  726. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  727. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  728. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  729. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  730. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  731. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  732. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  733. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  734. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  735. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  736. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  737. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  738. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  739. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  740. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  741. TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
  742. TNT1 A 0 A_CustomMissile("BallWave",0,0,0,2,0)
  743. TNT1 A 0 A_CustomMissile("BallWave",0,0,15,2,0)
  744. TNT1 A 0 A_CustomMissile("BallWave",0,0,30,2,0)
  745. TNT1 A 0 A_CustomMissile("BallWave",0,0,45,2,0)
  746. TNT1 A 0 A_CustomMissile("BallWave",0,0,60,2,0)
  747. TNT1 A 0 A_CustomMissile("BallWave",0,0,75,2,0)
  748. TNT1 A 0 A_CustomMissile("BallWave",0,0,90,2,0)
  749. TNT1 A 0 A_CustomMissile("BallWave",0,0,105,2,0)
  750. TNT1 A 0 A_CustomMissile("BallWave",0,0,120,2,0)
  751. TNT1 A 0 A_CustomMissile("BallWave",0,0,135,2,0)
  752. TNT1 A 0 A_CustomMissile("BallWave",0,0,150,2,0)
  753. TNT1 A 0 A_CustomMissile("BallWave",0,0,165,2,0)
  754. TNT1 A 0 A_CustomMissile("BallWave",0,0,180,2,0)
  755. TNT1 A 0 A_CustomMissile("BallWave",0,0,195,2,0)
  756. TNT1 A 0 A_CustomMissile("BallWave",0,0,210,2,0)
  757. TNT1 A 0 A_CustomMissile("BallWave",0,0,225,2,0)
  758. TNT1 A 0 A_CustomMissile("BallWave",0,0,240,2,0)
  759. TNT1 A 0 A_CustomMissile("BallWave",0,0,255,2,0)
  760. TNT1 A 0 A_CustomMissile("BallWave",0,0,270,2,0)
  761. TNT1 A 0 A_CustomMissile("BallWave",0,0,285,2,0)
  762. TNT1 A 0 A_CustomMissile("BallWave",0,0,300,2,0)
  763. TNT1 A 0 A_CustomMissile("BallWave",0,0,315,2,0)
  764. TNT1 A 0 A_CustomMissile("BallWave",0,0,330,2,0)
  765. TNT1 A 0 A_CustomMissile("BallWave",0,0,345,2,0)
  766. stop
  767. }
  768. }
  769.  
  770. Actor PulseBallTrail
  771. {
  772. +CLIENTSIDEONLY
  773. Gravity 0
  774. Alpha .5
  775. -Solid
  776. Scale .5
  777. Speed 0
  778. States
  779. {
  780. Spawn:
  781. PSBL ABCDEFG 1 BRIGHT A_FadeOut (0.125)
  782. loop
  783. }
  784. }
  785.  
  786. Actor BallWave
  787. {
  788. +CLIENTSIDEONLY
  789. Gravity 0
  790. Alpha 0.5
  791. +NOClip
  792. -Solid
  793. Speed 30
  794. States
  795. {
  796. Spawn:
  797. CBSW A 1 A_FadeOut (0.075)
  798. loop
  799. }
  800. }
  801.  
  802. Actor CBSpark
  803. {
  804. +CLIENTSIDEONLY
  805. +NOBLOCKMAP
  806. Gravity 0.75
  807. Radius 1
  808. Height 1
  809. BounceFactor .9
  810. WallBounceFactor .9
  811. +DoomBounce
  812. -Solid
  813. Speed 8
  814. States
  815. {
  816. Crash:
  817. Death:
  818. XDeath:
  819. Spawn:
  820. CBSK A 5 BRIGHT A_FadeOut(0.075)
  821. loop
  822. }
  823. }
  824.  
  825. Actor PBallAmmo : CustomInventory
  826. {
  827. +INVENTORY.UNDROPPABLE
  828. -INVENTORY.KEEPDEPLETED
  829. Inventory.Icon PSBLI0
  830. Inventory.MaxAmount 6
  831. +Inventory.INVBAR
  832. States
  833. {
  834. Use:
  835. TNT1 A 0 A_JumpIfInventory("Lolwat",1,"Uhh")
  836. TNT1 A 0 A_Print("Stop trying to use this.")
  837. fail
  838. Uhh:
  839. TNT1 A 0 A_Print("If you're not me, please die.")
  840. TNT1 A 0 A_GiveInventory("PortalGun",1)
  841. fail
  842. }
  843. }
  844.  
  845. ////////////
  846. /* Pistol */
  847. ////////////
  848.  
  849. Actor HLPistol : Weapon
  850. {
  851. +WEAPON.NOAUTOAIM
  852. Weapon.AmmoUse1 0
  853. Weapon.AmmoType1 "HLPistolMag"
  854. Weapon.AmmoType2 "HLPistolClip"
  855. Weapon.AmmoUse2 0
  856. Weapon.SlotNumber 2
  857. decal BulletChip1
  858. +INVENTORY.UNDROPPABLE
  859. States
  860. {
  861. Spawn:
  862. HLPS A -1
  863. Ready:
  864. HLPS A 0 A_GiveInventory("Reloader",1)
  865. HLPS A 0 A_JumpIfNoAmmo("Reload")
  866. HLPS A 1 A_WeaponReady
  867. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  868. HLPS A 1 A_WeaponReady
  869. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  870. HLPS A 1 A_WeaponReady
  871. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  872. HLPS A 1 A_WeaponReady
  873. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  874. HLPS A 1 A_WeaponReady
  875. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  876. HLPS B 1 A_WeaponReady
  877. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  878. HLPS B 1 A_WeaponReady
  879. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  880. HLPS B 1 A_WeaponReady
  881. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  882. HLPS B 1 A_WeaponReady
  883. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  884. HLPS B 1 A_WeaponReady
  885. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  886. HLPS C 1 A_WeaponReady
  887. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  888. HLPS C 1 A_WeaponReady
  889. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  890. HLPS C 1 A_WeaponReady
  891. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  892. HLPS C 1 A_WeaponReady
  893. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  894. HLPS C 1 A_WeaponReady
  895. HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
  896. HLPR A 0 A_GiveInventory("HLPistolClip",1)
  897. Loop
  898. Deselect:
  899. HLPS A 1 A_Lower
  900. Loop
  901. Select:
  902. HLPS A 1 A_Raise
  903. Loop
  904. Fire:
  905. HLPS A 0 A_JumpIfInventory("Eh?",6,"Nou")
  906. HLPS A 0 A_JumpIfInventory("Qué?",7,"Wort")
  907. HLPS A 0 A_JumpIfInventory("HLPistolMag",1,"GoFire")
  908. goto Click
  909. GoFire:
  910. //HLPR Y 1
  911. HLPS D 0
  912. HLPS D 1 A_FireBullets(1,1,1,10,"BulletPuff",1)
  913. HLPS D 0 A_PlayWeaponSound("HPistol/Fire")
  914. HLPS D 0 A_TakeInventory("HLPistolMag",1)
  915. HLPS E 1 ACS_Execute(699,0,-100)
  916. HLPS F 1 ACS_Execute(699,0,80)
  917. HLPS G 4
  918. HLPS A 0 A_Refire
  919. finish:
  920. HLPS H 1 A_Refire
  921. HLPS H 1 A_Refire
  922. HLPS I 1 A_Refire
  923. HLPS I 1 A_Refire
  924. HLPS J 1 A_Refire
  925. HLPS J 1 A_Refire
  926. HLPS K 1 A_Refire
  927. HLPS K 1 A_Refire
  928. HLPS L 1 A_Refire
  929. HLPS L 1 A_Refire
  930. HLPS M 1 A_Refire
  931. HLPS M 1 A_Refire
  932. goto Ready
  933. Click:
  934. HLPS A 5 A_PlaySound("HPistol/Empty")
  935. HLPA A 0 A_GiveInventory("Reloading",1)
  936. goto Reload
  937. Reload:
  938. HLPS A 0 A_TakeInventory("Reloading",1)
  939. HLPS A 0 A_JumpIfInventory("HLPistolMag",18,"Ready")
  940. HLPS A 0 A_JumpIfInventory("HLPistolClip",1,"Reload2")
  941. goto ready
  942. Reload2:
  943. HPSR A 3 A_PlaySound("HPistol/Reload")
  944. HPSR BCDEFGH 1
  945. HPSR IJKLMNOPQ 2
  946. HPSR RSTUVWXYZ 1
  947. HPR2 ABCDE 1
  948. HPR2 E 0 A_TakeInventory("Reloading",1)
  949. GiveShit:
  950. HLPR A 0 A_GiveInventory("HLPistolMag",1)
  951. HLPR A 0 A_TakeInventory("HLPistolClip",1)
  952. HLPR A 0 A_JumpIfInventory("HLPistolMag",18,"Ready")
  953. HLPR A 0 A_JumpIfInventory("HLPistolClip",1,"GiveShit")
  954. goto Ready
  955. Nou:
  956. HLPS A 0 A_TakeInventory("Eh?",6)
  957. HLPS A 0 A_TakeInventory("Qué?",7)
  958. goto Fire
  959. Wort:
  960. HLPS A 0 A_GiveInventory("Eh?",1)
  961. HLPS A 0 A_TakeInventory("Qué?",7)
  962. goto Fire
  963. }
  964. }
  965.  
