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- // =============================================================================
- //
- // PB 3.0 Riot Shield Addon
- // Adapted From
- //
- // Brutal DOOM - Mutators
- //
- // Counter-Strike Styled Tactical Shield
- // for Brutal DOOM v21
- //
- // -----------------------------
- // Main credit goes to:
- // NEW and Old Sprites By mryayayify
- // Original Decorate Script By XV117
- // -----------------------------
- // Modified by: D3X1K AXYZ and Mryayayify
- //
- // =============================================================================
- ACTOR RiotShieldPickup : CustomInventory Replaces RiotShieldDrop
- {
- Game Doom
- Inventory.PickupSound "barrel/pain"
- Inventory.Pickupmessage "You got the UAC-33 Ballistic Shield"
- +INVENTORY.RESTRICTABSOLUTELY
- -INVENTORY.ALWAYSPICKUP
- States
- {
- Spawn:
- 5L1D I 1
- 5L1D I -1
- Loop
- Pickup:
- TNT1 A 0
- TNT1 A 0 A_GiveInventory("RiotShield",1)
- Pickup.After:
- TNT1 A 0
- Stop
- }
- }
- ACTOR RiotShield : PB_Weapon
- {
- Game Doom
- +BLOODSPLATTER
- Weapon.SlotNumber 2
- Weapon.SelectionOrder 3400
- Weapon.KickBack 200
- Weapon.AmmoUse1 0
- Weapon.AmmoGive1 0
- Weapon.AmmoUse2 0
- Weapon.AmmoGive2 0
- Weapon.AmmoType2 "PrimaryPistolAmmo"//BDPistolAmmo
- Weapon.AmmoType1 "PistolBullets"//Clip1
- Obituary "%o stood no chance against %k's riot shield"
- AttackSound "None"
- Inventory.PickupSound "barrel/pain"
- Inventory.Pickupmessage "You got the UAC-33 Ballistic Shield"
- +INVENTORY.RESTRICTABSOLUTELY
- +WEAPON.NOAUTOAIM
- +WEAPON.NOALERT
- +WEAPON.NOAUTOFIRE
- +WEAPON.NO_AUTO_SWITCH
- +WEAPON.WIMPY_WEAPON
- +FORCEXYBILLBOARD
- Tag "Riot Shield"
- Scale 1.0
- States
- {
- Spawn:
- 5L1D I 1
- 5L1D I -1
- Loop
- Select:
- TNT1 A 0
- TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand")
- TNT1 A 0
- {
- if (countinv("PaladinShieldDrop") == 1)
- {
- A_TAKEINVENTORY("RiotShield",1);
- A_SelectWeapon("PaladinShieldDrop");
- }
- }
- TNT1 A 0
- {
- if (GetCvar("RS_AxeCheck"))
- {
- if (CountInv("BrutalAxe") != 1)
- {
- A_TakeInventory("ShieldAxeMode",1);
- }
- }
- }
- TNT1 A 0 A_Takeinventory("Unloading",1)
- TNT1 A 0 A_TakeInventory("RifleSelected",1)
- TNT1 A 0 A_TakeInventory("CarbineSelected",1)
- TNT1 A 0 A_TakeInventory("ADSMode",1)
- TNT1 A 0 A_TakeInventory("FistsSelected",1)
- TNT1 A 0 A_TakeInventory("SawSelected",1)
- TNT1 A 0 A_TakeInventory("SledgeSelected",1)
- TNT1 A 0 A_TakeInventory("DualHandgunSelected",1)
- TNT1 A 0 A_TakeInventory("RevolverSelected",1)
- TNT1 A 0 A_TakeInventory("ShotgunSelected",1)
- TNT1 A 0 A_TakeInventory("SSGSelected",1)
- TNT1 A 0 A_TakeInventory("ASGSelected",1)
- TNT1 A 0 A_TakeInventory("QSGSelected",1)
- TNT1 A 0 A_TakeInventory("MinigunSelected",1)
- TNT1 A 0 A_TakeInventory("NewChaingunSelected",1)
- TNT1 A 0 A_TakeInventory("RocketLauncherSelected",1)
- TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected",1)
- TNT1 A 0 A_TakeInventory("SGLSelected",1)
- TNT1 A 0 A_TakeInventory("PlasmaGunSelected",1)
- TNT1 A 0 A_TakeInventory("M2Selected",1)
- TNT1 A 0 A_TakeInventory("FreezerSelected",1)
