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- ACTOR "Hexa-Shotgun" : Weapon 19460
- {
- Scale 0.9
- Weapon.Kickback 50
- Weapon.PreferredSkin "Hexa-Shotgun-Marine"
- Weapon.SelectionOrder 4445
- Weapon.KickBack 300
- Weapon.AmmoUse 0
- Weapon.AmmoGive 0
- Weapon.AmmoGive2 12
- Weapon.AmmoType "HexaShell"
- Weapon.AmmoType2 "NewShell"
- Inventory.PickupMessage "Hexa-Shotgun"
- Inventory.PickupSound "weapons/pickuphsg"
- Obituary "%o's body wasn't able to be identified after being shot by k's Hexa-Shotgun."
- +WEAPON.AMMO_OPTIONAL
- +WEAPON.NOAUTOAIM
- +WEAPON.NOALERT
- +INVENTORY.UNDROPPABLE
- States
- {
- Steady:
- TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
- TNT1 A 0 SetPlayerProperty(0,1,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "DoingFatality")
- Goto RealReady
- DoingFatality:
- TNT1 A 1 SetPlayerProperty(0,1,0)
- TNT1 A 0 A_TakeInventory("GrenadeToss",1)
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- Goto Steady
- Ready:
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_PlaySound("weapons/pickuphsg")
- HSRS ABCDEF 1 A_JumpIfInventory("GoFatality", 1, "Steady")
- HSRS GH 2
- RealReady:
- TNT1 AAA 0
- TNT1 A 0 SetPlayerProperty(0,0,0)
- TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_JumpIfInventory("GrenadeToss",1,"ThrowGrenade")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"DoPunch")
- TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"Ready2")
- TNT1 AAA 0
- HSGN A 1 A_WeaponReady
- Goto RealReady
- Ready2:
- TNT1 AAA 0
- TNT1 A 0 SetPlayerProperty(0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_JumpIfInventory("GrenadeToss",1,"ThrowGrenade")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"DoPunch")
- TNT1 AAA 0
- HSGN A 1 A_WeaponReady
- Goto RealReady
- Deselect:
- TNT1 A 0 A_Takeinventory("Zoomed",1)
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- HSGN A 1
- TNT1 A 2
- TNT1 A 0 A_Lower
- Wait
- Select:
- TNT1 A 0 A_TakeInventory("NoFatality", 1)
- TNT1 A 0 A_Takeinventory("FistsSelected",1)
- TNT1 A 0 A_Takeinventory("SawSelected",1)
- TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
- TNT1 A 0 A_Giveinventory("SSGSelected",1)
- TNT1 A 0 A_Takeinventory("MinigunSelected",1)
- TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
- TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
- TNT1 A 0 A_Takeinventory("BFGSelected",1)
- TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
- TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
- TNT1 A 0 A_Takeinventory("HasBarrel",1)
- TNT1 A 0 A_Raise
- Wait
- NoAmmo:
- HSGN A 10 A_PlaySound("weapons/empty")
- TNT1 A 0 A_TakeInventory("SSGAlt",1)
- Goto RealReady
- Flash:
- TNT1 A 1 Bright A_Light2
- TNT1 A 1 Bright A_Light1
- Goto LightDone
- Fire:
- TNT1 A 0 A_JumpIfInventory("HexaShell",6,"HexaFire")
- TNT1 A 0 A_JumpIfInventory("NewShell",2,1)
- Goto Empty
- TNT1 A 0 A_JumpIfInventory("HexaShell",4,"ReloadTwoShells")
- TNT1 A 0 A_JumpIfInventory("NewShell",4,1)
- Goto Empty
- TNT1 A 0 A_JumpIfInventory("HexaShell",2,"ReloadFourShells")
- Goto Empty
- HexaFire:
- TNT1 A 0 A_PlayWeaponSound("weapons/hsgfire")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_Recoil(2)
- TNT1 A 0 A_GunFlash
- TNT1 A 0 A_Light1
- TNT1 A 0 Radius_Quake(10,5,0,1,0)
- TNT1 A 0 A_TakeInventory("HexaShell",6)
- TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(10,-10))
- HS4F A 1 Bright A_FireBullets(11.8,7.3,52,5,"ModdedBulletPuff")
- HS4F A 1 Bright A_FireBullets(13.8,7.3,26,5,"ModdedBulletPuff")
- HS4F B 2 Bright A_Light2
- TNT1 A 0 A_Light0
- HSGN CFG 1
- HSGN H 2
- HSER A 3
- HSER B 6
- HSGN GFEDC 2
- Goto NoAmmo
- TNT1 A 0
- HexaReloadCheck:
- TNT1 A 0 A_JumpIfInventory("NewShell",6,2)
- HSGN S 2
- Goto RealReady
- TNT1 A 0
- Goto ReloadSixShells+3
- AltFire:
- TNT1 A 0 A_JumpIfInventory("HexaShell",6,"FireUpper")
- TNT1 A 0 A_JumpIfInventory("HexaShell",4,"FireMiddle")
- TNT1 A 0 A_JumpIfInventory("HexaShell",2,1)
- Goto Reload
- TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_GunFlash
- TNT1 A 0 A_Light1
- TNT1 A 0 Radius_Quake(3,3,0,1,0)
- TNT1 A 0 A_TakeInventory("HexaShell",2)
- TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
