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Jul 17th, 2018
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  1. class ChromaScissors: Weapon
  2. {
  3. int cooldown;
  4. string colortype;
  5. Default
  6. {
  7. Weapon.SlotNumber 2;
  8. Weapon.AmmoType1 "ChromaScissorsPower";
  9. Weapon.AmmoType2 "ChromaScissorsPower";
  10. Weapon.AmmoUse1 4;
  11. Weapon.AmmoUse2 48;
  12. +WEAPON.AMMO_OPTIONAL;
  13. +WEAPON.ALT_AMMO_OPTIONAL;
  14. }
  15. States
  16. {
  17. Spawn:
  18. CRPG A -1;
  19. Stop;
  20. Select:
  21. TNT1 AAAAAAAAAA 0 A_Raise;
  22. TNT1 A 1;
  23. TNT1 A 0 {
  24. A_JumpIf(invoker.colortype == "Red", "SelectR");
  25. A_JumpIf(invoker.colortype == "Blue", "SelectG");
  26. A_JumpIf(invoker.colortype == "Green", "SelectB");
  27. }
  28. SelectR:
  29. CRSR E 2;
  30. CRSR F 2;
  31. CRSR G 2;
  32. GoTo Ready;
  33. SelectB:
  34. CRSB E 2;
  35. CRSB F 2;
  36. CRSB G 2;
  37. GoTo Ready;
  38. SelectG:
  39. CRSG E 2;
  40. CRSG F 2;
  41. CRSG G 2;
  42. GoTo Ready;
  43. Deselect:
  44. TNT1 AAAAAAAAAA 0 A_Lower;
  45. TNT1 A 1;
  46. Ready:
  47. TNT1 A 0 A_JumpIf(invoker.colortype == "Red", "ReadyR");
  48. TNT1 A 0 A_JumpIf(invoker.colortype == "Blue", "ReadyB");
  49. TNT1 A 0 A_JumpIf(invoker.colortype == "Green", "ReadyG");
  50. ReadyR:
  51. TNT1 A 0 {invoker.cooldown--;}
  52. CRSR A 1 A_WeaponReady(WRF_ALLOWUSER1 | WRF_ALLOWUSER2 | WRF_ALLOWUSER3);
  53. Loop;
  54. ReadyB:
  55. TNT1 A 0 {invoker.cooldown--;}
  56. CRSB A 1 A_WeaponReady(WRF_ALLOWUSER1 | WRF_ALLOWUSER2 | WRF_ALLOWUSER3);
  57. Loop;
  58. ReadyG:
  59. TNT1 A 0 {invoker.cooldown--;}
  60. CRSG A 1 A_WeaponReady(WRF_ALLOWUSER1 | WRF_ALLOWUSER2 | WRF_ALLOWUSER3);
  61. Loop;
  62. User1:
  63. TNT1 A 0 {
  64. invoker.colortype = "Red";
  65. }
  66. GoTo SelectR;
  67. User2:
  68. TNT1 A 0 {
  69. invoker.colortype = "Blue";
  70. }
  71. GoTo SelectB;
  72. User3:
  73. TNT1 A 0 {
  74. invoker.colortype = "Green";
  75. }
  76. GoTo SelectG;
  77. Fire:
  78. TNT1 A 0 A_JumpIf(invoker.colortype == "Red", "FireR");
  79. TNT1 A 0 A_JumpIf(invoker.colortype == "Blue", "FireB");
  80. TNT1 A 0 A_JumpIf(invoker.colortype == "Green", "FireG");
  81. FireR:
  82. CRSR A 2;
  83. CRSR B 2;
  84. CRSR C 2;
  85. CRSR D 1 A_GunFlash;
  86. CRSR D 1 {
  87. if (CheckInventory("ChromaAmmoR", 4))
  88. {
  89. A_FireProjectile("ChromaDiskRL", 0);
  90. A_FireProjectile("ChromaDiskRR", 0);
  91. A_TakeInventory("ChromaAmmoR", 4);
  92. }
  93. else
  94. {
  95. A_FireProjectile("ChromaDiskRLWeak", 0);
  96. A_FireProjectile("ChromaDiskRRWeak", 0);
  97. }
  98. }
  99. CRSR C 2;
  100. CRSR B 2;
  101. CRSR A 2 {invoker.cooldown = (invoker.cooldown - 14);}
  102. GoTo Ready;
  103. FireB:
  104. CRSB A 2;
  105. CRSB B 2;