- TNT1 A 0 A_TakeInventory("RailGunSelected",1)
- TNT1 A 0 A_TakeInventory("BFGSelected",1)
- TNT1 A 0 A_TakeInventory("BFGBeamSelected",1)
- TNT1 A 0 A_TakeInventory("BHCSelected",1)
- TNT1 A 0 A_TakeInventory("RevenantLauncherSelected",1)
- TNT1 A 0 A_TakeInventory("FlameCannonSelected",1)
- TNT1 A 0 A_TakeInventory("HellRifleSelected",1)
- TNT1 A 0 A_TakeInventory("LandMineSelected",1)
- TNT1 A 0 A_TakeInventory("UACSMGSelected",1)
- TNT1 A 0 A_TakeInventory("SubMachineGunSelected",1)
- TNT1 A 0 A_TakeInventory("LostSoulSelected",1)
- TNT1 A 0 A_TakeInventory("HasBarrel",1)
- TNT1 A 0 A_TakeInventory("HasBurningBarrel",1)
- TNT1 A 0 A_Takeinventory("HasPlasmaWeapon",1)
- TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
- TNT1 A 0 A_GiveInventory("HandgunSelected",1)
- TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise
- TNT1 AAAAAAAA 1 A_Raise
- // Wait
- Goto SelectAnimation
- // New Draw Animation
- SelectAnimation:
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_JumpIf(CountInv("BrutalAxe") == 1 && CountInv("ShieldAxeMode") == 1 ,"SelectAnimationAxe")
- TNT1 A 0 A_JumpIf(GetCVar("RS_AxeCheck") == false && CountInv("ShieldAxeMode") == 1 , "SelectAnimationAxe")
- RSWR F 1 Offset(0,102)
- RSWR G 1 Offset(0,92)
- RSWR H 1 Offset(0,82)
- RSWR I 1 Offset(0,72)
- RSWR J 1 Offset(0,62)
- RSWR K 1 Offset(0,52)
- RSWF C 1 Offset(0,42)
- RSWG A 1 Offset(0,32)
- TNT1 A 0 A_GunFlash
- Goto Ready
- SelectAnimationAxe:
- RSWR F 1 Offset(0,102)
- RSWY G 1 Offset(0,92)
- RSWY H 1 Offset(0,82)
- RSWY I 1 Offset(0,72)
- RSWY J 1 Offset(0,62)
- RSWY K 1 Offset(0,52)
- RSWA A 1 Offset(0,42)
- TNT1 A 0 A_GunFlash
- Goto ReadyAxe
- // New Holster Animation
- Deselect:
- TNT1 A 0 A_JumpIfInventory("ShieldAxeMode",1,"DeselectAxe")
- TNT1 A 0 A_JumpIfInventory("ShieldModeA",1,"DeselectShieldMode")
- RSWG A 1 Offset(0,32)
- RSWF C 1 Offset(0,42)
- RSWR K 1 Offset(0,52)
- RSWR J 1 Offset(0,62)
- RSWR I 1 Offset(0,72)
- RSWR H 1 Offset(0,82)
- RSWR G 1 Offset(0,92)
- RSWR F 1 Offset(0,102)
- TNT1 A 0 A_Lower
- TNT1 A 1 A_Lower
- Wait
- DeselectAxe:
- RSWA A 1 Offset(0,32)
- RSWA A 1 Offset(0,42)
- RSWY K 1 Offset(0,52)
- RSWY J 1 Offset(0,62)
- RSWY I 1 Offset(0,72)
- RSWY H 1 Offset(0,82)
- RSWY G 1 Offset(0,92)
- RSWR F 1 Offset(0,102)
- TNT1 A 0 A_Lower
- TNT1 A 1 A_Lower
- Wait
- DeselectShieldMode:
- TNT1 A 0 A_Takeinventory("ShieldModeA",1)
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT F 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT E 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWB FEDCBA 1
- RSWG A 1 Offset(0,32)
- RSWF C 1 Offset(0,42)
- RSWR K 1 Offset(0,52)
- RSWR J 1 Offset(0,62)
- RSWR I 1 Offset(0,72)
- RSWR H 1 Offset(0,82)
- RSWR G 1 Offset(0,92)
- RSWR F 1 Offset(0,102)
- TNT1 A 0 A_Lower
- TNT1 A 1 A_Lower
- Wait
- Ready3:
- Ready:
- TNT1 A 0 A_JumpIfInventory("ShieldAxeMode",1,"ReadyAxe")
- RSWG A 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD)
- TNT1 A 0 A_JumpIfInventory("ShieldModeA",1,"ReadyShield")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
- TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility",1,"FireMode")//StartDualWield, FireMode
- Loop
- ReadyAxe:
- TNT1 A 0
- {
- if (GetCvar("RS_AxeCheck"))
- {
- if (CountInv("BrutalAxe") != 1)
- {
- A_TakeInventory("ShieldAxeMode",1);
- }
- }
- }
- TNT1 A 0 A_JumpIf(CountInv("ShieldAxeMode") != 1, "SelectAnimation")
- RSWA A 1 A_DoPBWeaponAction
- TNT1 A 0 A_JumpIfInventory("ShieldModeA",1,"ReadyShield")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
- TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility",1,"FireMode")//StartDualWield, FireMode
- Loop
- ReadyShield:
- TNT1 A 0 A_WeaponReady
- RSWT A 1 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"ShieldCantAction")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"ShieldCantAction")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"ShieldCantAction")
- TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"ShieldCantAction")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "ShieldCantAction")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "ShieldCantAction")
- TNT1 A 0 A_JumpIfInventory("Unloading",1,"ShieldCantAction")
- TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility",1,"ShieldCantAction")
- Loop
- ShieldCantAction:
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Takeinventory("Kicking",1)
- TNT1 A 0 A_Takeinventory("Taunting",1)
- TNT1 A 0 A_Takeinventory("TossGrenade",1)
- TNT1 A 0 A_Takeinventory("Salute1", 1)
- TNT1 A 0 A_Takeinventory("Salute2", 1)
- TNT1 A 0 A_Takeinventory("Unloading",1)
- TNT1 A 0 A_Print("You can not perform any action when using the shield")
- Goto ReadyShield
- NoAmmo:
- TNT1 A 0 A_TakeInventory("Unloading", 1)
- RSWG A 1 A_PlaySoundEx("weapons/empty", "Auto")
- Goto Ready
- // Fire Mode Related
- WeaponSpecial:
- TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1)
- TNT1 A 0 A_JumpIf(CountInv("BrutalAxe") == 1 , "ShieldAxeMode")
- TNT1 A 0 A_JumpIf(GetCVar("RS_AxeCheck") == false , "ShieldAxeMode")
- TNT1 A 0 A_Print("Fire Axe required. To disable, Check Weapon Settings")
- Goto Ready
- ShieldAxeMode:
- TNT1 A 0 A_JumpIfInventory("ShieldAxeMode",1,"ShieldPistolMode")
- RSWG A 1 Offset(0,32)
- RSWF C 1 Offset(0,42)
- RSWR K 1 Offset(0,52)
- RSWR J 1 Offset(0,62)
- RSWR I 1 Offset(0,72)
- RSWR H 1 Offset(0,82)
- RSWR G 1 Offset(0,92)
- RSWR F 1 Offset(0,102)
- TNT1 A 0 A_PlaySound("KNIFUP",1)
- RSWY G 1 Offset(0,92)
- RSWY H 1 Offset(0,82)
- RSWY I 1 Offset(0,72)
- RSWY J 1 Offset(0,62)
- RSWY K 1 Offset(0,52)
- RSWA A 1 Offset(0,42)
- TNT1 A 0 A_GiveInventory("ShieldAxeMode",1)
- TNT1 A 0 A_Print("Switched to Fire Axe")
- Goto ReadyAxe
- ShieldPistolMode:
- RSWA A 1 Offset(0,42)
- RSWY K 1 Offset(0,52)
- RSWY J 1 Offset(0,62)
- RSWY I 1 Offset(0,72)
- RSWY H 1 Offset(0,82)
- RSWY G 1 Offset(0,92)
- RSWR F 1 Offset(0,102)
- TNT1 A 0 A_PlaySoundEx("PSRLFIN", "Auto")
- RSWR G 1 Offset(0,92)
- RSWR H 1 Offset(0,82)
- RSWR I 1 Offset(0,72)
- RSWR J 1 Offset(0,62)
- RSWR K 1 Offset(0,52)
- RSWF C 1 Offset(0,42)
- RSWG A 1 Offset(0,32)
- TNT1 A 0 A_Takeinventory("ShieldAxeMode",1)
- TNT1 A 0 A_Print("Switched to Pistol")
