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jewalky

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Mar 16th, 2016
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  1. ACTOR "Hexa-Shotgun" : Weapon 19460
  2. {
  3. Scale 0.9
  4. Weapon.Kickback 50
  5. Weapon.PreferredSkin "Hexa-Shotgun-Marine"
  6. Weapon.SelectionOrder 4445
  7. Weapon.KickBack 300
  8. Weapon.AmmoUse 0
  9. Weapon.AmmoGive 0
  10. Weapon.AmmoGive2 12
  11. Weapon.AmmoType "HexaShell"
  12. Weapon.AmmoType2 "NewShell"
  13. Inventory.PickupMessage "Hexa-Shotgun"
  14. Inventory.PickupSound "weapons/pickuphsg"
  15. Obituary "%o's body wasn't able to be identified after being shot by k's Hexa-Shotgun."
  16. +WEAPON.AMMO_OPTIONAL
  17. +WEAPON.NOAUTOAIM
  18. +WEAPON.NOALERT
  19. +INVENTORY.UNDROPPABLE
  20. States
  21. {
  22. Steady:
  23. TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
  24. TNT1 A 0 SetPlayerProperty(0,1,0)
  25. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "DoingFatality")
  26. Goto RealReady
  27. DoingFatality:
  28. TNT1 A 1 SetPlayerProperty(0,1,0)
  29. TNT1 A 0 A_TakeInventory("GrenadeToss",1)
  30. TNT1 A 0 A_TakeInventory("Punching",1)
  31. TNT1 A 0 A_TakeInventory("Kicking",1)
  32. Goto Steady
  33. Ready:
  34. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  35. TNT1 A 0 A_PlaySound("weapons/pickuphsg")
  36. HSRS ABCDEF 1 A_JumpIfInventory("GoFatality", 1, "Steady")
  37. HSRS GH 2
  38. RealReady:
  39. TNT1 AAA 0
  40. TNT1 A 0 SetPlayerProperty(0,0,0)
  41. TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
  42. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  43. TNT1 A 0 A_JumpIfInventory("GrenadeToss",1,"ThrowGrenade")
  44. TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  45. TNT1 A 0 A_JumpIfInventory("Punching",1,"DoPunch")
  46. TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"Ready2")
  47. TNT1 AAA 0
  48. HSGN A 1 A_WeaponReady
  49. Goto RealReady
  50. Ready2:
  51. TNT1 AAA 0
  52. TNT1 A 0 SetPlayerProperty(0,0,0)
  53. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  54. TNT1 A 0 A_JumpIfInventory("GrenadeToss",1,"ThrowGrenade")
  55. TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  56. TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  57. TNT1 A 0 A_JumpIfInventory("Punching",1,"DoPunch")
  58. TNT1 AAA 0
  59. HSGN A 1 A_WeaponReady
  60. Goto RealReady
  61. Deselect:
  62. TNT1 A 0 A_Takeinventory("Zoomed",1)
  63. TNT1 A 0 A_Takeinventory("Reloading",1)
  64. TNT1 A 0 A_ZoomFactor(1.0)
  65. HSGN A 1
  66. TNT1 A 2
  67. TNT1 A 0 A_Lower
  68. Wait
  69. Select:
  70. TNT1 A 0 A_TakeInventory("NoFatality", 1)
  71. TNT1 A 0 A_Takeinventory("FistsSelected",1)
  72. TNT1 A 0 A_Takeinventory("SawSelected",1)
  73. TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
  74. TNT1 A 0 A_Giveinventory("SSGSelected",1)
  75. TNT1 A 0 A_Takeinventory("MinigunSelected",1)
  76. TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
  77. TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
  78. TNT1 A 0 A_Takeinventory("BFGSelected",1)
  79. TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
  80.  
  81. TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
  82. TNT1 A 0 A_Takeinventory("HasBarrel",1)
  83. TNT1 A 0 A_Raise
  84. Wait
  85. NoAmmo:
  86. HSGN A 10 A_PlaySound("weapons/empty")
  87. TNT1 A 0 A_TakeInventory("SSGAlt",1)
  88. Goto RealReady
  89.  
  90. Flash:
  91. TNT1 A 1 Bright A_Light2
  92. TNT1 A 1 Bright A_Light1
  93. Goto LightDone
  94.  