- HSGF E 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
- HSGF F 2 Bright A_Light2
- TNT1 A 0 A_Light0
- HSRC ABCDE 1
- HSGN A 1
- Goto RealReady
- FireUpper:
- TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_GunFlash
- TNT1 A 0 A_Light1
- TNT1 A 0 Radius_Quake(3,3,0,1,0)
- TNT1 A 0 A_TakeInventory("HexaShell",2)
- TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
- HSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
- HSGF B 2 Bright A_Light2
- TNT1 A 0 A_Light0
- HSRC ABCDE 1
- HSGN A 1
- Goto RealReady
- FireMiddle:
- TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_GunFlash
- TNT1 A 0 A_Light1
- TNT1 A 0 Radius_Quake(3,3,0,1,0)
- TNT1 A 0 A_TakeInventory("HexaShell",2)
- TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
- HSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
- HSGF D 2 Bright A_Light2
- TNT1 A 0 A_Light0
- HSRC ABCDE 1
- HSGN A 1
- Goto RealReady
- Empty:
- HSGN A 10 A_PlayWeaponSound("weapons/empty")
- TNT1 A 0 A_JumpIfInventory("NewShell",6,"ReloadSixShells")
- Goto RealReady
- Reload:
- TNT1 A 0 A_JumpIfInventory("HexaShell",2,"ReloadTwoShells")
- TNT1 A 0 A_JumpIfInventory("HexaShell",4,"ReloadFourShells")
- TNT1 A 0 A_JumpIfInventory("NewShell",6,"ReloadSixShells")
- Goto Empty
- ReloadSixShells:
- HSGN SRQ 2
- HSGN PJ 1
- HSGN K 1
- TNT1 AAAAAA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
- HSGN L 1
- HSGR A 12 A_PlayWeaponSound("weapons/hsgopen")
- HSGR B 1
- HSGR CD 2
- TNT1 A 0 A_TakeInventory("NewShell",2)
- TNT1 A 0 A_GiveInventory("HexaShell",2)
- HSGR E 3 A_PlayWeaponSound("weapons/hsgshellslide")
- HSGR F 3
- HSGR G 2
- HSGR H 1
- HSGR I 1
- HSGR JK 1
- HSGR LM 2
- TNT1 A 0 A_TakeInventory("NewShell",2)
- TNT1 A 0 A_GiveInventory("HexaShell",2)
- HSGR N 3 A_PlayWeaponSound("weapons/hsgshellslide")
- HSGR O 3
- HSGR P 2
- HSGR Q 1
- HSGR R 1
- HSGR ST 1
- HSGR U 2
- TNT1 A 0 A_TakeInventory("NewShell",2)
- TNT1 A 0 A_GiveInventory("HexaShell",2)
- HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
- HSGR W 3
- HSGR X 2
- HSGR Y 1
- HSGN MNO 1
- HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
- HSGN QRS 2
- HSGN A 2
- Goto RealReady
- ReloadFourShells:
- TNT1 A 0 A_JumpIfInventory("NewShell",4,1)
- Goto RealReady
- HSGN SRQ 2
- HSGN P 1
- HSEX A 1
- HSEX B 1
- TNT1 AAAA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
- HSEX C 1
- HSGR I 12 A_PlayWeaponSound("weapons/hsgopen")
- HSGR JK 1
- HSGR LM 2
- TNT1 A 0 A_TakeInventory("NewShell",2)
- TNT1 A 0 A_GiveInventory("HexaShell",2)
- HSGR N 3 A_PlayWeaponSound("weapons/hsgshellslide")
- HSGR O 3
- HSGR P 2
- HSGR Q 1
- HSGR RS 1
- HSGR TU 2
- TNT1 A 0 A_TakeInventory("NewShell",2)
- TNT1 A 0 A_GiveInventory("HexaShell",2)
- HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
- HSGR W 3
- HSGR X 2
- HSGR Y 1
- HSGN MNO 1
- HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
- HSGN QRS 2
- HSGN A 2
- Goto RealReady
- ReloadTwoShells:
- TNT1 A 0 A_JumpIfInventory("NewShell",2,1)
- Goto RealReady
- HSGN SRQ 2
- HSGN P 1
- HSEX A 1
- HSEX B 1
- TNT1 AA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
- HSEX C 1
- HSGR Q 12 A_PlayWeaponSound("weapons/hsgopen")
- HSGR RS 1
- HSGR TU 2
- TNT1 A 0 A_TakeInventory("NewShell",2)
- TNT1 A 0 A_GiveInventory("HexaShell",2)
- HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
- HSGR W 3
- HSGR X 2
- HSGR Y 1
- HSGN MNO 1
- HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
- HSGN QRS 2
- HSGN A 2
- Goto RealReady
- Spawn:
- HSGP A -1
- Stop
- GrenadesGone:
- TNT1 A 0 ACS_Execute(5489,0,0,0,0)
- Goto RealReady
- ThrowGrenade:
- TNT1 A 0
- TNT1 A 0 A_TakeInventory("GrenadeToss",1)
- TNT1 A 0 A_JumpIfInventory("GrenadeAmmo",1,1)
- Goto GrenadesGone
- TNT1 A 0 A_TakeInventory("Reloading",1)
- TNT1 A 0 A_TakeInventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_TakeInventory("ADSmode",1)
- SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_TakeInventory("GrenadeAmmo",1)
- TOSS ABCCD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TOSD D 1 A_PlaySound("GPIN")
- TOSS EF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 2 A_SetPitch(-0.5 + pitch)
- TNT1 A 2 A_SetPitch(-0.5 + pitch)
- TNT1 A 2 A_SetPitch(-0.25 + pitch)