- Goto Ready
- Fire:
- TNT1 A 0 A_JumpIfInventory("ShieldModeA",1,"ShieldMeele"/*"ShieldCantAction"*/) // Detects Shield
- TNT1 A 0 A_JumpIfInventory("ShieldAxeMode",1,"AxeEquipped") // Burst Firing Mode
- // Pistol Equipped
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",1,2)
- Goto Reload
- RSWF AB 1 BRIGHT {
- A_FireBullets (0.1, 0.1, -1, 12, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0);
- A_ZoomFactor(0.985);
- A_AlertMonsters;
- A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0);
- A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0);
- A_Takeinventory("PrimaryPistolAmmo",1);
- A_FireCustomMissile("Mp40CaseSpawn", 0,0,-1,-2);
- A_PlaySoundEx("weapons/pistol", "Weapon");
- A_FireCustomMissile("YellowFlareSpawn",0,0,0,0);
- if (CountInv("PowerStrength") >= 1 ) {
- A_SetPitch(pitch-0.09,SPF_INTERPOLATE);
- A_SetAngle(angle-0.04,SPF_INTERPOLATE);
- }
- else {
- A_SetPitch(pitch-0.18,SPF_INTERPOLATE);
- A_SetAngle(angle-0.08,SPF_INTERPOLATE);
- }
- }
- RSWF C 1 {
- A_ZoomFactor(0.99);
- if (CountInv("PowerStrength") >= 1 ) {
- A_SetPitch(pitch-0.09,SPF_INTERPOLATE);
- A_SetAngle(angle-0.04,SPF_INTERPOLATE);
- }
- else {
- A_SetPitch(pitch-0.18,SPF_INTERPOLATE);
- A_SetAngle(angle-0.08,SPF_INTERPOLATE);
- }
- }
- RSWF C 1 {
- A_ZoomFactor(1.0);
- if (CountInv("PowerStrength") >= 1 ) {
- A_SetPitch(pitch-0.09,SPF_INTERPOLATE);
- A_SetAngle(angle-0.04,SPF_INTERPOLATE);
- }
- else {
- A_SetPitch(pitch-0.18,SPF_INTERPOLATE);
- A_SetAngle(angle-0.08,SPF_INTERPOLATE);
- }
- }
- RSWF D 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD)
- RSWF E 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD)
- RSWG AAAA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD)
- TNT1 A 0 A_Refire
- Goto Ready
- /* TNT1 AAAA 0
- TNT1 A 0 A_AlertMonsters
- RIFF A 0 A_FireCustomMissile("DistantFireSoundShotgun", random(-1,1), 0, 0, -12, 0, random(-1,1))
- TNT1 A 0 A_PlaySound("pfire", 1)
- TNT1 A 0 A_TakeInventory("PrimaryPistolAmmo", 1)
- TNT1 A 0 A_TakeInventory("BDDualPistolAmmo", 1)
- TNT1 A 0 A_ZoomFactor(0.98)
- TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
- RSWF AB 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 14, "WeakPuff", FBF_NORANDOM)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, 0)
- RSWF C 1
- TNT1 A 0 A_FireCustomMissile("PistolCaseSpawn",5,0,10,-4)
- RSWF D 1
- TNT1 A 0 A_JumpIfInventory("IsTacticalClass", 1, "FireEndTactical")
- RSWF D 1 A_WeaponReady(1)
- RSWG A 7 A_WeaponReady(1)
- TNT1 A 0 A_REfire
- Goto Ready*/
- // Burst Fire
- AxeEquipped:
- TNT1 A 0 {
- A_WeaponOffset(0,32);
- A_SetRoll(0);
- A_SetCrosshair(0);
- }
- TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1)
- TNT1 A 0 A_JumpIfInventory("AxeSequence1",1,"Swing2")
- Swing1:
- AX11 ABCDEF 0
- AX12 ABCDEF 0
- AX13 ABCDEF 0
- TNT1 A 0 {
- A_PlaySound("AXSWING");
- A_SetRoll(0);
- A_GiveInventory("AxeSequence1");
- }
- AX10 ABC 1 {
- if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX13"); }
- if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX12"); }
- if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX11"); }