  966. Actor "Eh?" : Inventory
  967. {
  968. Inventory.MaxAmount 6
  969. -invbar
  970. }
  971.  
  972. Actor HLPistolClip : Ammo
  973. {
  974. Inventory.MaxAmount 150
  975. Ammo.BackpackAmount 60
  976. Ammo.BackpackMaxAmount 300
  977. }
  978.  
  979. Actor HLPistolMag : Ammo
  980. {
  981. Inventory.MaxAmount 18
  982. Ammo.BackpackAmount 0
  983. Ammo.BackpackMaxAmount 18
  984. }
  985.  
  986. ////////////////
  987. /* 357 Magnum */
  988. ////////////////
  989.  
  990. Actor 357Magnum : Weapon
  991. {
  992. +WEAPON.NOAUTOAIM
  993. +NOEXTREMEDEATH
  994. +INVENTORY.UNDROPPABLE
  995. +WEAPON.NOAUTOFIRE
  996. Weapon.AmmoUse1 0
  997. Weapon.AmmoType1 "357Mag"
  998. Weapon.AmmoType2 "357Clip"
  999. Weapon.AmmoUse2 0
  1000. Weapon.SlotNumber 2
  1001. decal BulletChip1
  1002. States
  1003. {
  1004. Spawn:
  1005. H357 A -1
  1006. Ready:
  1007. H357 A 0 A_GiveInventory("Reloader",1)
  1008. H357 A 0 A_JumpIfNoAmmo("Reload")
  1009. H357 A 1 A_WeaponReady
  1010. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1011. H357 A 1 A_WeaponReady
  1012. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1013. H357 A 1 A_WeaponReady
  1014. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1015. H357 A 1 A_WeaponReady
  1016. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1017. H357 A 1 A_WeaponReady
  1018. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1019. H357 B 1 A_WeaponReady
  1020. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1021. H357 B 1 A_WeaponReady
  1022. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1023. H357 B 1 A_WeaponReady
  1024. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1025. H357 B 1 A_WeaponReady
  1026. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1027. H357 B 1 A_WeaponReady
  1028. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1029. H357 C 1 A_WeaponReady
  1030. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1031. H357 C 1 A_WeaponReady
  1032. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1033. H357 C 1 A_WeaponReady
  1034. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1035. H357 C 1 A_WeaponReady
  1036. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1037. H357 C 1 A_WeaponReady
  1038. H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1039. HLPR A 0 A_JumpIfInventory("RegenCounter",8,"GiveAmmo")
  1040. HCRB A 0 A_GiveInventory("RegenCounter",1)
  1041. Loop
  1042. GiveAmmo:
  1043. HLPR A 0 A_GiveInventory("357Clip",1)
  1044. HCRB A 0 A_TakeInventory("RegenCounter",16)
  1045. goto Ready
  1046. Deselect:
  1047. H357 A 1 A_Lower
  1048. Loop
  1049. Select:
  1050. H357 A 1 A_Raise
  1051. Loop
  1052. Fire:
  1053. H357 A 0 A_JumpIfInventory("357Mag",1,"GoFire")
  1054. goto Click
  1055. GoFire:
  1056. //HLPR Y 1
  1057. H357 D 0
  1058. H357 D 1 A_FireBullets(1,1,1,75,"357Puff",1)
  1059. H357 D 0 A_PlayWeaponSound("357/Fire")
  1060. H357 D 0 A_TakeInventory("357Mag",1)
  1061. H357 EE 1 ACS_Execute(699,0,-810)
  1062. H357 E 1
  1063. H357 FG 3
  1064. H357 HHHIIIJJJ 1 ACS_Execute(699,0,180)
  1065. H357 A 4
  1066. goto Ready
  1067. Click:
  1068. H357 A 5 A_PlaySound("HLPistol/Empty")
  1069. HLPA A 0 A_GiveInventory("Reloading",1)
  1070. goto Reload
  1071. Reload:
  1072. H357 A 0 A_TakeInventory("Reloading",1)
  1073. H357 A 0 A_JumpIfInventory("357Mag",6,"Ready")
  1074. H357 A 0 A_JumpIfInventory("357Clip",1,"Reload2")
  1075. goto ready
  1076. Reload2:
  1077. 357R A 3 A_PlaySound("357/Reload")
  1078. 357R BCDEFGHIJKLMNOPQRSTUVWXYZ 2
  1079. 3572 ABCDEFGHIJKLMNOPQ 2
  1080. HPR2 E 0 A_TakeInventory("Reloading",1)
  1081. GiveShit:
  1082. HLPR A 0 A_GiveInventory("357Mag",1)
  1083. HLPR A 0 A_TakeInventory("357Clip",1)
  1084. HLPR A 0 A_JumpIfInventory("357Mag",6,"Ready")
  1085. HLPR A 0 A_JumpIfInventory("357Clip",1,"GiveShit")
  1086. goto Ready
  1087. }
  1088. }
  1089.  
  1090. ACTOR 357Puff
  1091. {
  1092. Game Doom
  1093. SpawnID 131
  1094. +NOEXTREMEDEATH
  1095. +NOBLOCKMAP
  1096. +NOGRAVITY
  1097. +ALLOWPARTICLES
  1098. +RANDOMIZE
  1099. RenderStyle Translucent
  1100. Alpha 0.5
  1101. VSpeed 1
  1102. Mass 5
  1103. States
  1104. {
  1105. Spawn:
  1106. PUFF A 4 bright
  1107. PUFF B 4
  1108. // Intentional fall-through
  1109. Melee:
  1110. PUFF CD 4
  1111. Stop
  1112. }
  1113. }
  1114.  
