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- //The SNDINFO.txt
- weapons/knife/attack SWING01
- weapons/knife/hitwall HITWAL01
- weapons/knife/hit HIT01
- weapons/knife/draw DRAW01
- $volume weapons/knife/draw 0.7
- //The Knife Decorate Code
- actor KnifePuff
- {
- Renderstyle Translucent
- Alpha 0.5
- VSpeed -1
- Mass 1
- +NOBLOCKMAP
- +NOGRAVITY
- +ALLOWPARTICLES
- +RANDOMIZE
- +NOEXTREMEDEATH
- +PUFFONACTORS
- activesound "weapons/knife/attack"
- attacksound "weapons/knife/hitwall"
- seesound "weapons/knife/hit"
- States
- {
- Spawn:
- PUFF A 4 bright
- PUFF B 4
- Melee:
- PUFF CD 4
- Stop
- }
- }
- Actor SSAEKnife : Weapon replaces Fist
- {
- Weapon.Kickback 0
- Weapon.SelectionOrder 4000
- Weapon.UpSound "weapons/knife/draw" //The sound I want played then selecting the weapon, however it doesn't play at all.
- Weapon.SlotNumber 1
- Weapon.SlotPriority 1
- Weapon.BobRangeX 0.1
- Weapon.BobRangeY 0.8
- Weapon.BobSpeed 2.4
- +WEAPON.AXEBLOOD
- +WEAPON.NOALERT
- +WEAPON.AMMO_OPTIONAL
- +WEAPON.MELEEWEAPON
- Obituary "%k cut %o to pieces."
- States
- {
- Ready:
- NIFR A 1 A_WeaponReady
- loop
- Deselect:
- NIFD A 1 A_Lower
- loop
- Select:
- TNT1 A 1
- TNT1 A 0 A_GiveInventory("357OneChamber",6)
- TNT1 A 0 A_GiveInventory("357TwoChambers",12)
- TNT1 A 0 A_TakeInventory("SpinMeter",8)
- Goto SeLoop
- SeLoop:
- NIFD A 0 A_Raise
- NIFD A 1 A_Raise
- Loop
- Fire:
- PUNG BB 1 A_SetAngle(angle - 2.4)
- PUNG C 1 A_SetAngle(angle - 4)
- PUNG D 1 A_SetAngle(angle + 0.7)
- PUNG D 1 A_SetAngle(angle + 4)
- PUNG D 0 A_CustomPunch(100,1,2,"KnifePuff",96,0)
- PUNG D 1 A_SetAngle(angle + 4)
- PUNG DDD 1 A_SetAngle(angle + 6)
- PUNG DDDD 1 A_SetAngle(angle + 1.4)
- PUNG DDD 1 A_SetAngle(angle + 0.7)
- PUNG D 2
- PUNG DDD 1 A_SetAngle(angle - 0.6)
- PUNG CCC 1 A_SetAngle(angle - 1.2)
- PUNG CCC 1 A_SetAngle(angle - 1.8)
- PUNG BBBBB 1 A_SetAngle(angle - 2.4)
- NIFD AAAA 1 A_SetAngle(angle - 0.7)
- NIFD A 0 A_Refire
- Goto Ready
- }
- }
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