- A_Setroll(roll-1.0, SPF_INTERPOLATE);
- A_SetAngle(angle+0.5, SPF_INTERPOLATE);
- }
- TNT1 A 0 {
- if (CountInv("PowerStrength") >= 1 ) {
- A_Saw("", "", 30, "AxePuffs", 0, 120, 0,16);
- A_FireCustomMissile("AxeAttack", 0, 0, 0, 0);
- A_FireCustomMissile("AxeAttack", 0, 0, 0, 0);
- }
- else {
- A_Saw("", "", 15, "AxePuffs", 0, 120, 0,16);
- A_FireCustomMissile("AxeAttack", 0, 0, 0, 0);
- }
- }
- AX10 DEF 1 {
- if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX13"); }
- if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX12"); }
- if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX11"); }
- A_Setroll(roll-1.0, SPF_INTERPOLATE);
- A_SetAngle(angle+0.5, SPF_INTERPOLATE);
- }
- TNT1 AAA 1 {
- A_Setroll(roll+1.0, SPF_INTERPOLATE);
- A_SetAngle(angle-0.5, SPF_INTERPOLATE);
- }
- TNT1 AAA 1 {
- A_Setroll(roll+1.0, SPF_INTERPOLATE);
- A_SetAngle(angle-0.5, SPF_INTERPOLATE);
- return A_DoPBWeaponAction;
- }
- TNT1 A 0 A_Refire("Fire")
- AX00 ABCD 1 {
- if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX03"); }
- if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX02"); }
- if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX01"); }
- }
- Goto ReadyAxe
- Swing2:
- AX21 ABCDEF 0
- AX22 ABCDEF 0
- AX23 ABCDEF 0
- TNT1 A 0 {
- A_PlaySound("AXSWING");
- A_SetRoll(0);
- A_TakeInventory("AxeSequence1");
- A_GiveInventory("AxeSequence2");
- }
- AX20 ABC 1 {
- if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX23"); }
- if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX22"); }
- if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX21"); }
- A_Setroll(roll+1.0, SPF_INTERPOLATE);
- A_SetAngle(angle-0.5, SPF_INTERPOLATE);
- }
- TNT1 A 0 {
- if (CountInv("PowerStrength") >= 1 ) {
- A_Saw("", "", 30, "AxePuffs", 0, 120, 0,16);
- A_FireCustomMissile("AxeAttack", 0, 0, 0, 0);
- A_FireCustomMissile("AxeAttack", 0, 0, 0, 0);
- }
- else {
- A_Saw("", "", 15, "AxePuffs", 0, 120, 0,16);
- A_FireCustomMissile("AxeAttack", 0, 0, 0, 0);
- }
- }
- AX20 DEF 1 {
- if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX23"); }
- if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX22"); }
- if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX21"); }
- A_Setroll(roll+1.0, SPF_INTERPOLATE);
- A_SetAngle(angle-0.5, SPF_INTERPOLATE);
- }
- TNT1 AAA 1 {
- A_Setroll(roll-1.0, SPF_INTERPOLATE);
- A_SetAngle(angle+0.5, SPF_INTERPOLATE);
- }
- TNT1 AAA 1 {
- A_Setroll(roll-1.0, SPF_INTERPOLATE);
- A_SetAngle(angle+0.5, SPF_INTERPOLATE);
- return A_DoPBWeaponAction;
- }
- TNT1 A 0 A_Refire("Fire")
- AX00 ABCD 1 {
- if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX03"); }
- if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX02"); }
- if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX01"); }
- }
- Goto ReadyAxe
- // COD4-Like Shield Meele Function
- ShieldMeele:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT A 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT EBC 1
- TNT1 A 0 A_PlaySound("skeleton/swing")
- TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "ShieldMeeleBerserk")