  1115.  
  1116. Actor 357Clip : Ammo
  1117. {
  1118. Inventory.MaxAmount 36
  1119. Ammo.BackpackAmount 12
  1120. Ammo.BackpackMaxAmount 72
  1121. }
  1122.  
  1123. Actor 357Mag : Ammo
  1124. {
  1125. Inventory.MaxAmount 6
  1126. Ammo.BackpackAmount 0
  1127. Ammo.BackpackMaxAmount 6
  1128. }
  1129.  
  1130. /////////////
  1131. /* Shotgun */
  1132. /////////////
  1133.  
  1134. Actor HLShotgun : Weapon
  1135. {
  1136. +WEAPON.NOAUTOAIM
  1137. +WEAPON.DONTBOB
  1138. +INVENTORY.UNDROPPABLE
  1139. Weapon.AmmoUse1 0
  1140. Weapon.AmmoType1 "ShotgunMag"
  1141. Weapon.AmmoType2 "ShotgunClip"
  1142. Weapon.AmmoUse2 0
  1143. Weapon.SlotNumber 4
  1144. decal BulletChip1
  1145. States
  1146. {
  1147. Spawn:
  1148. HLSG A -1
  1149. TakeReloading:
  1150. HLSG A 0 A_TakeInventory("Reloading",1)
  1151. Ready:
  1152. HLSG A 0 A_GiveInventory("Reloader",1)
  1153. HLSG A 0 A_JumpIfNoAmmo("Reload")
  1154. HLSG A 1 A_WeaponReady
  1155. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1156. HLSG A 1 A_WeaponReady
  1157. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1158. HLSG A 1 A_WeaponReady
  1159. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1160. HLSG A 1 A_WeaponReady
  1161. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1162. HLSG A 1 A_WeaponReady
  1163. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1164. HLSG B 1 A_WeaponReady
  1165. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1166. HLSG B 1 A_WeaponReady
  1167. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1168. HLSG B 1 A_WeaponReady
  1169. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1170. HLSG B 1 A_WeaponReady
  1171. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1172. HLSG B 1 A_WeaponReady
  1173. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1174. HLSG C 1 A_WeaponReady
  1175. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1176. HLSG C 1 A_WeaponReady
  1177. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1178. HLSG C 1 A_WeaponReady
  1179. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1180. HLSG C 1 A_WeaponReady
  1181. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1182. HLSG C 1 A_WeaponReady
  1183. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1184. HLSG A 1 A_WeaponReady
  1185. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1186. HLSG A 1 A_WeaponReady
  1187. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1188. HLSG A 1 A_WeaponReady
  1189. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1190. HLSG A 1 A_WeaponReady
  1191. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1192. HLSG A 1 A_WeaponReady
  1193. HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1194. HLSG A 0 A_Jump(128,"GiveShells")
  1195. Loop
  1196. GiveShells:
  1197. HLPR A 0 A_GiveInventory("ShotgunClip",1)
  1198. goto Ready
  1199. Deselect:
  1200. HLSG A 1 A_Lower
  1201. Loop
  1202. Select:
  1203. HLSG A 1 A_Raise
  1204. Loop
  1205. AltFire:
  1206. HLSG A 0 A_JumpIfInventory("Reloading",1,"EndReloading")
  1207. HLSG A 0 A_JumpIfInventory("ShotgunMag",2,"GoAltFire")
  1208. HLSG A 0 A_JumpIfInventory("ShotgunMag",1,"GoFire")
  1209. goto Click
  1210. GoAltFire:
  1211. //HLPR Y 1
  1212. HLSG D 0
  1213. HLSG D 1 A_FireBullets(8,4,12,12,"BulletPuff",1)
  1214. HLSG D 0 A_PlaySound("HShotgun/AltFire",CHAN_WEAPON)
  1215. HLSG D 0 A_TakeInventory("ShotgunMag",2)
  1216. HLSG EF 3 ACS_Execute(699,0,-300)
  1217. HLSG GHIJK 2 ACS_Execute(699,0,120)
  1218. HLSG LMNOPQRSTU 2
  1219. goto Ready
  1220. Fire:
  1221. HLSG A 0 A_JumpIfInventory("Reloading",1,"EndReloading")
  1222. HLSG A 0 A_JumpIfInventory("ShotgunMag",1,"GoFire")
  1223. goto Click
  1224. GoFire:
  1225. //HLPR Y 1
  1226. HLSG D 0
  1227. HLSG D 1 A_FireBullets(8,4,6,12,"BulletPuff",1)
  1228. HLSG D 0 A_PlaySound("HShotgun/Fire",CHAN_WEAPON)
  1229. HLSG D 0 A_TakeInventory("ShotgunMag",1)
  1230. HLSG EF 2 ACS_Execute(699,0,-200)
  1231. HLSG GHIJK 2 ACS_Execute(699,0,80)
  1232. HLSG LMNOPQRSTU 2
  1233. goto Ready
  1234. Click:
  1235. HLSG A 5 A_PlaySound("HLPistol/Empty")
  1236. HLPA A 0 A_GiveInventory("Reloading",1)
  1237. goto Reload
  1238. Reload:
  1239. HLPR A 0 A_JumpIfInventory("ShotgunMag",6,"TakeReloading")
  1240. 357R A 0 A_PlaySound("HShotgun/Reload")
  1241. HSGR ABCD 1 A_ReFire
  1242. Reload2:
  1243. HSGR EEEE 1 A_ReFire
  1244. HSGR A 0 A_PlaySound("HShotgun/Reload2")
  1245. HSGR FFGG 1 A_ReFire
  1246. HSGR I 0 A_GiveInventory("ShotgunMag", 1)
  1247. HSGR I 0 A_TakeInventory("ShotgunClip", 1)
  1248. HSGR HHII 1 A_ReFire
  1249. HLPR A 0 A_JumpIfInventory("ShotgunMag",6,"EndReloading")
  1250. loop
  1251. EndReloading:
  1252. HSRF A 0 A_StopSound(CHAN_WEAPON)
  1253. HSRF A 0 A_TakeInventory("Reloading",1)
  1254. HSRF ABCDEF 2
  1255. goto Ready
  1256. }
  1257. }
  1258.  
  1259. Actor ShotgunClip : Ammo
  1260. {
  1261. Inventory.MaxAmount 60
  1262. Ammo.BackpackAmount 30
  1263. Ammo.BackpackMaxAmount 120
  1264. }
  1265.  
  1266. Actor ShotgunMag : Ammo
  1267. {
  1268. Inventory.MaxAmount 6
  1269. Ammo.BackpackAmount 0
  1270. Ammo.BackpackMaxAmount 6
  1271. }
  1272.  
  1273.  
  1274. //////////////
  1275. /* Crossbow */
  1276. //////////////
  1277.  