  95. Fire:
  96. TNT1 A 0 A_JumpIfInventory("HexaShell",6,"HexaFire")
  97. TNT1 A 0 A_JumpIfInventory("NewShell",2,1)
  98. Goto Empty
  99. TNT1 A 0 A_JumpIfInventory("HexaShell",4,"ReloadTwoShells")
  100. TNT1 A 0 A_JumpIfInventory("NewShell",4,1)
  101. Goto Empty
  102. TNT1 A 0 A_JumpIfInventory("HexaShell",2,"ReloadFourShells")
  103. Goto Empty
  104. HexaFire:
  105. TNT1 A 0 A_PlayWeaponSound("weapons/hsgfire")
  106. TNT1 A 0 A_AlertMonsters
  107. TNT1 A 0 A_Recoil(2)
  108. TNT1 A 0 A_GunFlash
  109. TNT1 A 0 A_Light1
  110. TNT1 A 0 Radius_Quake(10,5,0,1,0)
  111. TNT1 A 0 A_TakeInventory("HexaShell",6)
  112. TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(10,-10))
  113. HS4F A 1 Bright A_FireBullets(11.8,7.3,52,5,"ModdedBulletPuff")
  114. HS4F A 1 Bright A_FireBullets(13.8,7.3,26,5,"ModdedBulletPuff")
  115. HS4F B 2 Bright A_Light2
  116. TNT1 A 0 A_Light0
  117. HSGN CFG 1
  118. HSGN H 2
  119. HSER A 3
  120. HSER B 6
  121. HSGN GFEDC 2
  122. Goto NoAmmo
  123. TNT1 A 0
  124. HexaReloadCheck:
  125. TNT1 A 0 A_JumpIfInventory("NewShell",6,2)
  126. HSGN S 2
  127. Goto RealReady
  128. TNT1 A 0
  129. Goto ReloadSixShells+3
  130. AltFire:
  131. TNT1 A 0 A_JumpIfInventory("HexaShell",6,"FireUpper")
  132. TNT1 A 0 A_JumpIfInventory("HexaShell",4,"FireMiddle")
  133. TNT1 A 0 A_JumpIfInventory("HexaShell",2,1)
  134. Goto Reload
  135. TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
  136. TNT1 A 0 A_AlertMonsters
  137. TNT1 A 0 A_GunFlash
  138. TNT1 A 0 A_Light1
  139. TNT1 A 0 Radius_Quake(3,3,0,1,0)
  140. TNT1 A 0 A_TakeInventory("HexaShell",2)
  141. TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
  142. HSGF E 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
  143. HSGF F 2 Bright A_Light2
  144. TNT1 A 0 A_Light0
  145. HSRC ABCDE 1
  146. HSGN A 1
  147. Goto RealReady
  148. FireUpper:
  149. TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
  150. TNT1 A 0 A_AlertMonsters
  151. TNT1 A 0 A_GunFlash
  152. TNT1 A 0 A_Light1
  153. TNT1 A 0 Radius_Quake(3,3,0,1,0)
  154. TNT1 A 0 A_TakeInventory("HexaShell",2)
  155. TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
  156. HSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
  157. HSGF B 2 Bright A_Light2
  158. TNT1 A 0 A_Light0
  159. HSRC ABCDE 1
  160. HSGN A 1
  161. Goto RealReady
  162. FireMiddle:
  163. TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
  164. TNT1 A 0 A_AlertMonsters
  165. TNT1 A 0 A_GunFlash
  166. TNT1 A 0 A_Light1
  167. TNT1 A 0 Radius_Quake(3,3,0,1,0)
  168. TNT1 A 0 A_TakeInventory("HexaShell",2)
  169. TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
  170. HSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
  171. HSGF D 2 Bright A_Light2
  172. TNT1 A 0 A_Light0
  173. HSRC ABCDE 1
  174. HSGN A 1
  175. Goto RealReady
  176. Empty:
  177. HSGN A 10 A_PlayWeaponSound("weapons/empty")
  178. TNT1 A 0 A_JumpIfInventory("NewShell",6,"ReloadSixShells")
  179. Goto RealReady
  180. Reload:
  181. TNT1 A 0 A_JumpIfInventory("HexaShell",2,"ReloadTwoShells")
  182. TNT1 A 0 A_JumpIfInventory("HexaShell",4,"ReloadFourShells")
  183. TNT1 A 0 A_JumpIfInventory("NewShell",6,"ReloadSixShells")
  184. Goto Empty
  185. ReloadSixShells:
  186. HSGN SRQ 2
  187. HSGN PJ 1
  188. HSGN K 1
  189. TNT1 AAAAAA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
  190. HSGN L 1
  191. HSGR A 12 A_PlayWeaponSound("weapons/hsgopen")
  192. HSGR B 1
  193. HSGR CD 2
  194. TNT1 A 0 A_TakeInventory("NewShell",2)
  195. TNT1 A 0 A_GiveInventory("HexaShell",2)
  196. HSGR E 3 A_PlayWeaponSound("weapons/hsgshellslide")
  197. HSGR F 3
  198. HSGR G 2
  199. HSGR H 1
  200. HSGR I 1
  201. HSGR JK 1
  202. HSGR LM 2