- TNT1 A 0 A_Custompunch(random(20,40),1,1,"Shield_melee", 150)
- RSWT C 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT D 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT E 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT F 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT A 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT A 1 A_Weaponready(1)
- Goto ReadyShield
- ShieldMeeleBerserk:
- TNT1 A 0 A_Custompunch(random(30,50),1,1,"Super_Shield_Melee", 150)
- RSWT C 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT D 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT E 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT F 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT A 1 A_Weaponready(1)
- Goto ReadyShield
- // Old Holding Shield Function
- /*
- AltFire:
- TNT1 A 0
- RSWB ABCDEF 1 A_WeaponReady
- TNT1 A 0 A_Giveinventory("ShieldModeA",1)
- AltHold:
- RSWB F 1 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWB F 1 A_Refire
- TNT1 A 0 A_Takeinventory("ShieldModeA",1)
- RSWB FEDCBA 1 A_WeaponReady
- RSWF C 1 A_WeaponReady
- Goto Ready
- */
- // New Shield Functions
- AltFire:
- TNT1 A 0 A_JumpIfInventory("ShieldModeA",1,"UnShield")
- TNT1 A 0 A_Giveinventory("ShieldModeA",1)
- TNT1 A 0 A_JumpIfInventory("ShieldAxeMode",1,"AltFireAxe")
- RSWB ABCDEF 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT E 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT F 1
- Goto ReadyShield
- AltFireAxe:
- RSWX ABCDE 1
- RSWB F 1
- Goto ReadyShield
- UnShield:
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT F 1
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- RSWT E 1
- TNT1 A 0 A_Takeinventory("ShieldModeA",1)
- TNT1 A 0 A_SpawnItemEx("RiotShieldProtection", 20, 0, 15, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
- TNT1 A 0 A_JumpIfInventory("ShieldAxeMode",1,"UnShieldAxe")
- RSWB FEDCBA 1
- Goto Ready
- UnShieldAxe:
- RSWX FEDCBA 1
- Goto ReadyAxe
- // New Reload Animation
- Reload:
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo", 16, "Ready3")
- TNT1 A 0 A_JumpIfInventory("PistolBullets", 1, 1)
- Goto Ready3
- TNT1 A 0 {
- A_SetCrosshair(5);
- A_Giveinventory("PB_LockScreenTilt",1);
- }
- TNT1 A 0 A_PlaySoundEx("PSRLOUT", "Auto")
- D5GB A 1 A_SetRoll(roll+.5, SPF_INTERPOLATE)
- TNT1 A 0 A_FireCustomMissile("EmptyClipMP40",5,0,8,-4)
- D5GB BCD 1 A_SetRoll(roll+.5, SPF_INTERPOLATE)
- D5GB EFGHI 1 A_SetRoll(roll-.5, SPF_INTERPOLATE)
- TNT1 A 0 A_PlaySoundEx("PSRLIN", "Auto")
- D5GB KKLMNOPQRS 1 A_SetRoll(roll-.1, SPF_INTERPOLATE)
- D5GB TUVWX 1 A_SetRoll(roll+0.2, SPF_INTERPOLATE)
- TNT1 A 0 A_SetRoll(0, SPF_INTERPOLATE)
- TNT1 A 0 A_Takeinventory("PBPistolHasUnloaded",1)
- InsertBulletsChamber:
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",16, "Ready3")
- TNT1 A 0 A_JumpIfInventory("PistolBullets", 1, 1)
- Goto Ready3
- TNT1 A 0 {
- A_Giveinventory("PrimaryPistolAmmo",1);
- A_Takeinventory("PistolBullets",1);
- }
- Loop
- InsertBullets:
- TNT1 AAAA 0
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",15,15)
- TNT1 A 0 A_JumpIfInventory("PistolBullets",1,3)
- Goto Ready
- TNT1 AAAAAA 0
