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- /*
- All materials - Sprites, sounds, and whatnot were all from Valve Software.
- */
- //Here goes absoultely nothing
- ACTOR Freeman : PlayerPawn
- {
- Speed 1
- Health 100
- Radius 16
- Height 56
- Mass 100
- PainChance 127
- DamageFactor "Ice", 0
- DamageFactor "Disintegrate", 0
- Player.DisplayName "Gordon Freeman"
- Player.CrouchSprite "PLYC"
- Player.StartItem "IsFreeman"
- Player.StartItem "Crowbar"
- //Player.StartItem "PulseRifle"
- Player.StartItem "PulseRifleClip", 180
- Player.StartItem "PulseRifleMag", 30
- Player.StartItem "PBallAmmo", 3
- Player.StartItem "HLPistol"
- Player.StartItem "HLPistolMag", 18
- Player.Startitem "HLPistolClip", 90
- //Player.StartItem "357Magnum"
- Player.StartItem "357Mag", 6
- Player.StartItem "357Clip", 36
- //Player.StartItem "HLShotgun"
- Player.StartItem "ShotgunMag", 6
- Player.StartItem "ShotgunClip", 30
- //Player.StartItem "HLCrossbow"
- Player.StartItem "CrossbowMag", 1
- Player.StartItem "CrossbowClip", 10
- Player.StartItem "HLSMG1"
- Player.StartItem "SMG1Mag", 45
- Player.StartItem "SMG1Clip", 180
- Player.StartItem "SMGGrenadeAmmo", 5
- Player.StartItem "Backpack", 1
- Player.ColorRange 112, 127
- //Player.StartItem "HLRPG" //fail fail fail
- Player.StartItem "GreenArmor"
- States
- {
- Spawn:
- PHOB A 1
- Loop
- See:
- PHOB AAAABBBBCCCCDDDD 1
- Loop
- Missile:
- PHOB E 12
- Goto Spawn
- Melee:
- PHOB F 6 BRIGHT
- Goto Missile
- Pain:
- PHOB G 4
- PHOB G 4 A_Pain
- Goto Spawn
- Death:
- PHOB H 0 A_PlayerSkinCheck("AltSkinDeath")
- Death1:
- PHOB H 10
- PHOB I 10 A_PlayerScream
- PHOB J 10 A_NoBlocking
- PHOB KLM 10
- PHOB N -1
- Stop
- XDeath:
- PHOB O 0 A_PlayerSkinCheck("AltSkinXDeath")
- XDeath1:
- PHOB O 5
- PHOB P 5 A_XScream
- PHOB Q 5 A_NoBlocking
- PHOB RSTUV 5
- PHOB W -1
- Stop
- AltSkinDeath:
- PHOB H 6
- PHOB I 6 A_PlayerScream
- PHOB JK 6
- PHOB L 6 A_NoBlocking
- PHOB MNO 6
- PHOB P -1
- Stop
- AltSkinXDeath:
- PHOB Q 5 A_PlayerScream
- PHOB R 0 A_NoBlocking
- PHOB R 5 A_SkullPop
- PHOB STUVWX 5
- PHOB Y -1
- Stop
- }
- }
- Actor IsFreeman : Inventory
- {
- +Inventory.Undroppable
- -Invbar
- Inventory.MaxAmount 1
- }
- Actor PortalGun : Weapon
- {
- +WEAPON.NOAUTOAIM
- Weapon.SlotNumber 0
- +WEAPON.DONTBOB
- +WEAPON.NOALERT
- decal BulletChip1
- States
- {
- Spawn:
- PORG A -1
- Loop
- Ready:
- PORG A 1 A_WeaponReady
- Loop
- BlueReady:
- PORG B 1 A_WeaponReady
- Loop
- OrangeReady:
- PORG J 1 A_WeaponReady
- Loop
- Deselect:
- PORG A 1 A_Lower
- Loop
- Select:
- PORG A 1 A_Raise
- Loop
- Fire:
- PORG B 2 A_PlayWeaponSound("P_Fire")
- PORG C 2
- PORG D 2 A_FireCustomMissile("BluePortalBall")
- PORG E 2
- PORG F 2
- PORG G 2
- PORG H 2
- PORG I 2
- goto BlueReady
- AltFire:
- PORG J 2 A_PlayWeaponSound("P_Fire")
- PORG K 2
- PORG L 2
- PORG M 2 A_FireCustomMissile("OrangePortalBall")
- PORG N 2
- PORG O 3
- PORG P 3
- goto OrangeReady
- }
- }
- Actor BluePortal
- {
- Species Portal
- Radius 20
- Height 56
- Scale 1.3
- Gravity 0
- -SOLID
- -SHOOTABLE
- -PUSHABLE
- //-NOBLOCKMAP
- +INVULNERABLE
- +BUMPSPECIAL
- TRANSLATION "112:127 = 192:207", "224:231 = 192:199"
- States
- {
- Spawn:
- TNT1 A 0 Thing_Remove(1073)
- TNT1 A 0 Thing_ChangeTID(0,1073)
- Sphawn:
- TNT1 A 1
- TNT1 A 0 A_SpawnItemEx("BluePortalImageC")
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("BluePortalImageC")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("BluePortalImageC")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("BluePortalImageC")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("BluePortalImageD")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("BluePortalImageD")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("BluePortalImageD")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("BluePortalImageD")
- loop
- UnSolidMe:
- TNT1 A 0 A_StopSound
- TNT1 A 0 A_PlaySound("P_Through")
- TNT1 A 0 A_ChangeFlag("SOLID",0)
- TNT1 AAA 1 A_SpawnItemEx("BluePortalImageD")
- TNT1 AAA 1 A_SpawnItemEx("BluePortalImageC")
- TNT1 AAA 1 A_SpawnItemEx("BluePortalImageD")
- TNT1 AAA 1 A_SpawnItemEx("BluePortalImageC")
- TNT1 AAA 1 A_SpawnItemEx("BluePortalImageD")
- TNT1 AAA 1 A_SpawnItemEx("BluePortalImageC")
- TNT1 A 0 A_TakeInventory("Unsolid",1)
- goto Sphawn
- }
- }
- Actor BluePortalImageC
- {
- Species Portal
- Radius 20
- Height 24
- Scale 1.3
- -SOLID
- -SHOOTABLE
- -PUSHABLE
- //-NOBLOCKMAP
- +INVULNERABLE
- //+BUMPSPECIAL
- TRANSLATION "112:127 = 192:207", "224:231 = 192:199"
- States
- {
- Spawn:
- TFOG C 3
- stop
- }
- }
- Actor BluePortalImageD
- {
- Species Portal
- Radius 20
- Height 24
- Scale 1.3
- -SOLID
- -SHOOTABLE
- -PUSHABLE
- //-NOBLOCKMAP
- +INVULNERABLE
- //+BUMPSPECIAL
- TRANSLATION "112:127 = 192:207", "224:231 = 192:199"
- States
- {
- Spawn:
- TFOG D 3
- stop
- }
- }
- Actor Unsolid : Inventory
- {
- Inventory.MaxAmount 1
- }
- Actor OrangePortal
- {
- Species Portal
- Radius 20
- Height 56
- Scale 1.3
- Gravity 0
- +SOLID
- -SHOOTABLE
- -PUSHABLE
- //-NOBLOCKMAP
- +INVULNERABLE
- +BUMPSPECIAL
- TRANSLATION "112:127 = 208:223", "224:231 = 208:231"
- States
- {
- Spawn:
- TNT1 A 0 Thing_Remove(1074)
- TNT1 A 0 Thing_ChangeTID(0,1074)
- Sphawn:
- TNT1 A 1
- TNT1 A 0 A_SpawnItemEx("OrangePortalImageC")