  106. CRSB C 2;
  107. CRSB D 1 A_GunFlash;
  108. CRSB D 1 {
  109. if (CheckInventory("ChromaAmmoB", 4))
  110. {
  111. A_FireProjectile("ChromaDiskBL", 0);
  112. A_FireProjectile("ChromaDiskBR", 0);
  113. A_TakeInventory("ChromaAmmoB", 4);
  114. }
  115. else
  116. {
  117. A_FireProjectile("ChromaDiskBLWeak", 0);
  118. A_FireProjectile("ChromaDiskBRWeak", 0);
  119. }
  120. }
  121. CRSB C 2;
  122. CRSB B 2;
  123. CRSB A 2 {invoker.cooldown = (invoker.cooldown - 14);}
  124. GoTo Ready;
  125. FireG:
  126. CRSG A 2;
  127. CRSG B 2;
  128. CRSG C 2;
  129. CRSG D 1 A_GunFlash;
  130. CRSG D 1 {
  131. if (CheckInventory("ChromaAmmoG", 4))
  132. {
  133. A_FireProjectile("ChromaDiskGL", 0);
  134. A_FireProjectile("ChromaDiskGR", 0);
  135. A_TakeInventory("ChromaAmmoG", 4);
  136. }
  137. else
  138. {
  139. A_FireProjectile("ChromaDiskGLWeak", 0);
  140. A_FireProjectile("ChromaDiskGRWeak", 0);
  141. }
  142. }
  143. CRSG C 2;
  144. CRSG B 2;
  145. CRSG A 2 {invoker.cooldown = (invoker.cooldown - 14);}
  146. GoTo Ready;
  147. AltFire:
  148. TNT1 A 0 A_JumpIf(invoker.colortype == "Red", "AltFireR");
  149. TNT1 A 0 A_JumpIf(invoker.colortype == "Blue", "AltFireB");
  150. TNT1 A 0 A_JumpIf(invoker.colortype == "Green", "AltFireG");
  151. AltFireR:
  152. TNT1 A 0 A_JumpIf(invoker.cooldown > 0, 8);
  153. CRSR A 2;
  154. CRSR B 2;
  155. CRSR C 2;
  156. CRSR D 1 A_GunFlash;
  157. CRSR D 1 {
  158. if (CountInv("ChromaScissorsPower") > 0)
  159. {
  160. A_FireProjectile("ChromaShieldR", 0);
  161. invoker.cooldown = 352;
  162. }
  163. }
  164. CRSR C 2;
  165. CRSR B 2;
  166. CRSR A 2 {invoker.cooldown = (invoker.cooldown - 2);}
  167. GoTo Ready;
  168. AltFireB:
  169. TNT1 A 0 A_JumpIf(invoker.cooldown > 0, 8);
  170. CRSB A 2;
  171. CRSB B 2;
  172. CRSB C 2;
  173. CRSB D 1 A_GunFlash;
  174. CRSB D 1 {
  175. if (CountInv("ChromaScissorsPower") > 0)
  176. {
  177. A_FireProjectile("ChromaShieldB", 0);
  178. invoker.cooldown = 352;
  179. }
  180. }
  181. CRSB C 2;
  182. CRSB B 2;
  183. CRSB A 2 {invoker.cooldown = (invoker.cooldown - 2);}
  184. GoTo Ready;
  185. AltFireG:
  186. TNT1 A 0 A_JumpIf(invoker.cooldown > 0, 8);
  187. CRSG A 2;
  188. CRSG B 2;
  189. CRSG C 2;
  190. CRSG D 1 A_GunFlash;
  191. CRSG D 1 {
  192. if (CountInv("ChromaScissorsPower") > 0)
  193. {
  194. A_FireProjectile("ChromaShieldG", 0);
  195. invoker.cooldown = 352;
  196. }
  197. }
  198. CRSG C 2;
  199. CRSG B 2;
  200. CRSG A 2 {invoker.cooldown = (invoker.cooldown - 2);}
  201. GoTo Ready;
  202. Flash:
  203. CRSR B 1 BRIGHT A_Light1;
  204. CRSR C 1 BRIGHT A_Light2;
  205. TNT1 A 1 A_Light0;
  206. GoTo LightDone;
  207. }
  208.  
  209. }
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