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  1. //============================================================================
  2.  
  3. void() player_gatldown1   =[$nailatt1, player_run  ]
  4. {
  5.  
  6.         //if ((!self.button0) || !W_CheckNoAmmo())
  7.                 //{player_run ();return;}
  8.         sound (self, CHAN_WEAPON, "weapons/mingn3.wav", 1, ATTN_NORM);
  9.         self.nextthink = time + 0.1;
  10.         self.weaponframe = 15;
  11.         self.weaponframe = self.weaponframe + 1;
  12.         if (self.weaponframe == 34)
  13.                 self.weaponframe = 1;
  14.         self.attack_finished = time + 0.9;
  15. };
  16.  
  17. void() player_gatlup1   =[$light1, player_gatlup2  ]
  18. {
  19.  
  20.         //if ((!self.button0) || !W_CheckNoAmmo())
  21.                 //{player_run ();return;}
  22.         //W_GatlingSpinUp();
  23.         sound (self, CHAN_WEAPON, "weapons/mingn1.wav", 1, ATTN_NORM);
  24.         self.attack_finished = time + 0.9;
  25.         self.weaponframe = self.weaponframe + 1;
  26.         //if (self.weaponframe == 10)
  27.                 //self.weaponframe = 1;
  28. };
  29.  
  30. void() player_gatlup2   =[$light1, player_gatlup3  ]
  31. {
  32.  
  33.         //if ((!self.button0) || !W_CheckNoAmmo())
  34.                 //{player_run ();return;}
  35.         self.weaponframe = self.weaponframe + 1;
  36.         //if (self.weaponframe == 10)
  37.                 //self.weaponframe = 1;
  38. };
  39.  
  40. void() player_gatlup3   =[$light1, player_gatlup4  ]
  41. {
  42.  
  43.         //if ((!self.button0) || !W_CheckNoAmmo())
  44.                 //{player_run ();return;}
  45.         self.weaponframe = self.weaponframe + 1;
  46.         //if (self.weaponframe == 10)
  47.                 //self.weaponframe = 1;
  48. };
  49.  
  50. void() player_gatlup4   =[$light1, player_gatlup5  ]
  51. {
  52.  
  53.         //if ((!self.button0) || !W_CheckNoAmmo())
  54.                 //{player_run ();return;}
  55.         self.weaponframe = self.weaponframe + 1;
  56.         //if (self.weaponframe == 10)
  57.                 //self.weaponframe = 1;
  58. };
  59.  
  60. void() player_gatlup5   =[$light1, player_gatlup6  ]
  61. {
  62.  
  63.         //if ((!self.button0) || !W_CheckNoAmmo())
  64.                 //{player_run ();return;}
  65.         self.weaponframe = self.weaponframe + 1;
  66.         //if (self.weaponframe == 10)
  67.                 //self.weaponframe = 1;
  68. };
  69.  
  70. void() player_gatlup6   =[$light1, player_gatlup7  ]
  71. {
  72.  
  73.         //if ((!self.button0) || !W_CheckNoAmmo())
  74.                 //{player_run ();return;}
  75.         self.weaponframe = self.weaponframe + 1;
  76.         //if (self.weaponframe == 10)
  77.                 //self.weaponframe = 1;
  78. };
  79.  
  80. void() player_gatlup7   =[$light1, player_gatlup8  ]
  81. {
  82.  
  83.         //if ((!self.button0) || !W_CheckNoAmmo())
  84.                 //{player_run ();return;}
  85.         self.weaponframe = self.weaponframe + 1;
  86.         //if (self.weaponframe == 10)
  87.                 //self.weaponframe = 1;
  88. };
  89.  
  90. void() player_gatlup8   =[$light1, player_gatlup9  ]
  91. {
  92.  
  93.         //if ((!self.button0) || !W_CheckNoAmmo())
  94.                 //{player_run ();return;}
  95.         self.weaponframe = self.weaponframe + 1;
  96.         //if (self.weaponframe == 10)
  97.                 //self.weaponframe = 1;
  98. };
  99.  
  100. void() player_gatlup9   =[$light1, player_gatlshot1  ]
  101. {
  102.  
  103.         //if ((!self.button0) || !W_CheckNoAmmo())
  104.                 //{player_run ();return;}
  105.         self.weaponframe = self.weaponframe + 1;
  106.         //if (self.weaponframe == 10)
  107.                 //self.weaponframe = 1;
  108. };
  109.  
  110. void() player_gatlshot1   =[$nailatt1, player_gatlshot2  ]
  111. {
  112.  
  113.         if ((!self.button0) || !W_CheckNoAmmo())
  114.                 {player_gatldown1 ();return;}
  115.  
  116.         self.effects = self.effects | EF_MUZZLEFLASH;
  117.         self.nextthink = time + 0.05;
  118.         self.weaponframe = self.weaponframe + 1;
  119.         if (self.weaponframe == 14)
  120.                 self.weaponframe = 11;
  121.         SuperDamageSound();
  122.         W_FireGatling();
  123.         if (self.t_width < time)
  124.                 {
  125.                 sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  126.                 self.t_width = time + 0.95;
  127.                 }
  128.         //else
  129.         //{
  130.         //player_gatldown1();
  131.         //}
  132. };
  133.  
  134. void() player_gatlshot2   =[$nailatt1, player_gatlshot3  ]
  135. {
  136.  
  137.         if ((!self.button0) || !W_CheckNoAmmo())
  138.                 {player_gatldown1 ();return;}
  139.  
  140.         self.effects = self.effects | EF_MUZZLEFLASH;
  141.         self.nextthink = time + 0.05;
  142.         self.weaponframe = self.weaponframe + 1;
  143.         if (self.weaponframe == 14)
  144.                 self.weaponframe = 11;
  145.         SuperDamageSound();
  146.         W_FireGatling();
  147.         if (self.t_width < time)
  148.                 {
  149.                 sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  150.                 self.t_width = time + 0.95;
  151.                 }
  152.         //else
  153.         //{
  154.         //player_gatldown1();
  155.         //}
  156. };
  157.  
  158. void() player_gatlshot3   =[$nailatt2, player_gatlshot4  ]
  159. {
  160.  
  161.         if ((!self.button0) || !W_CheckNoAmmo())
  162.                 {player_gatldown1 ();return;}
  163.  
  164.         self.effects = self.effects | EF_MUZZLEFLASH;
  165.         self.nextthink = time + 0.05;
  166.         self.weaponframe = self.weaponframe + 1;
  167.         if (self.weaponframe == 14)
  168.                 self.weaponframe = 11;
  169.         SuperDamageSound();
  170.         W_FireGatling();
  171.         if (self.t_width < time)
  172.                 {
  173.                 sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  174.                 self.t_width = time + 0.95;
  175.                 }
  176. };
  177.  
  178. void() player_gatlshot4   =[$nailatt2, player_gatlshot1  ]
  179. {
  180.  
  181.         if ((!self.button0) || !W_CheckNoAmmo())
  182.                 {player_gatldown1 ();return;}
  183.  
  184.         self.effects = self.effects | EF_MUZZLEFLASH;
  185.         self.nextthink = time + 0.05;
  186.         self.weaponframe = self.weaponframe + 1;
  187.         if (self.weaponframe == 14)
  188.                 self.weaponframe = 11;
  189.         SuperDamageSound();
  190.         W_FireGatling();
  191.         if (self.t_width < time)
  192.                 {
  193.                 sound (self, CHAN_WEAPON, "weapons/mingn2.wav", 1, ATTN_NORM);
  194.                 self.t_width = time + 0.95;
  195.                 }
  196.        
  197. };
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