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("OrangePortalImageC")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("OrangePortalImageC")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("OrangePortalImageC")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("OrangePortalImageD")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("OrangePortalImageD")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("OrangePortalImageD")
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Unsolid",1,"UnsolidMe")
- TNT1 A 0 A_ChangeFlag("SOLID",1)
- TNT1 A 0 A_SpawnItemEx("OrangePortalImageD")
- loop
- UnSolidMe:
- TNT1 A 0 A_StopSound
- TNT1 A 0 A_PlaySound("P_Through")
- TNT1 A 0 A_ChangeFlag("SOLID",0)
- TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageD")
- TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageC")
- TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageD")
- TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageC")
- TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageD")
- TNT1 AAA 1 A_SpawnItemEx("OrangePortalImageC")
- TNT1 A 0 A_TakeInventory("Unsolid",1)
- goto Sphawn
- }
- }
- Actor OrangePortalImageC
- {
- Species Portal
- Radius 20
- Height 24
- Scale 1.3
- -SOLID
- -SHOOTABLE
- -PUSHABLE
- //-NOBLOCKMAP
- +INVULNERABLE
- //+BUMPSPECIAL
- TRANSLATION "112:127 = 208:223", "224:231 = 208:231"
- States
- {
- Spawn:
- TFOG C 3
- stop
- }
- }
- Actor OrangePortalImageD
- {
- Species Portal
- Radius 20
- Height 24
- Scale 1.3
- -SOLID
- -SHOOTABLE
- -PUSHABLE
- //-NOBLOCKMAP
- +INVULNERABLE
- //+BUMPSPECIAL
- TRANSLATION "112:127 = 208:223", "224:231 = 208:231"
- States
- {
- Spawn:
- TFOG D 3
- stop
- }
- }
- Actor OrangePortalBall
- {
- Species Portal
- Damage 0
- Projectile
- +RIPPER
- Radius 20
- Height 8
- Scale .75
- +bloodlessimpact
- +painless
- Speed 30
- TRANSLATION "176:191 = 208:223", "224:231 = 208:231"
- States
- {
- Spawn:
- BAL1 A 3
- BAL1 B 3
- loop
- Death:
- //Crash:
- BAL1 A 1 A_PlaySound("Portal/Open")
- BAL1 A 0 Thing_Remove(1074)
- BAL1 A 0 A_SpawnItemEx("OrangePortal")
- TNT1 A 30
- stop
- }
- }
- Actor BluePortalBall
- {
- Species Portal
- Damage 0
- Projectile
- +RIPPER
- Radius 20
- Height 8
- Scale .75
- Speed 30
- +bloodlessimpact
- +painless
- TRANSLATION "176:191 = 192:207", "224:231 = 192:199", "208:223 = 192:207", "168:175 = 192:207"
- States
- {
- Spawn:
- BAL1 A 3
- BAL1 B 3
- loop
- Death:
- //Crash
- BAL1 A 1 A_PlaySound("Portal/Open")
- BAl1 A 0 Thing_Remove(1073)
- BAL1 A 0 A_SpawnItemEx("BluePortal")
- TNT1 A 30
- stop
- }
- }
- ///////////////////////
- // Pulse Rifle / AR2 //
- ///////////////////////
- Actor PulseRifle : Weapon
- {
- +WEAPON.NOAUTOAIM
- Weapon.AmmoUse1 0
- Weapon.AmmoType1 "PulseRifleMag"
- Weapon.AmmoType2 "PulseRifleClip"
- Weapon.AmmoUse2 0
- Weapon.SlotNumber 3
- decal BulletChip1
- +INVENTORY.UNDROPPABLE
- States
- {
- Spawn:
- HLPR A -1
- Ready:
- HLPR A 0 A_TakeInventory("SMGAccuracy",6)
- HLPR A 0 A_GiveInventory("Reloader",1)
- HLPR A 0 A_JumpIfNoAmmo("Reload")
- HLPR A 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR A 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR A 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR A 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR A 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR B 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR B 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR B 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR B 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR B 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR C 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR C 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR C 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR C 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR C 1 A_WeaponReady
- HLPR A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR A 0 A_GiveInventory("PulseRifleClip",1)
- HLPR A 0 A_JumpIfInventory("RegenCounter",16,"GivePBall")
- HLPR A 0 A_GiveInventory("RegenCounter",1)
- loop
- GivePBall:
- HLPR A 0 A_GiveInventory("PBallAmmo",1)
- HLPR A 0 A_TakeInventory("RegenCounter",16)
- goto Ready
- Deselect:
- HLPR A 1 A_Lower
- Loop
- Select:
- HLPR A 1 A_Raise
- Loop
- Fire:
- HLPR A 0 A_JumpIfInventory("PulseRifleMag",1,"GoFire")
- goto Click
- GoFire:
- //HLPR Y 1
- HLPR A 1
- HLPR X 1 A_FireBullets(1,1,1,15,"357Puff",1)
- HLPR X 0 A_PlayWeaponSound("PR/Fire")
- HLPR X 0 A_TakeInventory("PulseRifleMag",1)
- goto Fire1Check
- HLPR A 0 A_Refire
- SMG1 A 0 A_Jump(127,"Fire2Check")
- Fire1Check:
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",6,"Fire16")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",5,"Fire15")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",4,"Fire14")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",3,"Fire13")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",2,"Fire12")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",1,"Fire11")
- Fire10:
- goto FireFinish
- Fire11:
- HLPR ZZ 1 ACS_Execute(699,0,(Random(-20,20)),(Random(-20,20)))
- goto FireFinish
- Fire12:
- HLPR ZZ 1 ACS_Execute(699,0,(Random(-30,30)),(Random(-30,30)))
- goto FireFinish
- Fire13:
- HLPR ZZ 1 ACS_Execute(699,0,(Random(-45,45)),(Random(-45,45)))
- goto FireFinish
- Fire14:
- HLPR Z 1 ACS_Execute(699,0,(Random(-120,120)),(Random(-120,120)))
- goto FireFinish
- Fire15:
- HLPR Z 1 ACS_Execute(699,0,(Random(-20,100)),(Random(-200,200)))