- TNT1 A 0 A_Giveinventory("PrimaryPistolAmmo",1)
- TNT1 A 0 A_Giveinventory("BDDualPistolAmmo",1)
- TNT1 A 0 A_Takeinventory("PistolBullets",1)
- Goto InsertBullets
- TNT1 AAAAAAAAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- TNT1 AAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- InsertBullets2:
- TNT1 AAAA 0
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",16,15)
- TNT1 A 0 A_JumpIfInventory("PistolBullets",1,3)
- Goto Ready
- TNT1 AAAAAA 0
- TNT1 A 0 A_Giveinventory("PrimaryPistolAmmo",1)
- TNT1 A 0 A_Giveinventory("BDDualPistolAmmo",1)
- TNT1 A 0 A_Takeinventory("PistolBullets",1)
- Goto InsertBullets2
- TNT1 AAAAAAAAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- TNT1 AAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- InsertBullets:
- TNT1 AAAA 0
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",15,15)
- TNT1 A 0 A_JumpIfInventory("PistolBullets",1,3)
- Goto Ready
- TNT1 AAAAAA 0
- TNT1 A 0 A_Giveinventory("PrimaryPistolAmmo",1)
- TNT1 A 0 A_Giveinventory("BDDualPistolAmmo",1)
- TNT1 A 0 A_Takeinventory("PistolBullets",1)
- Goto InsertBullets
- TNT1 AAAAAAAAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- TNT1 AAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- InsertBullets2:
- TNT1 AAAA 0
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",16,15)
- TNT1 A 0 A_JumpIfInventory("PistolBullets",1,3)
- Goto Ready
- TNT1 AAAAAA 0
- TNT1 A 0 A_Giveinventory("PrimaryPistolAmmo",1)
- TNT1 A 0 A_Giveinventory("BDDualPistolAmmo",1)
- TNT1 A 0 A_Takeinventory("PistolBullets",1)
- Goto InsertBullets2
- TNT1 AAAAAAAAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- TNT1 AAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- // Unload Animation
- Unload:
- RSWG A 1 A_WeaponReady
- TNT1 A 0 A_Takeinventory("Unloading",1)
- TNT1 A 0 A_Takeinventory("ADSmode",1)
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",1,3)
- Goto NoAmmo
- TNT1 AAA 0
- TNT1 A 0 A_Takeinventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_GiveInventory ("Pumping", 1)
- TNT1 A 0 A_Takeinventory("Reloading",1)
- RSWF D 2
- RSWR ABCDEEFFFF 1
- TNT1 A 0 A_PlaySound("prel")
- RSWR F 32
- RSWR EEDCB 1
- RSWR A 2
- RSWF CD 2
- TNT1 A 0 A_Giveinventory("HasUnloaded",1)
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",1,"RemoveBullets")
- RemoveBullets:
- TNT1 AAAA 0
- TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",1,3)
- Goto Ready
- TNT1 AAAAAA 0
- TNT1 A 0 A_Takeinventory("PrimaryPistolAmmo",1)
- TNT1 A 0 A_Takeinventory("BDDualPistolAmmo",1)
- TNT1 A 0 A_Giveinventory("PistolBullets",1)
- Goto RemoveBullets
- TNT1 AAAAAAAAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- TNT1 AAAA 0
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_Refire
- Goto Ready
- // Sprinting Functions
- CheckSprint:
- RSWG A 1 A_WeaponReady(WRF_NOFIRE)
- TNT1 A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
- TNT1 A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
- Goto Ready
- StartSprint:
- RSWG A 1 A_WeaponReady(WRF_NOFIRE)
- TNT1 A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