- TNT1 A 2 A_SetPitch(-0.25 + pitch)
- TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(+1 + pitch)
- TOSS G 1 A_PlaySound("GTOSS",0)
- TNT1 A 0 A_SetPitch(+1 + pitch)
- TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
- TOSS H 1 A_FireCustomMissile("johnnybomb",0,false,7,3,true,3)
- TNT1 A 0 A_SetPitch(+1 + pitch)
- TOSS IJK 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(-0.5 + pitch)
- TOSS L 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(-0.5 + pitch)
- TNT1 A 1 A_TakeInventory("GrenadeToss",1)
- TNT1 A 8 A_SetPitch(-0.5 + pitch)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- TripleCrit:
- TNT1 A 0 A_Jump(48,"FistSplode")
- Goto KeepPunching
- DoPunch:
- TNT1 A 0 A_TakeInventory("Reloading",1)
- TNT1 A 0 A_TakeInventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_TakeInventory("ADSmode",1)
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_PlaySound("DSMELEE",0)
- PUNC ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_JumpIfInventory("CriticalX3",1,"TripleCrit")
- TNT1 A 0 A_Jump(12,"FistSplode")
- KeepPunching:
- TNT1 A 0 A_FireCustomMissile("MeleePunchAttackStrong",0,0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
- TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- PUNC D 2 A_SetPitch(+3 + pitch)
- TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- PUNC E 1 A_SetPitch(-1 + pitch)
- TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- PUNR B 1 A_SetPitch(-2 + pitch)
- PUNR CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- Haymaker:
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 1 A_TakeInventory("Punching",1)
- PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_PlaySound("DSMELEE",0)
- PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(+2 + pitch)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
- PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_FireCustomMissile("MeleePunchAttack",0,0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_SetPitch(+3 + pitch)
- PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- PUN3 I 1 A_SetPitch(-2 + pitch)
- TNT1 A 0 A_SetPitch(-3 + pitch)
- PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 2
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- OneTwoPunch:
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 1 A_TakeInventory("Punching",1)
- PUNS A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_PlaySound("KICK",0)
- PUN4 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor",0,0,0,0)
- TNT1 A 0 A_FireCustomMissile("MeleePunchAttackWeak",0,0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_SetPitch(+2 + pitch)
- PUN4 CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(-2 + pitch)
- PUN4 F 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_PlaySound("KICK",0)
- PUNG AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor",0,0,0,0)
- TNT1 A 0 A_FireCustomMissile("MeleePunchAttackWeak",0,0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_SetPitch(+2 + pitch)
- PUNG CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(-2 + pitch)
- PUNG E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- PUNG FG 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- PUNS BA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 1
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- Uppercut:
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 2 A_TakeInventory("Punching",1)
- PUN2 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- PUN2 B 1 A_PlaySound("DSMELEE",0)
- PUN2 C 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(-2 + pitch)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble",0,0,0,0)
- PUN2 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_FireCustomMissile("MeleePunchAttackUppercut",0,0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- TNT1 A 0 A_SetPitch(-4 + pitch)
- PUN2 X 6 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(+2 + pitch)
- PUN2 E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(+4 + pitch)
- PUN2 EFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 AAAAAAAAA 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- DoKick:
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Reloading",1)
