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Oct 5th, 2022
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  1. //int a = 5;
  2.  
  3. class TGCpistol : TGCweapon {
  4. int a;
  5. property a:a;
  6. default {
  7. TGCpistol.a 5;
  8. weapon.AmmoUse 1;
  9. weapon.AmmoGive 2;
  10. weapon.AmmoType "Clip";
  11. obituary "LOL";
  12. +WEAPON.WIMPY_WEAPON;
  13. inventory.PickupMessage "LOL";
  14. tag "LOL";
  15. }
  16. override void postBeginPlay() {
  17. super.postBeginPlay();
  18. //int a = 5;
  19. }
  20. states {
  21. Ready:
  22. //PISG A 1 a_WeaponReady();
  23. TNT1 A 0 a_WeaponOffset(0, -6, WOF_ADD);
  24. PISG A 0 a_WeaponOffset(acs_NamedExecuteWithResult("TGCcheckInventoryX"), acs_NamedExecuteWithResult("TGCcheckInventoryY"), WOF_ADD | WOF_INTERPOLATE);
  25. PISG A 0 giveInventory("TGCswepSwchPosY", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
  26. TNT1 A 0 giveInventory("TGCswepSwchPosX", 5);
  27. TNT1 A 0 a_JumpIfInventory("TGCswepSwchPosY", 100, 1);
  28. goto Ready;
  29. TNT1 A 0 setInventory("TGCswepSwchPosYbackup", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
  30. TNT1 A 0 setInventory("TGCswepSwchPosY", 1);
  31. TNT1 A 0 setInventory("TGCswepSwchPosXbackup", -1 * acs_NamedExecuteWithResult("TGCcheckInventoryY"));
  32. TNT1 A 0 setInventory("TGCswepSwchPosX", 1);
  33. goto ReadyAgain;
  34.  
  35. ReadyAgain:
  36. TNT1 A 0 a_WeaponOffset(0, -6, WOF_ADD);
  37. PISG A 1 a_WeaponOffset(acs_NamedExecuteWithResult("TGCcheckInventoryXbackup"), acs_NamedExecuteWithResult("TGCcheckInventoryYbackup"), WOF_ADD | WOF_INTERPOLATE);
  38. PISG A 0 giveInventory("TGCswepSwchPosYbackup", acs_NamedExecuteWithResult("TGCcheckInventoryYbackup"));
  39. TNT1 A 0 giveInventory("TGCswepSwchPosXbackup", 5);
  40. TNT1 A 0 a_JumpIfInventory("TGCswepSwchPosYbackup", 100, 1);
  41. goto ReadyAgain;
  42. TNT1 A 0 setInventory("TGCswepSwchPosYbackup", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
  43. TNT1 A 0 setInventory("TGCswepSwchPosY", 1);
  44. TNT1 A 0 setInventory("TGCswepSwchPosXbackup", -1 * acs_NamedExecuteWithResult("TGCcheckInventoryY"));
  45. TNT1 A 0 setInventory("TGCswepSwchPosX", 1);
  46. goto ReadyAgainAgain;
  47.  
  48. ReadyAgainAgain:
  49. PISG A 1 a_WeaponReady();
  50. {
  51. int a = 8;
  52. //a_LogInt(a);
  53. }
  54. loop;
  55.  
  56. Deselect:
  57. PISG A 0 a_Lower();
  58. goto DeselectAgain;
  59.  
  60. DeselectAgain:
  61. TNT1 A 0 a_WeaponOffset(0, -6, WOF_ADD);
  62. PISG A 1 a_WeaponOffset(acs_NamedExecuteWithResult("TGCcheckInventoryX"), acs_NamedExecuteWithResult("TGCcheckInventoryY"), WOF_ADD | WOF_INTERPOLATE);
  63. PISG A 0 giveInventory("TGCswepSwchPosY", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
  64. TNT1 A 0 giveInventory("TGCswepSwchPosX", 5);
  65. TNT1 A 0 a_JumpIfInventory("TGCswepSwchPosY", 100, 1);
  66. goto ReadyAgainAgain;
  67. TNT1 A 0 setInventory("TGCswepSwchPosYbackup", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
  68. TNT1 A 0 setInventory("TGCswepSwchPosY", 1);
  69. TNT1 A 0 setInventory("TGCswepSwchPosXbackup", acs_NamedExecuteWithResult("TGCcheckInventoryY"));
  70. TNT1 A 0 setInventory("TGCswepSwchPosX", 1);
  71. goto d;
  72.  
  73. d:
  74. TNT1 A 0 a_Lower();
  75. loop;
  76.  
  77. Select:
  78. PISG A 0 a_Raise();
  79. loop;
  80.  
  81. Fire:
  82. PISG A 4;
  83. PISG B 6 a_FirePistol();
  84. PISG C 4;
  85. PISG B 5 a_Refire();
  86. goto ReadyAgainAgain;
  87.  
  88. Flash:
  89. PISF A 7 Bright a_Light1();
  90. goto LightDone;
  91. PISF A 7 Bright a_Light1();
  92. goto LightDone;
  93.  
  94. Spawn:
  95. PIST A -1;
  96. stop;
  97. }
  98. }
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