- goto FireFinish
- Fire16:
- HLPR Z 1 ACS_Execute(699,0,(Random(-300,300)),(Random(-300,300)))
- goto FireFinish
- firefinish:
- HLPR E 1
- HLPR A 0 A_GiveInventory("SMGAccuracy",1)
- HLPR F 1 A_ReFire
- HLPR G 1 A_ReFire
- goto Ready
- Click:
- HLPR A 5 A_PlaySound("PR/Click")
- HLPR A 0 A_GiveInventory("Reloading",1)
- goto Reload
- Reload:
- HLPR A 0 A_TakeInventory("Reloading",1)
- HLPR A 0 A_JumpIfInventory("PulseRifleMag",30,"Ready")
- HLPR A 0 A_JumpIfInventory("PulseRifleClip",1,"Reload2")
- goto ready
- Reload2:
- HLPR H 3 A_PlaySound("PR/Reload")
- HLPR I 3
- HLPR J 5
- HLPR K 5
- HLPR L 5
- HLPR M 3
- HLPR N 3
- HLPR O 3
- HLPR P 3
- //HLPR Q 3
- HLPR R 3
- HLPR S 3
- HLPR T 3 A_TakeInventory("Reloading",1)
- GiveShit:
- HLPR A 0 A_GiveInventory("PulseRifleMag",1)
- HLPR A 0 A_TakeInventory("PulseRifleClip",1)
- HLPR A 0 A_JumpIfInventory("PulseRifleMag",30,"Ready")
- HLPR A 0 A_JumpIfInventory("PulseRifleClip",1,"GiveShit")
- goto Ready
- AltFire:
- HLPR A 0 A_JumpIfInventory("PBallAmmo",1,"2AltFire")
- goto Click
- 2AltFire:
- PRAL A 0 A_PlaySound("PR/AltCharge")
- PRAL AABD 2 ACS_Execute(699,0,(Random(-30,30)),(Random(-30,30)))
- PRAL CABD 2 ACS_Execute(699,0,(Random(-50,50)),(Random(-50,50)))
- PRAL DCAB 2 ACS_Execute(699,0,(Random(-60,60)),(Random(-60,60)))
- PRAL DC 2 ACS_Execute(699,0,(Random(-90,90)),(Random(-90,90)))
- PRAL E 0 A_PlaySound("PR/AltShot")
- PRAL E 0 A_TakeInventory("PBallAmmo",1)
- PRAL E 0 A_FireCustomMissile("PulseBall",0,0,10)
- PRAL E 10 ACS_Execute(699,0,-1250)
- PRAL FFF 1 ACS_Execute(699,0,83)
- PRAL GGG 1 ACS_Execute(699,0,84)
- PRAL HHH 1 ACS_Execute(699,0,83)
- PRAL III 1 ACS_Execute(699,0,83)
- HLPR AAA 1 ACS_Execute(699,0,83)
- goto Ready
- }
- }
- Actor PulseRifleClip : Ammo
- {
- Inventory.MaxAmount 180
- Ammo.BackpackAmount 60
- Ammo.BackpackMaxAmount 360
- }
- Actor PulseRifleMag : Ammo
- {
- Inventory.MaxAmount 30
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 30
- }
- Actor Reloader : CustomInventory
- {
- Inventory.MaxAmount 1
- -INVBAR
- States
- {
- Use:
- TNT1 A 0 A_GiveInventory("Reloading",1)
- }
- }
- Actor Reloading : Inventory
- {
- Inventory.MaxAmount 1
- -INVBAR
- }
- Actor PulseBall
- {
- +Shootable
- +DoomBounce
- //+Ripper
- +BounceOnActors
- PROJECTILE
- Alpha 0.75
- DAMAGE 200
- Speed 32
- Gravity 0
- Radius 16
- Scale 0.5
- Height 16
- BounceFactor 1.0
- WallBounceFactor 1.0
- BounceCount 0
- SeeSound "PR/Bounce"
- States
- {
- Spawn:
- PSBL ABCDEFG 1 BRIGHT A_SpawnItemEX("PulseBallTrail")
- PSBL A 0 A_GiveInventory("PBallCounter", 1)
- PSBL A 0 A_JumpIfInventory("PballCounter", 20, "Death")
- loop
- Death:
- TNT1 A 1 A_CustomMissile("WaveSpawner",0,0,0,0,0)
- TNT1 A 0 A_Playsound("PR/BallBoom",CHAN_AUTO,2.0)
- Stop
- }
- }
- Actor PBallCounter : Inventory
- {
- -INVBAR
- Inventory.MaxAmount 16
- +INVENTORY.UNDROPPABLE
- }
- Actor WaveSpawner
- {
- Gravity 0
- +NOClip
- -Solid
- States
- {
- Spawn:
- TNT1 A 1
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("CBSpark",0,0,(Random(0,359)),2,(Random(166,255)))
- TNT1 A 0 A_CustomMissile("BallWave",0,0,0,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,15,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,30,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,45,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,60,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,75,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,90,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,105,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,120,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,135,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,150,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,165,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,180,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,195,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,210,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,225,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,240,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,255,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,270,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,285,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,300,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,315,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,330,2,0)
- TNT1 A 0 A_CustomMissile("BallWave",0,0,345,2,0)
- stop
- }
- }
- Actor PulseBallTrail
- {
- +CLIENTSIDEONLY
- Gravity 0
- Alpha .5
- -Solid
- Scale .5
- Speed 0
- States
- {
- Spawn:
- PSBL ABCDEFG 1 BRIGHT A_FadeOut (0.125)
- loop
- }
- }
- Actor BallWave
- {
- +CLIENTSIDEONLY
- Gravity 0
- Alpha 0.5
- +NOClip
- -Solid
- Speed 30
- States
- {
- Spawn:
- CBSW A 1 A_FadeOut (0.075)
- loop
- }
- }
- Actor CBSpark
- {
- +CLIENTSIDEONLY
- +NOBLOCKMAP
- Gravity 0.75
- Radius 1
- Height 1
- BounceFactor .9
- WallBounceFactor .9
- +DoomBounce
- -Solid
- Speed 8
- States
- {
- Crash:
- Death:
- XDeath:
- Spawn:
- CBSK A 5 BRIGHT A_FadeOut(0.075)
- loop
- }
- }
- Actor PBallAmmo : CustomInventory
- {
- +INVENTORY.UNDROPPABLE
- -INVENTORY.KEEPDEPLETED
- Inventory.Icon PSBLI0
- Inventory.MaxAmount 6
- +Inventory.INVBAR
- States
- {
- Use:
- TNT1 A 0 A_JumpIfInventory("Lolwat",1,"Uhh")
- TNT1 A 0 A_Print("Stop trying to use this.")
- fail
- Uhh:
- TNT1 A 0 A_Print("If you're not me, please die.")