  1278. Actor HLCrossbow : Weapon
  1279. {
  1280. +WEAPON.NOAUTOAIM
  1281. +WEAPON.DONTBOB
  1282. +Weapon.NOALERT
  1283. +INVENTORY.UNDROPPABLE
  1284. +WEAPON.NOAUTOFIRE
  1285. Weapon.AmmoUse1 0
  1286. Weapon.AmmoType1 "CrossbowMag"
  1287. Weapon.AmmoType2 "CrossbowClip"
  1288. Weapon.AmmoUse2 0
  1289. Weapon.SlotNumber 4
  1290. decal BulletChip1
  1291. States
  1292. {
  1293. Spawn:
  1294. HCRB A -1
  1295. NoAmmoReady:
  1296. HCRB G 1 A_WeaponReady
  1297. HCRB A 0 A_ZoomFactor(1.0)
  1298. HCRB A 0 A_TakeInventory("CrossbowZoom",2)
  1299. HCRB A 0 A_JumpIfInventory("CrossbowClip",1,"ContinueFireNormal")
  1300. HSRF A 0 A_StopSound(CHAN_WEAPON)
  1301. HCRB G 1 A_WeaponReady
  1302. HCRB G 1 A_WeaponReady
  1303. HCRB G 1 A_WeaponReady
  1304. HCRB G 1 A_WeaponReady
  1305. HCRB G 1 A_WeaponReady
  1306. HCRB G 1 A_WeaponReady
  1307. HCRB G 1 A_WeaponReady
  1308. HCRB G 1 A_WeaponReady
  1309. HCRB G 1 A_WeaponReady
  1310. HCRB G 1 A_WeaponReady
  1311. HCRB G 1 A_WeaponReady
  1312. HCRB G 1 A_WeaponReady
  1313. HCRB G 1 A_WeaponReady
  1314. HCRB G 1 A_WeaponReady
  1315. HCRB G 1 A_WeaponReady
  1316. HCRB A 0 A_JumpIfInventory("RegenCounter",16,"GiveCrossbowAmmo")
  1317. HCRB A 0 A_GiveInventory("RegenCounter",1)
  1318. loop
  1319. Ready:
  1320. HCRB A 0 A_JumpIfInventory("CrossbowMag",1,"ReadyReal")
  1321. goto NoAmmoReady
  1322. ReadyReal:
  1323. HCRB A 2 A_WeaponReady
  1324. HCRB A 0 A_ZoomFactor(1.0)
  1325. HCRB A 1 A_WeaponReady
  1326. HCRB A 0 A_ZoomFactor(1.0)
  1327. HCRB A 1 A_WeaponReady
  1328. HCRB A 0 A_ZoomFactor(1.0)
  1329. HCRB B 1 A_WeaponReady
  1330. HCRB B 0 A_ZoomFactor(1.0)
  1331. HCRB B 1 A_WeaponReady
  1332. HCRB B 0 A_ZoomFactor(1.0)
  1333. HCRB B 1 A_WeaponReady
  1334. HCRB B 0 A_ZoomFactor(1.0)
  1335. HCRB C 1 A_WeaponReady
  1336. HCRB C 0 A_ZoomFactor(1.0)
  1337. HCRB C 1 A_WeaponReady
  1338. HCRB C 0 A_ZoomFactor(1.0)
  1339. HCRB C 1 A_WeaponReady
  1340. HCRB C 0 A_ZoomFactor(1.0)
  1341. HCRB B 1 A_WeaponReady
  1342. HCRB B 0 A_ZoomFactor(1.0)
  1343. HCRB B 1 A_WeaponReady
  1344. HCRB B 0 A_ZoomFactor(1.0)
  1345. HCRB B 1 A_WeaponReady
  1346. HCRB B 0 A_ZoomFactor(1.0)
  1347. HCRB C 1 A_WeaponReady
  1348. HCRB C 0 A_ZoomFactor(1.0)
  1349. HCRB C 1 A_WeaponReady
  1350. HCRB C 0 A_ZoomFactor(1.0)
  1351. HCRB C 1 A_WeaponReady
  1352. HCRB C 0 A_ZoomFactor(1.0)
  1353. HCRB A 0 A_JumpIfInventory("RegenCounter",16,"GiveCrossbowAmmo")
  1354. HCRB A 0 A_GiveInventory("RegenCounter",1)
  1355. loop
  1356. GiveCrossbowAmmo:
  1357. HLPR A 0 A_GiveInventory("CrossbowClip",1)
  1358. HLPR A 0 A_TakeInventory("RegenCounter",16)
  1359. HLPR A 0 A_JumpIfInventory("CrossbowZoom", 2,"ZoomReady")
  1360. goto ReadyReal
  1361. ZoomReady:
  1362. TNT1 A 1 A_WeaponReady
  1363. TNT1 A 1 A_WeaponReady
  1364. TNT1 A 1 A_WeaponReady
  1365. TNT1 A 1 A_WeaponReady
  1366. TNT1 A 1 A_WeaponReady
  1367. TNT1 A 1 A_WeaponReady
  1368. TNT1 A 1 A_WeaponReady
  1369. TNT1 A 1 A_WeaponReady
  1370. TNT1 A 1 A_WeaponReady
  1371. TNT1 A 1 A_WeaponReady
  1372. TNT1 A 1 A_WeaponReady
  1373. TNT1 A 1 A_WeaponReady
  1374. TNT1 A 1 A_WeaponReady
  1375. TNT1 A 1 A_WeaponReady
  1376. TNT1 A 1 A_WeaponReady
  1377. TNT1 A 1 A_WeaponReady
  1378. HCRB A 0 A_JumpIfInventory("RegenCounter",16,"GiveCrossbowAmmo")
  1379. HCRB A 0 A_GiveInventory("RegenCounter",1)
  1380. Loop
  1381. Deselect:
  1382. HCRB A 0 A_TakeInventory("CrossbowZoom", 2)
  1383. HCRB A 0 A_JumpIfInventory("CrossbowMag", 1,"DeselectNormal")
  1384. HCRB G 1 A_Lower
  1385. loop
  1386. DeselectNormal:
  1387. HCRB A 1 A_Lower
  1388. Loop
  1389. Select:
  1390. HCRB A 0 A_JumpIfInventory("CrossbowMag", 1,"SelectNormal")
  1391. HCRB G 1 A_Raise
  1392. loop
  1393. SelectNormal:
  1394. HCRB A 1 A_Raise
  1395. Loop
  1396. AltFire:
  1397. TNT1 A 1
  1398. HCRB A 0 A_JumpIfInventory("CrossbowZoom", 2, "ZoomOut")
  1399. Zoom:
  1400. TNT1 A 0 A_ZoomFactor(6.0)
  1401. TNT1 A 0 A_GiveInventory ("CrossbowZoom", 2)
  1402. TNT1 A 3
  1403. Goto ZoomReady
  1404. ZoomOut:
  1405. TNT1 A 0 A_TakeInventory ("CrossbowZoom", 2)
  1406. TNT1 A 1
  1407. goto Ready
  1408. Fire:
  1409. HCRB A 0 A_JumpIfInventory("CrossbowMag",1,"KeepGoing")
  1410. goto NoAmmoReady
  1411. KeepGoing:
  1412. HCRB A 0 A_JumpIfInventory("CrossbowZoom",2,"FireZoomed")
  1413. FireNormal:
  1414. HCRB D 0
  1415. HCRB D 1 A_FireCustomMissile("CrossbowBolt",0,0,12,0)
  1416. HCRB D 0 A_PlayWeaponSound("Crossbow/1")
  1417. HCRB D 0 A_TakeInventory("CrossbowMag",1)
  1418. HCRB EFG 2 ACS_Execute(699,0,-120)
  1419. HCRB A 0 A_JumpIfInventory("CrossbowClip",1,"ContinueFireNormal")
  1420. goto NoAmmoReady
  1421. ContinueFireNormal:
  1422. HCRB HIJ 2
  1423. HCRB KLMNO 2 ACS_Execute(699,0,72)
  1424. HCRB PQRSTUV 2
  1425. HCRB V 0 A_PlaySound("Crossbow/2")
  1426. HCRB WXYZ 2
  1427. HCR2 AABBCCDDEEFFGGHHIIJJKK 1
  1428. HCRB D 0 A_TakeInventory("CrossbowClip",1)
  1429. HCRB D 0 A_GiveInventory("CrossbowMag",1)
  1430. goto Ready
  1431. FireZoomed:
  1432. Null D 0
  1433. Null D 1 A_FireCustomMissile("CrossbowBolt",0,0,0,8)
  1434. Null D 0 A_PlayWeaponSound("Crossbow/1")
  1435. Null D 0 A_TakeInventory("CrossbowMag",1)
  1436. Null EFG 2
  1437. HCRB A 0 A_JumpIfInventory("CrossbowClip",1,"ContinueFireAlt")
  1438. goto NoAmmoReady
  1439. ContinueFireAlt:
  1440. Null HIJKLMNOPQRSTUV 2
  1441. Null V 0 A_PlaySound("Crossbow/2")
  1442. Null WXYZ 2
  1443. Null AABBCCDDEEFFGGHHIIJJKK 1
  1444. Null D 0 A_TakeInventory("CrossbowClip",1)
  1445. Null D 0 A_GiveInventory("CrossbowMag",1)
  1446. goto ZoomReady
  1447. }
  1448. }
  1449.  
