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- //int a = 5;
- class TGCpistol : TGCweapon {
- int a;
- property a:a;
- default {
- TGCpistol.a 5;
- weapon.AmmoUse 1;
- weapon.AmmoGive 2;
- weapon.AmmoType "Clip";
- obituary "LOL";
- +WEAPON.WIMPY_WEAPON;
- inventory.PickupMessage "LOL";
- tag "LOL";
- }
- override void postBeginPlay() {
- super.postBeginPlay();
- //int a = 5;
- }
- states {
- Ready:
- //PISG A 1 a_WeaponReady();
- TNT1 A 0 a_WeaponOffset(0, -6, WOF_ADD);
- PISG A 0 a_WeaponOffset(acs_NamedExecuteWithResult("TGCcheckInventoryX"), acs_NamedExecuteWithResult("TGCcheckInventoryY"), WOF_ADD | WOF_INTERPOLATE);
- PISG A 0 giveInventory("TGCswepSwchPosY", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
- TNT1 A 0 giveInventory("TGCswepSwchPosX", 5);
- TNT1 A 0 a_JumpIfInventory("TGCswepSwchPosY", 100, 1);
- goto Ready;
- TNT1 A 0 setInventory("TGCswepSwchPosYbackup", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
- TNT1 A 0 setInventory("TGCswepSwchPosY", 1);
- TNT1 A 0 setInventory("TGCswepSwchPosXbackup", -1 * acs_NamedExecuteWithResult("TGCcheckInventoryY"));
- TNT1 A 0 setInventory("TGCswepSwchPosX", 1);
- goto ReadyAgain;
- ReadyAgain:
- TNT1 A 0 a_WeaponOffset(0, -6, WOF_ADD);
- PISG A 1 a_WeaponOffset(acs_NamedExecuteWithResult("TGCcheckInventoryXbackup"), acs_NamedExecuteWithResult("TGCcheckInventoryYbackup"), WOF_ADD | WOF_INTERPOLATE);
- PISG A 0 giveInventory("TGCswepSwchPosYbackup", acs_NamedExecuteWithResult("TGCcheckInventoryYbackup"));
- TNT1 A 0 giveInventory("TGCswepSwchPosXbackup", 5);
- TNT1 A 0 a_JumpIfInventory("TGCswepSwchPosYbackup", 100, 1);
- goto ReadyAgain;
- TNT1 A 0 setInventory("TGCswepSwchPosYbackup", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
- TNT1 A 0 setInventory("TGCswepSwchPosY", 1);
- TNT1 A 0 setInventory("TGCswepSwchPosXbackup", -1 * acs_NamedExecuteWithResult("TGCcheckInventoryY"));
- TNT1 A 0 setInventory("TGCswepSwchPosX", 1);
- goto ReadyAgainAgain;
- ReadyAgainAgain:
- PISG A 1 a_WeaponReady();
- {
- int a = 8;
- //a_LogInt(a);
- }
- loop;
- Deselect:
- PISG A 0 a_Lower();
- goto DeselectAgain;
- DeselectAgain:
- TNT1 A 0 a_WeaponOffset(0, -6, WOF_ADD);
- PISG A 1 a_WeaponOffset(acs_NamedExecuteWithResult("TGCcheckInventoryX"), acs_NamedExecuteWithResult("TGCcheckInventoryY"), WOF_ADD | WOF_INTERPOLATE);
- PISG A 0 giveInventory("TGCswepSwchPosY", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
- TNT1 A 0 giveInventory("TGCswepSwchPosX", 5);
- TNT1 A 0 a_JumpIfInventory("TGCswepSwchPosY", 100, 1);
- goto ReadyAgainAgain;
- TNT1 A 0 setInventory("TGCswepSwchPosYbackup", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
- TNT1 A 0 setInventory("TGCswepSwchPosY", 1);
- TNT1 A 0 setInventory("TGCswepSwchPosXbackup", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
- TNT1 A 0 setInventory("TGCswepSwchPosX", 1);
- goto d;
- d:
- TNT1 A 0 a_Lower();
- loop;
- Select:
- PISG A 0 a_Raise();
- loop;
- Fire:
- PISG A 4;
- PISG B 6 a_FirePistol();
- PISG C 4;
- PISG B 5 a_Refire();
- goto ReadyAgainAgain;
- Flash:
- PISF A 7 Bright a_Light1();
- goto LightDone;
- PISF A 7 Bright a_Light1();
- goto LightDone;
- Spawn:
- PIST A -1;
- stop;
- }
- }
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