- TNT1 A 0 A_GiveInventory("PortalGun",1)
- fail
- }
- }
- ////////////
- /* Pistol */
- ////////////
- Actor HLPistol : Weapon
- {
- +WEAPON.NOAUTOAIM
- Weapon.AmmoUse1 0
- Weapon.AmmoType1 "HLPistolMag"
- Weapon.AmmoType2 "HLPistolClip"
- Weapon.AmmoUse2 0
- Weapon.SlotNumber 2
- decal BulletChip1
- +INVENTORY.UNDROPPABLE
- States
- {
- Spawn:
- HLPS A -1
- Ready:
- HLPS A 0 A_GiveInventory("Reloader",1)
- HLPS A 0 A_JumpIfNoAmmo("Reload")
- HLPS A 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS A 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS A 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS A 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS A 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS B 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS B 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS B 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS B 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS B 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS C 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS C 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS C 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS C 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPS C 1 A_WeaponReady
- HLPS A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR A 0 A_GiveInventory("HLPistolClip",1)
- Loop
- Deselect:
- HLPS A 1 A_Lower
- Loop
- Select:
- HLPS A 1 A_Raise
- Loop
- Fire:
- HLPS A 0 A_JumpIfInventory("Eh?",6,"Nou")
- HLPS A 0 A_JumpIfInventory("Qué?",7,"Wort")
- HLPS A 0 A_JumpIfInventory("HLPistolMag",1,"GoFire")
- goto Click
- GoFire:
- //HLPR Y 1
- HLPS D 0
- HLPS D 1 A_FireBullets(1,1,1,10,"BulletPuff",1)
- HLPS D 0 A_PlayWeaponSound("HPistol/Fire")
- HLPS D 0 A_TakeInventory("HLPistolMag",1)
- HLPS E 1 ACS_Execute(699,0,-100)
- HLPS F 1 ACS_Execute(699,0,80)
- HLPS G 4
- HLPS A 0 A_Refire
- finish:
- HLPS H 1 A_Refire
- HLPS H 1 A_Refire
- HLPS I 1 A_Refire
- HLPS I 1 A_Refire
- HLPS J 1 A_Refire
- HLPS J 1 A_Refire
- HLPS K 1 A_Refire
- HLPS K 1 A_Refire
- HLPS L 1 A_Refire
- HLPS L 1 A_Refire
- HLPS M 1 A_Refire
- HLPS M 1 A_Refire
- goto Ready
- Click:
- HLPS A 5 A_PlaySound("HPistol/Empty")
- HLPA A 0 A_GiveInventory("Reloading",1)
- goto Reload
- Reload:
- HLPS A 0 A_TakeInventory("Reloading",1)
- HLPS A 0 A_JumpIfInventory("HLPistolMag",18,"Ready")
- HLPS A 0 A_JumpIfInventory("HLPistolClip",1,"Reload2")
- goto ready
- Reload2:
- HPSR A 3 A_PlaySound("HPistol/Reload")
- HPSR BCDEFGH 1
- HPSR IJKLMNOPQ 2
- HPSR RSTUVWXYZ 1
- HPR2 ABCDE 1
- HPR2 E 0 A_TakeInventory("Reloading",1)
- GiveShit:
- HLPR A 0 A_GiveInventory("HLPistolMag",1)
- HLPR A 0 A_TakeInventory("HLPistolClip",1)
- HLPR A 0 A_JumpIfInventory("HLPistolMag",18,"Ready")
- HLPR A 0 A_JumpIfInventory("HLPistolClip",1,"GiveShit")
- goto Ready
- Nou:
- HLPS A 0 A_TakeInventory("Eh?",6)
- HLPS A 0 A_TakeInventory("Qué?",7)
- goto Fire
- Wort:
- HLPS A 0 A_GiveInventory("Eh?",1)
- HLPS A 0 A_TakeInventory("Qué?",7)
- goto Fire
- }
- }
- Actor "Eh?" : Inventory
- {
- Inventory.MaxAmount 6
- -invbar
- }
- Actor HLPistolClip : Ammo
- {
- Inventory.MaxAmount 150
- Ammo.BackpackAmount 60
- Ammo.BackpackMaxAmount 300
- }
- Actor HLPistolMag : Ammo
- {
- Inventory.MaxAmount 18
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 18
- }
- ////////////////
- /* 357 Magnum */
- ////////////////
- Actor 357Magnum : Weapon
- {
- +WEAPON.NOAUTOAIM
- +NOEXTREMEDEATH
- +INVENTORY.UNDROPPABLE
- +WEAPON.NOAUTOFIRE
- Weapon.AmmoUse1 0
- Weapon.AmmoType1 "357Mag"
- Weapon.AmmoType2 "357Clip"
- Weapon.AmmoUse2 0
- Weapon.SlotNumber 2
- decal BulletChip1
- States
- {
- Spawn:
- H357 A -1
- Ready:
- H357 A 0 A_GiveInventory("Reloader",1)
- H357 A 0 A_JumpIfNoAmmo("Reload")
- H357 A 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 A 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 A 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 A 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 A 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 B 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 B 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 B 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 B 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 B 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 C 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 C 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 C 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 C 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- H357 C 1 A_WeaponReady
- H357 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR A 0 A_JumpIfInventory("RegenCounter",8,"GiveAmmo")
- HCRB A 0 A_GiveInventory("RegenCounter",1)
- Loop
- GiveAmmo:
- HLPR A 0 A_GiveInventory("357Clip",1)
- HCRB A 0 A_TakeInventory("RegenCounter",16)
- goto Ready
- Deselect:
- H357 A 1 A_Lower
- Loop
- Select:
- H357 A 1 A_Raise
- Loop
- Fire:
- H357 A 0 A_JumpIfInventory("357Mag",1,"GoFire")
- goto Click
- GoFire:
- //HLPR Y 1
- H357 D 0
- H357 D 1 A_FireBullets(1,1,1,75,"357Puff",1)
- H357 D 0 A_PlayWeaponSound("357/Fire")
- H357 D 0 A_TakeInventory("357Mag",1)
- H357 EE 1 ACS_Execute(699,0,-810)
- H357 E 1
- H357 FG 3
- H357 HHHIIIJJJ 1 ACS_Execute(699,0,180)
- H357 A 4
- goto Ready
- Click:
- H357 A 5 A_PlaySound("HLPistol/Empty")
- HLPA A 0 A_GiveInventory("Reloading",1)
- goto Reload
- Reload:
- H357 A 0 A_TakeInventory("Reloading",1)
- H357 A 0 A_JumpIfInventory("357Mag",6,"Ready")
- H357 A 0 A_JumpIfInventory("357Clip",1,"Reload2")
- goto ready
- Reload2:
- 357R A 3 A_PlaySound("357/Reload")
- 357R BCDEFGHIJKLMNOPQRSTUVWXYZ 2
- 3572 ABCDEFGHIJKLMNOPQ 2
- HPR2 E 0 A_TakeInventory("Reloading",1)
- GiveShit:
- HLPR A 0 A_GiveInventory("357Mag",1)