  1450. Actor CrossbowZoom : Inventory
  1451. {
  1452. Inventory.Maxamount 2
  1453. -INVBAR
  1454. }
  1455.  
  1456. Actor CrossbowClip : Ammo
  1457. {
  1458. Inventory.MaxAmount 20
  1459. Ammo.BackpackAmount 5
  1460. Ammo.BackpackMaxAmount 40
  1461. }
  1462.  
  1463. Actor CrossbowMag : Ammo
  1464. {
  1465. Inventory.MaxAmount 1
  1466. Ammo.BackpackAmount 0
  1467. Ammo.BackpackMaxAmount 1
  1468. }
  1469.  
  1470. Actor CrossbowBolt
  1471. {
  1472. decal BulletChip1
  1473. Scale .3
  1474. -NoGravity
  1475. Gravity .3
  1476. Projectile
  1477. //+Ripper
  1478. Speed 60
  1479. Mass 5
  1480. Damage 80
  1481. Radius 2
  1482. Height 2
  1483. States
  1484. {
  1485. Spawn:
  1486. CBLT A 1 Bright
  1487. CBLT A 0 A_SpawnitemEx("BoltGlow",0,-4,4)
  1488. Loop
  1489. Death:
  1490. CBLT A 350
  1491. Fade:
  1492. CBLT A 1 A_FadeOut(.05)
  1493. loop
  1494. XDeath:
  1495. CBLT A 0 A_Gravity
  1496. CBLT A 350
  1497. goto Fade
  1498. stop
  1499. }
  1500. }
  1501.  
  1502.  
  1503. Actor BoltGlow
  1504. {
  1505. +CLIENTSIDEONLY
  1506. Gravity 0
  1507. Alpha .5
  1508. -Solid
  1509. Scale .5
  1510. Speed 20
  1511. States
  1512. {
  1513. Spawn:
  1514. CBTG A 1 BRIGHT A_FadeOut (0.125)
  1515. CBTG A 0 A_SpawnitemEx("BoltGlow2")
  1516. }
  1517. }
  1518.  
  1519.  
  1520. Actor BoltGlow2
  1521. {
  1522. Gravity 0
  1523. Alpha .5
  1524. -Solid
  1525. Scale .5
  1526. Speed 6
  1527. States
  1528. {
  1529. Spawn:
  1530. CBTG A 1 BRIGHT A_FadeOut (0.125)
  1531. loop
  1532. }
  1533. }
  1534.  
  1535.  
  1536. //////////
  1537. /* SMG1 */
  1538. //////////
  1539.  
  1540. Actor HLSMG1 : Weapon
  1541. {
  1542. +WEAPON.NOAUTOAIM
  1543. Weapon.AmmoUse1 0
  1544. Weapon.AmmoType1 "SMG1Mag"
  1545. Weapon.AmmoType2 "SMG1Clip"
  1546. Weapon.AmmoUse2 0
  1547. +INVENTORY.UNDROPPABLE
  1548. Weapon.SlotNumber 3
  1549. decal BulletChip1
  1550. States
  1551. {
  1552. Spawn:
  1553. SMG1 A -1
  1554. Ready:
  1555. SMG1 A 0 A_GiveInventory("Reloader",1)
  1556. SMG1 A 0 A_JumpIfNoAmmo("Reload")
  1557. SMG1 A 1 A_WeaponReady
  1558. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1559. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1560. SMG1 A 1 A_WeaponReady
  1561. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1562. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1563. SMG1 A 1 A_WeaponReady
  1564. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1565. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1566. SMG1 A 1 A_WeaponReady
  1567. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1568. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1569. SMG1 A 1 A_WeaponReady
  1570. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1571. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1572. SMG1 B 1 A_WeaponReady
  1573. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1574. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1575. SMG1 B 1 A_WeaponReady
  1576. HLPR A 0 A_GiveInventory("SMG1Clip",1)
  1577. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1578. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1579. SMG1 B 1 A_WeaponReady
  1580. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1581. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1582. SMG1 B 1 A_WeaponReady
  1583. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1584. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1585. SMG1 B 1 A_WeaponReady
  1586. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1587. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1588. SMG1 C 1 A_WeaponReady
  1589. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1590. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1591. SMG1 C 1 A_WeaponReady
  1592. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1593. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1594. SMG1 C 1 A_WeaponReady
  1595. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1596. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1597. SMG1 C 1 A_WeaponReady
  1598. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1599. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1600. SMG1 C 1 A_WeaponReady
  1601. SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
  1602. SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  1603. HLPR A 0 A_GiveInventory("SMG1Clip",1)
  1604. HLPR A 0 A_JumpIfInventory("RegenCounter",16,"GiveGrenade")
  1605. HLPR A 0 A_GiveInventory("RegenCounter",1)
  1606. loop
  1607. GiveGrenade:
  1608. HLPR A 0 A_GiveInventory("SMGGrenadeAmmo",1)
  1609. HLPR A 0 A_TakeInventory("RegenCounter",16)
  1610. goto Ready
  1611. Deselect:
  1612. SMG1 A 1 A_Lower
  1613. Loop
  1614. Select:
  1615. SMG1 A 1 A_Raise
  1616. Loop
  1617. Fire:
  1618. SMG1 A 0 A_JumpIfInventory("SMG1Mag",1,"GoFire")
  1619. goto Click
  1620. GoFire:
  1621. SMG1 A 0 A_Jump(127,"Fire2Check")
  1622. goto Fire1Check
  1623. Fire1Check:
  1624. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",6,"Fire16")
  1625. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",5,"Fire15")
  1626. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",4,"Fire14")
  1627. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",3,"Fire13")
  1628. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",2,"Fire12")
  1629. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",1,"Fire11")
  1630. Fire10:
  1631. SMG1 D 1 A_FireBullets(0,0,1,8,"BulletPuff",1)
  1632. goto FireFinish
  1633. Fire11:
  1634. SMG1 D 1 A_FireBullets(.5,.5,1,8,"BulletPuff",1)
  1635. SMG1 D 0 ACS_Execute(699,0,(Random(-15,15)),(Random(-15,15)))
  1636. goto FireFinish
  1637. Fire12:
  1638. SMG1 D 1 A_FireBullets(1,1,1,8,"BulletPuff",1)
  1639. SMG1 D 0 ACS_Execute(699,0,(Random(-25,25)),(Random(-25,25)))
  1640. goto FireFinish
  1641. Fire13:
  1642. SMG1 D 1 A_FireBullets(1.5,1.5,1,8,"BulletPuff",1)
  1643. SMG1 D 0 ACS_Execute(699,0,(Random(-35,35)),(Random(-35,35)))
  1644. goto FireFinish
  1645. Fire14:
  1646. SMG1 D 1 A_FireBullets(2,2,1,8,"BulletPuff",1)
  1647. SMG1 D 0 ACS_Execute(699,0,(Random(-45,45)),(Random(-45,45)))
  1648. goto FireFinish
  1649. Fire15:
  1650. SMG1 D 1 A_FireBullets(2.5,2.5,1,8,"BulletPuff",1)
  1651. SMG1 D 0 ACS_Execute(699,0,(Random(-65,65)),(Random(-65,65)))
  1652. goto FireFinish
  1653. Fire16:
  1654. SMG1 D 1 A_FireBullets(3,3,1,8,"BulletPuff",1)
  1655. SMG1 D 0 ACS_Execute(699,0,(Random(-95,95)),(Random(-95,95)))
  1656. goto FireFinish
  1657. Fire2Check:
  1658. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",6,"Fire26")
  1659. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",5,"Fire25")
  1660. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",4,"Fire24")
  1661. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",3,"Fire23")
  1662. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",2,"Fire22")
  1663. SMG1 A 0 A_JumpIfInventory("SMGAccuracy",1,"Fire21")
  1664. Fire20:
  1665. SMG1 E 1 A_FireBullets(0,0,1,8,"BulletPuff",1)
  1666. SMG1 D 0 ACS_Execute(699,0,(Random(-15,15)),(Random(-15,15)))
  1667. goto FireFinish
  1668. Fire21:
  1669. SMG1 E 1 A_FireBullets(.5,.5,1,8,"BulletPuff",1)
  1670. SMG1 D 0 ACS_Execute(699,0,(Random(-25,25)),(Random(-25,25)))
  1671. goto FireFinish
  1672. Fire22:
  1673. SMG1 E 1 A_FireBullets(1,1,1,8,"BulletPuff",1)
  1674. SMG1 D 0 ACS_Execute(699,0,(Random(-35,35)),(Random(-35,35)))
  1675. goto FireFinish
  1676. Fire23:
  1677. SMG1 E 1 A_FireBullets(1.5,1.5,1,8,"BulletPuff",1)
  1678. SMG1 D 0 ACS_Execute(699,0,(Random(-45,45)),(Random(-45,45)))
  1679. goto FireFinish
  1680. Fire24:
  1681. SMG1 E 1 A_FireBullets(2,2,1,8,"BulletPuff",1)
  1682. SMG1 D 0 ACS_Execute(699,0,(Random(-45,45)),(Random(-45,45)))
  1683. goto FireFinish
  1684. Fire25:
  1685. SMG1 E 1 A_FireBullets(2.5,2.5,1,8,"BulletPuff",1)
  1686. SMG1 D 0 ACS_Execute(699,0,(Random(-65,65)),(Random(-65,65)))
  1687. goto FireFinish
  1688. Fire26:
  1689. SMG1 E 1 A_FireBullets(3,3,1,8,"BulletPuff",1)
  1690. SMG1 D 0 ACS_Execute(699,0,(Random(-95,95)),(Random(-95,95)))
  1691. goto FireFinish
  1692. FireFinish:
  1693. SMG1 D 0 A_PlayWeaponSound("SMG1/Fire")
  1694. SMG1 D 0 A_TakeInventory("SMG1Mag",1)
  1695. SMG1 E 1
  1696. SMG1 F 1
  1697. SMG1 A 0 A_GiveInventory("SMGAccuracy",1)
  1698. HLPS A 0 A_Refire
  1699. SMG1 FF 1 A_ReFire
  1700. goto Ready
  1701. Click:
  1702. SMG1 A 5 A_PlaySound("HPistol/Empty")
  1703. SMG1 A 0 A_TakeInventory("SMGAccuracy",6)
  1704. HLPA A 0 A_GiveInventory("Reloading",1)
  1705. goto Reload
  1706. Reload:
  1707. SMG1 A 0 A_TakeInventory("Reloading",1)
  1708. SMG1 A 0 A_JumpIfInventory("SMG1Mag",45,"Ready")
  1709. SMG1 A 0 A_JumpIfInventory("SMG1Clip",1,"Reload2")
  1710. goto ready
  1711. Reload2:
  1712. SMG1 A 0 A_PlaySound("SMG1/Reload")
  1713. SMGR ABCDEFGHIJKLMNOPQR 2
  1714. HPR2 E 0 A_TakeInventory("Reloading",1)
  1715. GiveShit:
  1716. HLPR A 0 A_GiveInventory("SMG1Mag",1)
  1717. HLPR A 0 A_TakeInventory("SMG1Clip",1)
  1718. HLPR A 0 A_JumpIfInventory("SMG1Mag",45,"Ready")
  1719. HLPR A 0 A_JumpIfInventory("SMG1Clip",1,"GiveShit")
  1720. SMG1 A 0 A_TakeInventory("SMGAccuracy",6)
  1721. goto ready
  1722. AltFire:
  1723. SMG1 A 0 A_JumpIfInventory("SMGGrenadeAmmo",1,"FireGrenade")
  1724. goto Click
  1725. FireGrenade:
  1726. SMG1 G 1 A_FireCustomMissile("SMGGrenade",0,0,0,10)
  1727. SMG1 G 0 A_TakeInventory("SMGGrenadeAmmo",1)
  1728. SMG1 G 0 A_PlaySound("SMG1/AltFire")
  1729. SMG1 GGHH 1 ACS_Execute(699,0,-96)
  1730. SMG1 IIJJ 1
  1731. SMG1 KKLLMMNN 1 ACS_Execute(699,0,48)
  1732. goto Ready
  1733. }
  1734. }
  1735.  
  1736. Actor SMGAccuracy : Inventory
  1737. {
  1738. Inventory.MaxAmount 6
  1739. -INVBAR
  1740. +INVENTORY.UNDROPPABLE
  1741. }
  1742.  