- TNT1 A 0 A_TakeInventory("Zoomed",1)
- TNT1 A 0 A_TakeInventory("ADSmode",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_JumpIf (momZ > 0, "AirKick")
- TNT1 A 0 A_JumpIf (momZ < 0, "AirKick")
- SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- DoKick2:
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 0 A_TakeInventory("Punching",1)
- KICK BC 1 SetPlayerProperty(0,1,0)
- KICK D 1 A_SetPitch(-1.5 + pitch)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
- KICK E 1 A_SetPitch(-2.5 + pitch)
- KICK F 1 A_PlaySound("KICK", 0)
- TNT1 A 0 A_FireCustomMissile("KickAttack",0,0,0,0)
- KICK H 4 A_JumpIfInventory("GoFatality", 1, "Steady")
- KICK I 2 A_SetPitch(+1.5 + pitch)
- KICK E 1 A_SetPitch(+2.5 + pitch)
- KICK CBA 1
- TNT1 A 0 SetPlayerProperty(0,0,0)
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- NinjaKick:
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 SetPlayerProperty(0,1,0)
- KICK JK 1
- TNT1 A 0 A_SetPitch(-1 + pitch)
- KICK L 1 A_PlaySound("DSMELEE", 0)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
- KICK M 1 A_SetPitch(-2 + pitch)
- KICK NO 1
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- KICK P 3 A_FireCustomMissile("KickAttack",0,0,0,0)
- KICK Q 1 A_SetPitch(+1 + pitch)
- KICK Q 1 A_SetPitch(+2 + pitch)
- KICK RST 1
- TNT1 A 1
- TNT1 A 0 SetPlayerProperty(0,0,0)
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
- TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- Roundhouse:
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 1 SetPlayerProperty(0,1,0)
- KIK2 ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_PlaySound("DSMELEE",0)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
- TNT1 A 0 A_SetPitch(-4 + pitch)
- KIK2 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_FireCustomMissile("MeleeKickAttackStrong",0,0,0,0)
- TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
- KIK2 D 1 A_SetPitch(-2 + pitch)
- KIK2 DDE 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(+2 + pitch)
- KIK2 ECB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_SetPitch(+4 + pitch)
- KIK2 A 1 SetPlayerProperty(0,0,0)
- TNT1 A 9
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- AirKick:
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 0 //ThrustThingZ(0,2,0,0)
- SHT5 C 1 //A_Recoil(-2)
- TNT1 A 0 //ThrustThingZ(0,2,0,0)
- SHT5 A 1 //A_Recoil(-2)
- TNT1 A 0 ThrustThingZ(0,1,0,0)
- KICK K 1 A_Recoil(-12)
- TNT1 A 0 A_PlaySound("DSMELEE", 0)
- TNT1 A 0 ThrustThingZ(0,1,0,0)
- KICK L 1 //A_Recoil(-2)
- TNT1 A 0 ThrustThingZ(0,1,0,0)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
- TNT1 A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
- KICK M 1 //A_Recoil(-2)
- TNT1 A 0 ThrustThingZ(0,1,0,0)
- TNT1 A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
- KICK O 1 //A_Recoil(-2)
- TNT1 A 0 //A_Recoil(-2)
- TNT1 A 0 ThrustThingZ(0,1,0,0)
- KICK P 3 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
- TNT1 A 0 //A_Recoil(-2)
- TNT1 A 0 ThrustThingZ(0,1,0,0)
- KICK P 3 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
- KICK QQRST 1
- TNT1 A 6
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- FistSplode:
- TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 0 A_PlaySound("SSBTING",0)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble",0,0,0,0)
- TNT1 A 0 A_ZoomFactor(1.2)
- TNT1 A 0 A_SetPitch(+4 + pitch)
- TNT1 A 0 A_Print("Critical hit!")
- PUNC D 1 A_FireCustomMissile("FistExplosion",0,0,0,0)
- PUNC DDDDDDDDDDD 1 A_FireCustomMissile("RedBerserkSmokeSpawner",0,0,random(3,5),random(0,2))
- TNT1 A 0 A_SetPitch(-4 + pitch)
- TNT1 A 0 A_ZoomFactor(1.0)
- PUNC E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- PUNR BCD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- TNT1 A 7
- TNT1 A 0 A_TakeInventory("Punching",1)
- TNT1 A 0 A_TakeInventory("Kicking",1)
- SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
- SHT5 CD 1 A_WeaponReady
- Goto RealReady
- }
- }
- ACTOR HexaShell : Ammo
- {
- Inventory.Amount 0
- Inventory.MaxAmount 6
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 6
- Inventory.Icon "HSGPA0"
- +IGNORESKILL
- }
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