- HLPR A 0 A_TakeInventory("357Clip",1)
- HLPR A 0 A_JumpIfInventory("357Mag",6,"Ready")
- HLPR A 0 A_JumpIfInventory("357Clip",1,"GiveShit")
- goto Ready
- }
- }
- ACTOR 357Puff
- {
- Game Doom
- SpawnID 131
- +NOEXTREMEDEATH
- +NOBLOCKMAP
- +NOGRAVITY
- +ALLOWPARTICLES
- +RANDOMIZE
- RenderStyle Translucent
- Alpha 0.5
- VSpeed 1
- Mass 5
- States
- {
- Spawn:
- PUFF A 4 bright
- PUFF B 4
- // Intentional fall-through
- Melee:
- PUFF CD 4
- Stop
- }
- }
- Actor 357Clip : Ammo
- {
- Inventory.MaxAmount 36
- Ammo.BackpackAmount 12
- Ammo.BackpackMaxAmount 72
- }
- Actor 357Mag : Ammo
- {
- Inventory.MaxAmount 6
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 6
- }
- /////////////
- /* Shotgun */
- /////////////
- Actor HLShotgun : Weapon
- {
- +WEAPON.NOAUTOAIM
- +WEAPON.DONTBOB
- +INVENTORY.UNDROPPABLE
- Weapon.AmmoUse1 0
- Weapon.AmmoType1 "ShotgunMag"
- Weapon.AmmoType2 "ShotgunClip"
- Weapon.AmmoUse2 0
- Weapon.SlotNumber 4
- decal BulletChip1
- States
- {
- Spawn:
- HLSG A -1
- TakeReloading:
- HLSG A 0 A_TakeInventory("Reloading",1)
- Ready:
- HLSG A 0 A_GiveInventory("Reloader",1)
- HLSG A 0 A_JumpIfNoAmmo("Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG B 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG B 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG B 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG B 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG B 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG C 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG C 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG C 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG C 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG C 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 1 A_WeaponReady
- HLSG A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLSG A 0 A_Jump(128,"GiveShells")
- Loop
- GiveShells:
- HLPR A 0 A_GiveInventory("ShotgunClip",1)
- goto Ready
- Deselect:
- HLSG A 1 A_Lower
- Loop
- Select:
- HLSG A 1 A_Raise
- Loop
- AltFire:
- HLSG A 0 A_JumpIfInventory("Reloading",1,"EndReloading")
- HLSG A 0 A_JumpIfInventory("ShotgunMag",2,"GoAltFire")
- HLSG A 0 A_JumpIfInventory("ShotgunMag",1,"GoFire")
- goto Click
- GoAltFire:
- //HLPR Y 1
- HLSG D 0
- HLSG D 1 A_FireBullets(8,4,12,12,"BulletPuff",1)
- HLSG D 0 A_PlaySound("HShotgun/AltFire",CHAN_WEAPON)
- HLSG D 0 A_TakeInventory("ShotgunMag",2)
- HLSG EF 3 ACS_Execute(699,0,-300)
- HLSG GHIJK 2 ACS_Execute(699,0,120)
- HLSG LMNOPQRSTU 2
- goto Ready
- Fire:
- HLSG A 0 A_JumpIfInventory("Reloading",1,"EndReloading")
- HLSG A 0 A_JumpIfInventory("ShotgunMag",1,"GoFire")
- goto Click
- GoFire:
- //HLPR Y 1
- HLSG D 0
- HLSG D 1 A_FireBullets(8,4,6,12,"BulletPuff",1)
- HLSG D 0 A_PlaySound("HShotgun/Fire",CHAN_WEAPON)
- HLSG D 0 A_TakeInventory("ShotgunMag",1)
- HLSG EF 2 ACS_Execute(699,0,-200)
- HLSG GHIJK 2 ACS_Execute(699,0,80)
- HLSG LMNOPQRSTU 2
- goto Ready
- Click:
- HLSG A 5 A_PlaySound("HLPistol/Empty")
- HLPA A 0 A_GiveInventory("Reloading",1)
- goto Reload
- Reload:
- HLPR A 0 A_JumpIfInventory("ShotgunMag",6,"TakeReloading")
- 357R A 0 A_PlaySound("HShotgun/Reload")
- HSGR ABCD 1 A_ReFire
- Reload2:
- HSGR EEEE 1 A_ReFire
- HSGR A 0 A_PlaySound("HShotgun/Reload2")
- HSGR FFGG 1 A_ReFire
- HSGR I 0 A_GiveInventory("ShotgunMag", 1)
- HSGR I 0 A_TakeInventory("ShotgunClip", 1)
- HSGR HHII 1 A_ReFire
- HLPR A 0 A_JumpIfInventory("ShotgunMag",6,"EndReloading")
- loop
- EndReloading:
- HSRF A 0 A_StopSound(CHAN_WEAPON)
- HSRF A 0 A_TakeInventory("Reloading",1)
- HSRF ABCDEF 2
- goto Ready
- }
- }
- Actor ShotgunClip : Ammo
- {
- Inventory.MaxAmount 60
- Ammo.BackpackAmount 30
- Ammo.BackpackMaxAmount 120
- }
- Actor ShotgunMag : Ammo
- {
- Inventory.MaxAmount 6
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 6
- }
- //////////////
- /* Crossbow */
- //////////////
- Actor HLCrossbow : Weapon
- {
- +WEAPON.NOAUTOAIM
- +WEAPON.DONTBOB
- +Weapon.NOALERT
- +INVENTORY.UNDROPPABLE
- +WEAPON.NOAUTOFIRE
- Weapon.AmmoUse1 0
- Weapon.AmmoType1 "CrossbowMag"
- Weapon.AmmoType2 "CrossbowClip"
- Weapon.AmmoUse2 0
- Weapon.SlotNumber 4
- decal BulletChip1
- States
- {
- Spawn:
- HCRB A -1
- NoAmmoReady:
- HCRB G 1 A_WeaponReady
- HCRB A 0 A_ZoomFactor(1.0)
- HCRB A 0 A_TakeInventory("CrossbowZoom",2)
- HCRB A 0 A_JumpIfInventory("CrossbowClip",1,"ContinueFireNormal")
- HSRF A 0 A_StopSound(CHAN_WEAPON)
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB G 1 A_WeaponReady
- HCRB A 0 A_JumpIfInventory("RegenCounter",16,"GiveCrossbowAmmo")
- HCRB A 0 A_GiveInventory("RegenCounter",1)
- loop
- Ready:
- HCRB A 0 A_JumpIfInventory("CrossbowMag",1,"ReadyReal")
- goto NoAmmoReady
- ReadyReal:
- HCRB A 2 A_WeaponReady
- HCRB A 0 A_ZoomFactor(1.0)
- HCRB A 1 A_WeaponReady
- HCRB A 0 A_ZoomFactor(1.0)
- HCRB A 1 A_WeaponReady
- HCRB A 0 A_ZoomFactor(1.0)
- HCRB B 1 A_WeaponReady
- HCRB B 0 A_ZoomFactor(1.0)
- HCRB B 1 A_WeaponReady
- HCRB B 0 A_ZoomFactor(1.0)
- HCRB B 1 A_WeaponReady
- HCRB B 0 A_ZoomFactor(1.0)
- HCRB C 1 A_WeaponReady
- HCRB C 0 A_ZoomFactor(1.0)
- HCRB C 1 A_WeaponReady
- HCRB C 0 A_ZoomFactor(1.0)
- HCRB C 1 A_WeaponReady
- HCRB C 0 A_ZoomFactor(1.0)
- HCRB B 1 A_WeaponReady
- HCRB B 0 A_ZoomFactor(1.0)
- HCRB B 1 A_WeaponReady
- HCRB B 0 A_ZoomFactor(1.0)
- HCRB B 1 A_WeaponReady
- HCRB B 0 A_ZoomFactor(1.0)
- HCRB C 1 A_WeaponReady
- HCRB C 0 A_ZoomFactor(1.0)
- HCRB C 1 A_WeaponReady
- HCRB C 0 A_ZoomFactor(1.0)
- HCRB C 1 A_WeaponReady
- HCRB C 0 A_ZoomFactor(1.0)
- HCRB A 0 A_JumpIfInventory("RegenCounter",16,"GiveCrossbowAmmo")
- HCRB A 0 A_GiveInventory("RegenCounter",1)
- loop
- GiveCrossbowAmmo:
- HLPR A 0 A_GiveInventory("CrossbowClip",1)
- HLPR A 0 A_TakeInventory("RegenCounter",16)
- HLPR A 0 A_JumpIfInventory("CrossbowZoom", 2,"ZoomReady")