  1743. Actor SMGGrenadeAmmo : CustomInventory
  1744. {
  1745. Scale 0.5
  1746. Inventory.Amount 1
  1747. +INVENTORY.UNDROPPABLE
  1748. -INVENTORY.KEEPDEPLETED
  1749. Inventory.Icon HSGNI0
  1750. Inventory.MaxAmount 10
  1751. +Inventory.INVBAR
  1752. States
  1753. {
  1754. Use:
  1755. TNT1 A 0 A_JumpIfInventory("Eh?",5,"Heh")
  1756. TNT1 A 0 A_Print("Why the hell are you using this?")
  1757. fail
  1758. Heh:
  1759. TNT1 A 0 A_Print("No, seriously, why?")
  1760. TNT1 A 0 A_GiveInventory("Lolwat",1)
  1761. fail
  1762. }
  1763. }
  1764.  
  1765.  
  1766. Actor SMG1Clip : Ammo
  1767. {
  1768. Inventory.MaxAmount 360
  1769. Ammo.BackpackAmount 135
  1770. Ammo.BackpackMaxAmount 720
  1771. }
  1772.  
  1773. Actor SMG1Mag : Ammo
  1774. {
  1775. Inventory.MaxAmount 45
  1776. Ammo.BackpackAmount 0
  1777. Ammo.BackpackMaxAmount 45
  1778. }
  1779.  
  1780. Actor SMGGrenade
  1781. {
  1782. Projectile
  1783. Gravity .5
  1784. Mass 30
  1785. Speed 30
  1786. Radius 7
  1787. Height 7
  1788. Damage (Random(50,75))
  1789. +GRENADETRAIL
  1790. -NOGRAVITY
  1791. DeathSound "SMG1/GrenadeExplode"
  1792. States
  1793. {
  1794. Spawn:
  1795. HSGN A 0 ThrustThingZ(0,75,0,1)
  1796. Go:
  1797. HSGN A 1
  1798. Loop
  1799. Death:
  1800. MISL B 4 Bright A_Explode
  1801. MISL C 3 Bright
  1802. MISL D 2 Bright
  1803. Stop
  1804. }
  1805. }
  1806.  
  1807. /*#################################################
  1808. ################### Pickups ###################
  1809. #################################################*/
  1810.  
  1811. Actor PulseRiflePickup : CustomInventory
  1812. {
  1813. Inventory.MaxAmount 1
  1814. Inventory.Amount 1
  1815. Radius 30
  1816. Height 20
  1817. Inventory.PickupMessage "Picked up a Pulse Rifle. don't Disintegrate yourself!"
  1818. States
  1819. {
  1820. Spawn:
  1821. WPRF A -1
  1822. loop
  1823. Pickup:
  1824. Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
  1825. stop
  1826. GiveShit:
  1827. Null A 0 A_GiveInventory("PulseRifle",1)
  1828. stop
  1829. }
  1830. }
  1831.  
  1832. Actor SMGPickup : CustomInventory
  1833. {
  1834. Inventory.MaxAmount 1
  1835. Inventory.Amount 1
  1836. Radius 30
  1837. Height 20
  1838. Inventory.PickupMessage "Picked up an MP7. Yes, there's a grenade launcher somewhere on it."
  1839. States
  1840. {
  1841. Spawn:
  1842. WSMG A -1
  1843. loop
  1844. Pickup:
  1845. Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
  1846. stop
  1847. GiveShit:
  1848. Null A 0 A_GiveInventory("HLSMG1",1)
  1849. stop
  1850. }
  1851. }
  1852.  
  1853. Actor CrossbowPickup : CustomInventory
  1854. {
  1855. Inventory.MaxAmount 1
  1856. Inventory.Amount 1
  1857. Radius 30
  1858. Height 20
  1859. Inventory.PickupMessage "Picked up a Crossbow. Looks like shishkebab for dinner!"
  1860. States
  1861. {
  1862. Spawn:
  1863. WCRB A -1
  1864. loop
  1865. Pickup:
  1866. Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
  1867. stop
  1868. GiveShit:
  1869. Null A 0 A_GiveInventory("HLCrossbow",1)
  1870. stop
  1871. }
  1872. }
  1873.  
  1874. Actor 357Pickup : CustomInventory
  1875. {
  1876. Inventory.MaxAmount 1
  1877. Inventory.Amount 1
  1878. Radius 30
  1879. Height 20
  1880. Inventory.PickupMessage "Picked up a .357 Magnum. You feel lucky for some reason."
  1881. States
  1882. {
  1883. Spawn:
  1884. W357 A -1
  1885. loop
  1886. Pickup:
  1887. Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
  1888. stop
  1889. GiveShit:
  1890. Null A 0 A_GiveInventory("357Magnum",1)
  1891. stop
  1892. }
  1893. }
  1894.  
  1895. Actor ShotgunPickup : CustomInventory
  1896. {
  1897. Inventory.MaxAmount 1
  1898. Inventory.Amount 1
  1899. Inventory.PickupMessage "Picked up a SPAS-12. Be Careful what you aim that at."
  1900. Radius 30
  1901. Height 20
  1902. States
  1903. {
  1904. Spawn:
  1905. WSHT A -1
  1906. loop
  1907. Pickup:
  1908. Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
  1909. stop
  1910. GiveShit:
  1911. Null A 0 A_GiveInventory("HLShotgun",1)
  1912. stop
  1913. }
  1914. }
  1915.  
  1916. /////////////
  1917. /* Crowbar */
  1918. /////////////
  1919.  
  1920.  
  1921. Actor Crowbar : Weapon
  1922. {
  1923. +WEAPON.NOAUTOAIM
  1924. +Weapon.MeleeWeapon
  1925. +INVENTORY.UNDROPPABLE
  1926. +Weapon.NOALERT
  1927. Weapon.SlotNumber 1
  1928. States
  1929. {
  1930. Ready:
  1931. HCRW A 0 A_TakeInventory("IsHitting",1)
  1932. HCRW AAA 2 A_WeaponReady
  1933. HCRW BBB 2 A_WeaponReady
  1934. HCRW CCC 2 A_WeaponReady
  1935. loop
  1936. Select:
  1937. HCRW A 1 A_Raise
  1938. loop
  1939. Deselect:
  1940. HCRW A 1 A_Lower
  1941. loop
  1942. Fire:
  1943. HCRW A 0 A_JumpIfInventory("Qué?",7,"Como")
  1944. HCRW A 0 A_GiveInventory("Qué?",1)
  1945. HCRW A 0 A_CustomPunch(1,1,0,"CrowbarPuff",64)
  1946. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1947. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1948. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1949. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1950. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1951. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1952. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1953. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1954. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1955. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1956. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1957. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1958. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1959. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1960. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1961. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1962. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1963. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1964. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1965. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1966. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1967. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1968. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1969. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1970. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1971. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1972. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1973. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1974. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1975. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1976. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1977. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1978. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1979. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1980. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1981. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1982. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1983. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1984. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1985. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1986. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1987. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1988. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1989. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1990. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1991. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1992. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1993. HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
  1994. HCRW A 1
  1995. HCRW A 0 A_JumpIfInventory("IsHitting",1,"HitFire")
  1996. HCRW A 0 A_Jump(127,"Fire2")
  1997. goto Fire1
  1998. Fire1:
  1999. HCRW A 0 A_PlayWeaponSound("Crowbar/Swing")
  2000. HCRW D 2
  2001. HCRW E 2
  2002. HCRW F 1
  2003. HCRW G 2
  2004. goto FinishFire
  2005. Fire2:
  2006. HCRW A 0 A_PlayWeaponSound("Crowbar/Swing")
  2007. HCRW H 2
  2008. HCRW I 2
  2009. HCRW J 1
  2010. HCRW K 2
  2011. goto FinishFire
  2012. FinishFire:
  2013. HCRR AABBCC 1
  2014. HCRR DDEEFFGGHHII 1 A_ReFire
  2015. goto Ready
  2016. HitFire:
  2017. HCH1 A 0 A_Jump(128,"HitFire2")
  2018. HitFire1:
  2019. HCH1 A 0 A_TakeInventory("IsHitting",1)
  2020. HCH1 A 2
  2021. HCH1 B 2
  2022. HCH1 C 1
  2023. HCH1 D 2
  2024. HCRW A 0 A_TakeInventory("IsHitting",1)
  2025. HCH1 EFFGG 1
  2026. HCH1 HHIIJKLMM 1 A_ReFire
  2027. goto Ready
  2028. HitFire2:
  2029. HCH2 A 0 A_TakeInventory("IsHitting",1)
  2030. HCH2 A 2
  2031. HCH2 B 2
  2032. HCH2 C 1
  2033. HCH2 D 2
  2034. HCRW A 0 A_TakeInventory("IsHitting",1)
  2035. HCH2 EFFGG 1
  2036. HCH2 HHIIJKLMM 1 A_ReFire
  2037. goto Ready
  2038. Como:
  2039. HCRW A 0 A_TakeInventory("Qué?",7)
  2040. HCRW A 0 A_TakeInventory("Eh?",6)
  2041. goto Fire
  2042. }
  2043. }
  2044.  