- Sprinting:
- RSWG A 0 offset(-9,32)
- TNT1 A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
- TNT1 A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
- PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
- TNT1 A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
- TNT1 A 0 offset(-9,32) A_GiveInventory("UsedStamina", 2)
- TNT1 A 0 offset(-9,32)
- RSWG A 1 offset(-9,34) A_SetPitch(pitch -0.5)
- RSWG A 1 offset(-6,36) A_SetPitch(pitch -0.5)
- RSWG A 1 offset(-3,38) A_SetPitch(pitch -0.5)
- RSWG A 1 offset(0,38) A_SetPitch(pitch -0.5)
- RSWG A 1 offset(3,36) A_SetPitch(pitch -0.5)
- RSWG A 1 offset(6,34) A_SetPitch(pitch -0.5)
- RSWG A 1 offset(9,32) A_SetPitch(pitch -0.5)
- TNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 offset(-9,32) A_GiveInventory("UsedStamina", 3)
- TNT1 A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
- RSWG A 1 offset(9,34) A_SetPitch(pitch +0.5)
- RSWG A 1 offset(6,36) A_SetPitch(pitch +0.5)
- RSWG A 1 offset(3,38) A_SetPitch(pitch +0.5)
- RSWG A 1 offset(0,38) A_SetPitch(pitch +0.5)
- RSWG A 1 offset(-3,36) A_SetPitch(pitch +0.5)
- RSWG A 1 offset(-6,34) A_SetPitch(pitch +0.5)
- RSWG A 1 offset(-9,32) A_SetPitch(pitch +0.5)
- TNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
- TNT1 A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
- Goto StopSprint
- StopSprintTired:
- RSWG A 1
- PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
- TNT1 A 0 A_PlaySound("Tired", 2)
- TNT1 A 0 A_TakeInventory("UsedStamina", 2)
- RSWG A 5 A_WeaponReady
- TNT1 A 0 A_TakeInventory("UsedStamina", 2)
- RSWG A 5 A_WeaponReady
- TNT1 A 0 A_TakeInventory("UsedStamina", 2)
- RSWG A 5 A_WeaponReady
- TNT1 A 0 A_TakeInventory("UsedStamina", 2)
- RSWG A 5 A_WeaponReady
- TNT1 A 0 A_TakeInventory("UsedStamina", 2)
- RSWG A 5 A_WeaponReady
- Goto Ready
- StopSprint:
- RSWG A 1
- TNT1 A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
- PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
- Goto Ready
- }
- }
- //Alt Mode Related
- Actor ShieldAxeMode : Inventory //Burst Fire-Mode
- {
- Inventory.MaxAmount 1
- }
- Actor ShieldModeA : Inventory //CS-Like Holding Riot Shield
- {
- Inventory.MaxAmount 1
- }
- // Riot Shield Protection Functions
- actor RiotShieldProtection
- {
- Speed 9
- +NOTARGET
- Health 99999
- Radius 15
- Height 55
- BloodType "RiotShieldHit"
- PainChance 0
- +NOGRAVITY
- +SHOOTABLE
- +NOTELEPORT
- -SOLID
- +NODAMAGETHRUST
- +NORADIUSDMG
- +NOPAIN
- States
- {
- Spawn:
- XXXX A 3
- Stop
- }
- }
- ACTOR RiotShieldHit: HitPuff
- {
- renderstyle Translucent
- scale 0.15
- alpha 0.7
- //Radius 20
- +NOBLOCKMAP
- +NOGRAVITY
- +NOEXTREMEDEATH
- +FORCEXYBILLBOARD
- states
- {
- Spawn:
- Death:
- XDeath:
- Melee:
- TNT1 A 0 A_PlaySound ("barrel/pain")
- TNT1 A 0
- TNT1 AB 1 bright A_SpawnItem ("YellowFlareSmall", 0)
- TNT1 A 0 A_Jump (128,3)
- TNT1 A 0 A_SpawnItem ("Sparks", 0)
- TNT1 AAAAAA 0 A_CustomMissile ("SparkX", 2, 0, random (0, 360), 2, random (30, 170))
- BPUF C 1 bright A_PlaySound("ricochet/hit")
- BPUF D 1 bright
- Stop
- }
- }
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