- goto ReadyReal
- ZoomReady:
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- TNT1 A 1 A_WeaponReady
- HCRB A 0 A_JumpIfInventory("RegenCounter",16,"GiveCrossbowAmmo")
- HCRB A 0 A_GiveInventory("RegenCounter",1)
- Loop
- Deselect:
- HCRB A 0 A_TakeInventory("CrossbowZoom", 2)
- HCRB A 0 A_JumpIfInventory("CrossbowMag", 1,"DeselectNormal")
- HCRB G 1 A_Lower
- loop
- DeselectNormal:
- HCRB A 1 A_Lower
- Loop
- Select:
- HCRB A 0 A_JumpIfInventory("CrossbowMag", 1,"SelectNormal")
- HCRB G 1 A_Raise
- loop
- SelectNormal:
- HCRB A 1 A_Raise
- Loop
- AltFire:
- TNT1 A 1
- HCRB A 0 A_JumpIfInventory("CrossbowZoom", 2, "ZoomOut")
- Zoom:
- TNT1 A 0 A_ZoomFactor(6.0)
- TNT1 A 0 A_GiveInventory ("CrossbowZoom", 2)
- TNT1 A 3
- Goto ZoomReady
- ZoomOut:
- TNT1 A 0 A_TakeInventory ("CrossbowZoom", 2)
- TNT1 A 1
- goto Ready
- Fire:
- HCRB A 0 A_JumpIfInventory("CrossbowMag",1,"KeepGoing")
- goto NoAmmoReady
- KeepGoing:
- HCRB A 0 A_JumpIfInventory("CrossbowZoom",2,"FireZoomed")
- FireNormal:
- HCRB D 0
- HCRB D 1 A_FireCustomMissile("CrossbowBolt",0,0,12,0)
- HCRB D 0 A_PlayWeaponSound("Crossbow/1")
- HCRB D 0 A_TakeInventory("CrossbowMag",1)
- HCRB EFG 2 ACS_Execute(699,0,-120)
- HCRB A 0 A_JumpIfInventory("CrossbowClip",1,"ContinueFireNormal")
- goto NoAmmoReady
- ContinueFireNormal:
- HCRB HIJ 2
- HCRB KLMNO 2 ACS_Execute(699,0,72)
- HCRB PQRSTUV 2
- HCRB V 0 A_PlaySound("Crossbow/2")
- HCRB WXYZ 2
- HCR2 AABBCCDDEEFFGGHHIIJJKK 1
- HCRB D 0 A_TakeInventory("CrossbowClip",1)
- HCRB D 0 A_GiveInventory("CrossbowMag",1)
- goto Ready
- FireZoomed:
- Null D 0
- Null D 1 A_FireCustomMissile("CrossbowBolt",0,0,0,8)
- Null D 0 A_PlayWeaponSound("Crossbow/1")
- Null D 0 A_TakeInventory("CrossbowMag",1)
- Null EFG 2
- HCRB A 0 A_JumpIfInventory("CrossbowClip",1,"ContinueFireAlt")
- goto NoAmmoReady
- ContinueFireAlt:
- Null HIJKLMNOPQRSTUV 2
- Null V 0 A_PlaySound("Crossbow/2")
- Null WXYZ 2
- Null AABBCCDDEEFFGGHHIIJJKK 1
- Null D 0 A_TakeInventory("CrossbowClip",1)
- Null D 0 A_GiveInventory("CrossbowMag",1)
- goto ZoomReady
- }
- }
- Actor CrossbowZoom : Inventory
- {
- Inventory.Maxamount 2
- -INVBAR
- }
- Actor CrossbowClip : Ammo
- {
- Inventory.MaxAmount 20
- Ammo.BackpackAmount 5
- Ammo.BackpackMaxAmount 40
- }
- Actor CrossbowMag : Ammo
- {
- Inventory.MaxAmount 1
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 1
- }
- Actor CrossbowBolt
- {
- decal BulletChip1
- Scale .3
- -NoGravity
- Gravity .3
- Projectile
- //+Ripper
- Speed 60
- Mass 5
- Damage 80
- Radius 2
- Height 2
- States
- {
- Spawn:
- CBLT A 1 Bright
- CBLT A 0 A_SpawnitemEx("BoltGlow",0,-4,4)
- Loop
- Death:
- CBLT A 350
- Fade:
- CBLT A 1 A_FadeOut(.05)
- loop
- XDeath:
- CBLT A 0 A_Gravity
- CBLT A 350
- goto Fade
- stop
- }
- }
- Actor BoltGlow
- {
- +CLIENTSIDEONLY
- Gravity 0
- Alpha .5
- -Solid
- Scale .5
- Speed 20
- States
- {
- Spawn:
- CBTG A 1 BRIGHT A_FadeOut (0.125)
- CBTG A 0 A_SpawnitemEx("BoltGlow2")
- }
- }
- Actor BoltGlow2
- {
- Gravity 0
- Alpha .5
- -Solid
- Scale .5
- Speed 6
- States
- {
- Spawn:
- CBTG A 1 BRIGHT A_FadeOut (0.125)
- loop
- }
- }
- //////////
- /* SMG1 */
- //////////
- Actor HLSMG1 : Weapon
- {
- +WEAPON.NOAUTOAIM
- Weapon.AmmoUse1 0
- Weapon.AmmoType1 "SMG1Mag"
- Weapon.AmmoType2 "SMG1Clip"
- Weapon.AmmoUse2 0
- +INVENTORY.UNDROPPABLE
- Weapon.SlotNumber 3
- decal BulletChip1
- States
- {
- Spawn:
- SMG1 A -1
- Ready:
- SMG1 A 0 A_GiveInventory("Reloader",1)
- SMG1 A 0 A_JumpIfNoAmmo("Reload")
- SMG1 A 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 A 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 A 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 A 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 A 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 B 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 B 1 A_WeaponReady
- HLPR A 0 A_GiveInventory("SMG1Clip",1)
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 B 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 B 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 B 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 C 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 C 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 C 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 C 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- SMG1 C 1 A_WeaponReady
- SMG1 A 0 A_TakeInventory("SMGAccuracy",1)
- SMG1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- HLPR A 0 A_GiveInventory("SMG1Clip",1)
- HLPR A 0 A_JumpIfInventory("RegenCounter",16,"GiveGrenade")
- HLPR A 0 A_GiveInventory("RegenCounter",1)
- loop
- GiveGrenade:
- HLPR A 0 A_GiveInventory("SMGGrenadeAmmo",1)
- HLPR A 0 A_TakeInventory("RegenCounter",16)
- goto Ready
- Deselect:
- SMG1 A 1 A_Lower
- Loop
- Select:
- SMG1 A 1 A_Raise
- Loop
- Fire:
- SMG1 A 0 A_JumpIfInventory("SMG1Mag",1,"GoFire")
- goto Click
- GoFire:
- SMG1 A 0 A_Jump(127,"Fire2Check")
- goto Fire1Check
- Fire1Check:
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",6,"Fire16")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",5,"Fire15")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",4,"Fire14")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",3,"Fire13")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",2,"Fire12")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",1,"Fire11")
- Fire10:
- SMG1 D 1 A_FireBullets(0,0,1,8,"BulletPuff",1)
- goto FireFinish
- Fire11:
- SMG1 D 1 A_FireBullets(.5,.5,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-15,15)),(Random(-15,15)))
- goto FireFinish
- Fire12:
- SMG1 D 1 A_FireBullets(1,1,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-25,25)),(Random(-25,25)))
- goto FireFinish
- Fire13:
- SMG1 D 1 A_FireBullets(1.5,1.5,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-35,35)),(Random(-35,35)))
- goto FireFinish
- Fire14:
- SMG1 D 1 A_FireBullets(2,2,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-45,45)),(Random(-45,45)))
- goto FireFinish
- Fire15:
- SMG1 D 1 A_FireBullets(2.5,2.5,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-65,65)),(Random(-65,65)))
- goto FireFinish
- Fire16:
- SMG1 D 1 A_FireBullets(3,3,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-95,95)),(Random(-95,95)))
- goto FireFinish
- Fire2Check:
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",6,"Fire26")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",5,"Fire25")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",4,"Fire24")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",3,"Fire23")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",2,"Fire22")
- SMG1 A 0 A_JumpIfInventory("SMGAccuracy",1,"Fire21")
- Fire20:
- SMG1 E 1 A_FireBullets(0,0,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-15,15)),(Random(-15,15)))
- goto FireFinish
- Fire21:
- SMG1 E 1 A_FireBullets(.5,.5,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-25,25)),(Random(-25,25)))
- goto FireFinish
- Fire22:
- SMG1 E 1 A_FireBullets(1,1,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-35,35)),(Random(-35,35)))
- goto FireFinish
- Fire23:
- SMG1 E 1 A_FireBullets(1.5,1.5,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-45,45)),(Random(-45,45)))
- goto FireFinish
- Fire24:
- SMG1 E 1 A_FireBullets(2,2,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-45,45)),(Random(-45,45)))
- goto FireFinish
- Fire25:
- SMG1 E 1 A_FireBullets(2.5,2.5,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-65,65)),(Random(-65,65)))
- goto FireFinish
- Fire26:
- SMG1 E 1 A_FireBullets(3,3,1,8,"BulletPuff",1)
- SMG1 D 0 ACS_Execute(699,0,(Random(-95,95)),(Random(-95,95)))
- goto FireFinish
- FireFinish:
- SMG1 D 0 A_PlayWeaponSound("SMG1/Fire")
- SMG1 D 0 A_TakeInventory("SMG1Mag",1)
- SMG1 E 1
- SMG1 F 1
- SMG1 A 0 A_GiveInventory("SMGAccuracy",1)
- HLPS A 0 A_Refire
- SMG1 FF 1 A_ReFire
- goto Ready
- Click:
- SMG1 A 5 A_PlaySound("HPistol/Empty")
- SMG1 A 0 A_TakeInventory("SMGAccuracy",6)
- HLPA A 0 A_GiveInventory("Reloading",1)
- goto Reload
- Reload:
- SMG1 A 0 A_TakeInventory("Reloading",1)
- SMG1 A 0 A_JumpIfInventory("SMG1Mag",45,"Ready")
- SMG1 A 0 A_JumpIfInventory("SMG1Clip",1,"Reload2")
- goto ready
- Reload2:
- SMG1 A 0 A_PlaySound("SMG1/Reload")
- SMGR ABCDEFGHIJKLMNOPQR 2
- HPR2 E 0 A_TakeInventory("Reloading",1)
- GiveShit:
- HLPR A 0 A_GiveInventory("SMG1Mag",1)
- HLPR A 0 A_TakeInventory("SMG1Clip",1)
- HLPR A 0 A_JumpIfInventory("SMG1Mag",45,"Ready")
- HLPR A 0 A_JumpIfInventory("SMG1Clip",1,"GiveShit")
- SMG1 A 0 A_TakeInventory("SMGAccuracy",6)
- goto ready
- AltFire:
- SMG1 A 0 A_JumpIfInventory("SMGGrenadeAmmo",1,"FireGrenade")
- goto Click
- FireGrenade:
- SMG1 G 1 A_FireCustomMissile("SMGGrenade",0,0,0,10)
- SMG1 G 0 A_TakeInventory("SMGGrenadeAmmo",1)
- SMG1 G 0 A_PlaySound("SMG1/AltFire")
- SMG1 GGHH 1 ACS_Execute(699,0,-96)
- SMG1 IIJJ 1
- SMG1 KKLLMMNN 1 ACS_Execute(699,0,48)
- goto Ready
- }
- }
- Actor SMGAccuracy : Inventory
- {
- Inventory.MaxAmount 6
- -INVBAR
- +INVENTORY.UNDROPPABLE
- }
- Actor SMGGrenadeAmmo : CustomInventory
- {
- Scale 0.5
- Inventory.Amount 1
- +INVENTORY.UNDROPPABLE
- -INVENTORY.KEEPDEPLETED
- Inventory.Icon HSGNI0
- Inventory.MaxAmount 10
- +Inventory.INVBAR
- States
- {
- Use:
- TNT1 A 0 A_JumpIfInventory("Eh?",5,"Heh")
- TNT1 A 0 A_Print("Why the hell are you using this?")
- fail
- Heh:
- TNT1 A 0 A_Print("No, seriously, why?")
- TNT1 A 0 A_GiveInventory("Lolwat",1)
- fail
- }
- }
- Actor SMG1Clip : Ammo
- {
- Inventory.MaxAmount 360
- Ammo.BackpackAmount 135
- Ammo.BackpackMaxAmount 720
- }
- Actor SMG1Mag : Ammo
- {
- Inventory.MaxAmount 45
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 45
- }
- Actor SMGGrenade
- {
- Projectile
- Gravity .5
- Mass 30
- Speed 30
- Radius 7
- Height 7
- Damage (Random(50,75))
- +GRENADETRAIL
- -NOGRAVITY
- DeathSound "SMG1/GrenadeExplode"
- States
- {
- Spawn:
- HSGN A 0 ThrustThingZ(0,75,0,1)
- Go:
- HSGN A 1
- Loop
- Death:
- MISL B 4 Bright A_Explode
- MISL C 3 Bright
- MISL D 2 Bright
- Stop
- }
- }
- /*#################################################
- ################### Pickups ###################
- #################################################*/
- Actor PulseRiflePickup : CustomInventory
- {
- Inventory.MaxAmount 1
- Inventory.Amount 1
- Radius 30
- Height 20
- Inventory.PickupMessage "Picked up a Pulse Rifle. don't Disintegrate yourself!"
- States
- {
- Spawn:
- WPRF A -1
- loop
- Pickup:
- Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
- stop
- GiveShit:
- Null A 0 A_GiveInventory("PulseRifle",1)
- stop
- }
- }
- Actor SMGPickup : CustomInventory
- {
- Inventory.MaxAmount 1
- Inventory.Amount 1
- Radius 30
- Height 20
- Inventory.PickupMessage "Picked up an MP7. Yes, there's a grenade launcher somewhere on it."
- States
- {
- Spawn:
- WSMG A -1
- loop
- Pickup:
- Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
- stop
- GiveShit:
- Null A 0 A_GiveInventory("HLSMG1",1)
- stop
- }
- }
- Actor CrossbowPickup : CustomInventory
- {
- Inventory.MaxAmount 1
- Inventory.Amount 1
- Radius 30
- Height 20
- Inventory.PickupMessage "Picked up a Crossbow. Looks like shishkebab for dinner!"
- States
- {
- Spawn:
- WCRB A -1
- loop
- Pickup:
- Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
- stop
- GiveShit:
- Null A 0 A_GiveInventory("HLCrossbow",1)
- stop
- }
- }
- Actor 357Pickup : CustomInventory
- {
- Inventory.MaxAmount 1
- Inventory.Amount 1
- Radius 30
- Height 20
- Inventory.PickupMessage "Picked up a .357 Magnum. You feel lucky for some reason."