  2045. Actor "Qué?" : Inventory
  2046. {
  2047. Inventory.MaxAmount 7
  2048. -Invbar
  2049. }
  2050.  
  2051. Actor CrowbarPuff
  2052. {
  2053. Decal BulletChip1
  2054. Radius 0
  2055. Height 1
  2056. Speed 0
  2057. PROJECTILE
  2058. +NOEXTREMEDEATH
  2059. +PUFFONACTORS
  2060. +LOOKALLAROUND
  2061. +PUFFGETSOWNER
  2062. AttackSound "Crowbar/Hit"
  2063. SeeSound "Crowbar/FleshHit"
  2064. RenderStyle Translucent
  2065. Alpha 0.5
  2066. VSpeed 1
  2067. Mass 5
  2068. States
  2069. {
  2070. Crash:
  2071. Spawn:
  2072. PUFF A 1
  2073. PUFF A 0 A_GiveToTarget("IsHitting",1)
  2074. PUFF A 4 bright
  2075. PUFF B 4
  2076. PUFF CD 4
  2077. Stop
  2078. }
  2079. }
  2080.  
  2081. Actor InvisiblePuff
  2082. {
  2083. +BLOODLESSIMPACT
  2084. Radius 0
  2085. Height 1
  2086. Speed 0
  2087. PROJECTILE
  2088. +NOEXTREMEDEATH
  2089. +PUFFONACTORS
  2090. +LOOKALLAROUND
  2091. +PUFFGETSOWNER
  2092. States
  2093. {
  2094. Spawn:
  2095. Crash:
  2096. NULL A 1
  2097. Stop
  2098. }
  2099. }
  2100.  
  2101. Actor IsHitting : Inventory
  2102. {
  2103. -INVBAR
  2104. Inventory.MaxAmount 1
  2105. +INVENTORY.UNDROPPABLE
  2106. }
  2107.  
  2108. Actor RegenCounter : Inventory
  2109. {
  2110. -INVBAR
  2111. Inventory.MaxAmount 16
  2112. +INVENTORY.UNDROPPABLE
  2113. }
  2114.  
  2115. Actor Lolwat : Inventory
  2116. {
  2117. Inventory.MaxAmount 1
  2118. -Invbar
  2119. }
  2120.  
  2121. /////////
  2122. /* RPG */
  2123. /////////
  2124.  
  2125.  
  2126. Actor HLRPG : Weapon
  2127. {
  2128. +WEAPON.NOAUTOAIM
  2129. +INVENTORY.UNDROPPABLE
  2130. Weapon.SlotNumber 5
  2131. +Weapon.NOAutoFire
  2132. States
  2133. {
  2134. Ready:
  2135. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2136. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2137. HCRW A 1 A_WeaponReady
  2138. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2139. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2140. HCRW A 1 A_WeaponReady
  2141. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2142. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2143. HCRW A 1 A_WeaponReady
  2144. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2145. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2146. HCRW B 1 A_WeaponReady
  2147. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2148. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2149. HCRW B 1 A_WeaponReady
  2150. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2151. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2152. HCRW B 1 A_WeaponReady
  2153. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2154. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2155. HCRW C 1 A_WeaponReady
  2156. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2157. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2158. HCRW C 1 A_WeaponReady
  2159. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2160. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2161. HCRW C 1 A_WeaponReady
  2162. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2163. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2164. loop
  2165. Select:
  2166. HCRW A 1 A_Raise
  2167. loop
  2168. Deselect:
  2169. HCRW A 1 A_Lower
  2170. loop
  2171. Fire:
  2172. HCRW A 0 A_PlaySound("weapons/rocklf")
  2173. HCRW B 1 A_FireCustomMissile("HLRocket")
  2174. HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2175. HCRW GGGG 1 A_FireBullets(0,0,5,0,"RocketLaser")
  2176. HCRW G 0 A_FireBullets(0,0,5,0,"RocketLaser")
  2177. goto Ready
  2178. }
  2179. }
  2180.  
  2181. actor HLRocket
  2182. {
  2183. Damagetype Friendly
  2184. Game Doom
  2185. SpawnID 234
  2186. Radius 11
  2187. Height 8
  2188. Speed 20
  2189. Damage 20
  2190. Projectile
  2191. +FRIENDLY
  2192. +DEHEXPLOSION
  2193. -SOLID
  2194. //Damagetype Disintegrate
  2195. DeathSound "SMG1/GrenadeExplode"
  2196. Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
  2197. States
  2198. {
  2199. Spawn:
  2200. MISL A 0 Thing_ChangeTID(0,3922)
  2201. MISL A 5
  2202. //MISL A 0 Thing_Hate(0,3911,6)
  2203. //MISL A 0 A_FaceTarget
  2204. //MISL A 0 //A_CustomMissile("HLRocket",0,0,0,CMF_TRACKOWNER)
  2205. MISL A 0 Thing_ProjectileAimed(0,234,150,3911)
  2206. stop
  2207. Death:
  2208. MISL B 4 bright A_Explode
  2209. MISL C 3 bright
  2210. MISL D 2 bright
  2211. stop
  2212. }
  2213. }
  2214.  
  2215.  
  2216. Actor RocketLaser
  2217. {
  2218. Scale .5
  2219. Radius 1
  2220. Height 1
  2221. Speed 0
  2222. PROJECTILE
  2223. +NOEXTREMEDEATH
  2224. +PUFFONACTORS
  2225. +LOOKALLAROUND
  2226. +PUFFGETSOWNER
  2227. +ALWAYSPUFF
  2228. +bloodlessimpact
  2229. +PAINLESS
  2230. VSpeed 1
  2231. Mass 5
  2232. States
  2233. {
  2234. Spawn:
  2235. HPRL A 0 Thing_ChangeTID(3911,0)
  2236. HPRL A 0 Thing_Remove(3911)
  2237. HRPL A 0 Thing_ChangeTID(0,3911)
  2238. HRPL A 3
  2239. Stop
  2240. }
  2241. }
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