- States
- {
- Spawn:
- W357 A -1
- loop
- Pickup:
- Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
- stop
- GiveShit:
- Null A 0 A_GiveInventory("357Magnum",1)
- stop
- }
- }
- Actor ShotgunPickup : CustomInventory
- {
- Inventory.MaxAmount 1
- Inventory.Amount 1
- Inventory.PickupMessage "Picked up a SPAS-12. Be Careful what you aim that at."
- Radius 30
- Height 20
- States
- {
- Spawn:
- WSHT A -1
- loop
- Pickup:
- Null A 0 A_JumpIfInventory("IsFreeman",1,"GiveShit")
- stop
- GiveShit:
- Null A 0 A_GiveInventory("HLShotgun",1)
- stop
- }
- }
- /////////////
- /* Crowbar */
- /////////////
- Actor Crowbar : Weapon
- {
- +WEAPON.NOAUTOAIM
- +Weapon.MeleeWeapon
- +INVENTORY.UNDROPPABLE
- +Weapon.NOALERT
- Weapon.SlotNumber 1
- States
- {
- Ready:
- HCRW A 0 A_TakeInventory("IsHitting",1)
- HCRW AAA 2 A_WeaponReady
- HCRW BBB 2 A_WeaponReady
- HCRW CCC 2 A_WeaponReady
- loop
- Select:
- HCRW A 1 A_Raise
- loop
- Deselect:
- HCRW A 1 A_Lower
- loop
- Fire:
- HCRW A 0 A_JumpIfInventory("Qué?",7,"Como")
- HCRW A 0 A_GiveInventory("Qué?",1)
- HCRW A 0 A_CustomPunch(1,1,0,"CrowbarPuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 0 A_CustomPunch(1,1,0,"InvisiblePuff",64)
- HCRW A 1
- HCRW A 0 A_JumpIfInventory("IsHitting",1,"HitFire")
- HCRW A 0 A_Jump(127,"Fire2")
- goto Fire1
- Fire1:
- HCRW A 0 A_PlayWeaponSound("Crowbar/Swing")
- HCRW D 2
- HCRW E 2
- HCRW F 1
- HCRW G 2
- goto FinishFire
- Fire2:
- HCRW A 0 A_PlayWeaponSound("Crowbar/Swing")
- HCRW H 2
- HCRW I 2
- HCRW J 1
- HCRW K 2
- goto FinishFire
- FinishFire:
- HCRR AABBCC 1
- HCRR DDEEFFGGHHII 1 A_ReFire
- goto Ready
- HitFire:
- HCH1 A 0 A_Jump(128,"HitFire2")
- HitFire1:
- HCH1 A 0 A_TakeInventory("IsHitting",1)
- HCH1 A 2
- HCH1 B 2
- HCH1 C 1
- HCH1 D 2
- HCRW A 0 A_TakeInventory("IsHitting",1)
- HCH1 EFFGG 1
- HCH1 HHIIJKLMM 1 A_ReFire
- goto Ready
- HitFire2:
- HCH2 A 0 A_TakeInventory("IsHitting",1)
- HCH2 A 2
- HCH2 B 2
- HCH2 C 1
- HCH2 D 2
- HCRW A 0 A_TakeInventory("IsHitting",1)
- HCH2 EFFGG 1
- HCH2 HHIIJKLMM 1 A_ReFire
- goto Ready
- Como:
- HCRW A 0 A_TakeInventory("Qué?",7)
- HCRW A 0 A_TakeInventory("Eh?",6)
- goto Fire
- }
- }
- Actor "Qué?" : Inventory
- {
- Inventory.MaxAmount 7
- -Invbar
- }
- Actor CrowbarPuff
- {
- Decal BulletChip1
- Radius 0
- Height 1
- Speed 0
- PROJECTILE
- +NOEXTREMEDEATH
- +PUFFONACTORS
- +LOOKALLAROUND
- +PUFFGETSOWNER
- AttackSound "Crowbar/Hit"
- SeeSound "Crowbar/FleshHit"
- RenderStyle Translucent
- Alpha 0.5
- VSpeed 1
- Mass 5
- States
- {
- Crash:
- Spawn:
- PUFF A 1
- PUFF A 0 A_GiveToTarget("IsHitting",1)
- PUFF A 4 bright
- PUFF B 4
- PUFF CD 4
- Stop
- }
- }
- Actor InvisiblePuff
- {
- +BLOODLESSIMPACT
- Radius 0
- Height 1
- Speed 0
- PROJECTILE
- +NOEXTREMEDEATH
- +PUFFONACTORS
- +LOOKALLAROUND
- +PUFFGETSOWNER
- States
- {
- Spawn:
- Crash:
- NULL A 1
- Stop
- }
- }
- Actor IsHitting : Inventory
- {
- -INVBAR
- Inventory.MaxAmount 1
- +INVENTORY.UNDROPPABLE
- }
- Actor RegenCounter : Inventory
- {
- -INVBAR
- Inventory.MaxAmount 16
- +INVENTORY.UNDROPPABLE
- }
- Actor Lolwat : Inventory
- {
- Inventory.MaxAmount 1
- -Invbar
- }
- /////////
- /* RPG */
- /////////
- Actor HLRPG : Weapon
- {
- +WEAPON.NOAUTOAIM
- +INVENTORY.UNDROPPABLE
- Weapon.SlotNumber 5
- +Weapon.NOAutoFire
- States
- {
- Ready:
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW B 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW B 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW B 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW C 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW C 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW C 1 A_WeaponReady
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- loop
- Select:
- HCRW A 1 A_Raise
- loop
- Deselect:
- HCRW A 1 A_Lower
- loop
- Fire:
- HCRW A 0 A_PlaySound("weapons/rocklf")
- HCRW B 1 A_FireCustomMissile("HLRocket")
- HCRW A 0 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW GGGG 1 A_FireBullets(0,0,5,0,"RocketLaser")
- HCRW G 0 A_FireBullets(0,0,5,0,"RocketLaser")
- goto Ready
- }
- }
- actor HLRocket
- {
- Damagetype Friendly
- Game Doom
- SpawnID 234
- Radius 11
- Height 8
- Speed 20
- Damage 20
- Projectile
- +FRIENDLY
- +DEHEXPLOSION
- -SOLID
- //Damagetype Disintegrate
- DeathSound "SMG1/GrenadeExplode"
- Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
- States
- {
- Spawn:
- MISL A 0 Thing_ChangeTID(0,3922)
- MISL A 5
- //MISL A 0 Thing_Hate(0,3911,6)
- //MISL A 0 A_FaceTarget
- //MISL A 0 //A_CustomMissile("HLRocket",0,0,0,CMF_TRACKOWNER)
- MISL A 0 Thing_ProjectileAimed(0,234,150,3911)
- stop
- Death:
- MISL B 4 bright A_Explode
- MISL C 3 bright
- MISL D 2 bright
- stop
- }
- }
- Actor RocketLaser
- {
- Scale .5
- Radius 1
- Height 1
- Speed 0
- PROJECTILE
- +NOEXTREMEDEATH
- +PUFFONACTORS
- +LOOKALLAROUND
- +PUFFGETSOWNER
- +ALWAYSPUFF
- +bloodlessimpact
- +PAINLESS
- VSpeed 1
- Mass 5
- States
- {
- Spawn:
- HPRL A 0 Thing_ChangeTID(3911,0)
- HPRL A 0 Thing_Remove(3911)
- HRPL A 0 Thing_ChangeTID(0,3911)
- HRPL A 3
- Stop
- }
- }
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