  203. TNT1 A 0 A_TakeInventory("NewShell",2)
  204. TNT1 A 0 A_GiveInventory("HexaShell",2)
  205. HSGR N 3 A_PlayWeaponSound("weapons/hsgshellslide")
  206. HSGR O 3
  207. HSGR P 2
  208. HSGR Q 1
  209. HSGR R 1
  210. HSGR ST 1
  211. HSGR U 2
  212. TNT1 A 0 A_TakeInventory("NewShell",2)
  213. TNT1 A 0 A_GiveInventory("HexaShell",2)
  214. HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
  215. HSGR W 3
  216. HSGR X 2
  217. HSGR Y 1
  218. HSGN MNO 1
  219. HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
  220. HSGN QRS 2
  221. HSGN A 2
  222. Goto RealReady
  223. ReloadFourShells:
  224. TNT1 A 0 A_JumpIfInventory("NewShell",4,1)
  225. Goto RealReady
  226. HSGN SRQ 2
  227. HSGN P 1
  228. HSEX A 1
  229. HSEX B 1
  230. TNT1 AAAA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
  231. HSEX C 1
  232. HSGR I 12 A_PlayWeaponSound("weapons/hsgopen")
  233. HSGR JK 1
  234. HSGR LM 2
  235. TNT1 A 0 A_TakeInventory("NewShell",2)
  236. TNT1 A 0 A_GiveInventory("HexaShell",2)
  237. HSGR N 3 A_PlayWeaponSound("weapons/hsgshellslide")
  238. HSGR O 3
  239. HSGR P 2
  240. HSGR Q 1
  241. HSGR RS 1
  242. HSGR TU 2
  243. TNT1 A 0 A_TakeInventory("NewShell",2)
  244. TNT1 A 0 A_GiveInventory("HexaShell",2)
  245. HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
  246. HSGR W 3
  247. HSGR X 2
  248. HSGR Y 1
  249. HSGN MNO 1
  250. HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
  251. HSGN QRS 2
  252. HSGN A 2
  253. Goto RealReady
  254. ReloadTwoShells:
  255. TNT1 A 0 A_JumpIfInventory("NewShell",2,1)
  256. Goto RealReady
  257. HSGN SRQ 2
  258. HSGN P 1
  259. HSEX A 1
  260. HSEX B 1
  261. TNT1 AA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
  262. HSEX C 1
  263. HSGR Q 12 A_PlayWeaponSound("weapons/hsgopen")
  264. HSGR RS 1
  265. HSGR TU 2
  266. TNT1 A 0 A_TakeInventory("NewShell",2)
  267. TNT1 A 0 A_GiveInventory("HexaShell",2)
  268. HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
  269. HSGR W 3
  270. HSGR X 2
  271. HSGR Y 1
  272. HSGN MNO 1
  273. HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
  274. HSGN QRS 2
  275. HSGN A 2
  276. Goto RealReady
  277. Spawn:
  278. HSGP A -1
  279. Stop
  280.  
  281. GrenadesGone:
  282. TNT1 A 0 ACS_Execute(5489,0,0,0,0)
  283. Goto RealReady
  284.  
  285. ThrowGrenade:
  286. TNT1 A 0
  287. TNT1 A 0 A_TakeInventory("GrenadeToss",1)
  288. TNT1 A 0 A_JumpIfInventory("GrenadeAmmo",1,1)
  289. Goto GrenadesGone
  290. TNT1 A 0 A_TakeInventory("Reloading",1)
  291. TNT1 A 0 A_TakeInventory("Zoomed",1)
  292. TNT1 A 0 A_ZoomFactor(1.0)
  293. TNT1 A 0 A_TakeInventory("ADSmode",1)
  294. SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  295. TNT1 A 0 A_TakeInventory("GrenadeAmmo",1)
  296. TOSS ABCCD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  297. TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  298. TOSD D 1 A_PlaySound("GPIN")
  299. TOSS EF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  300. TNT1 A 2 A_SetPitch(-0.5 + pitch)
  301. TNT1 A 2 A_SetPitch(-0.5 + pitch)
  302. TNT1 A 2 A_SetPitch(-0.25 + pitch)
  303. TNT1 A 2 A_SetPitch(-0.25 + pitch)
  304. TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  305. TNT1 A 0 A_SetPitch(+1 + pitch)
  306. TOSS G 1 A_PlaySound("GTOSS",0)
  307. TNT1 A 0 A_SetPitch(+1 + pitch)
  308. TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  309. TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
  310. TOSS H 1 A_FireCustomMissile("johnnybomb",0,false,7,3,true,3)
  311. TNT1 A 0 A_SetPitch(+1 + pitch)
  312. TOSS IJK 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  313. TNT1 A 0 A_SetPitch(-0.5 + pitch)
  314. TOSS L 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  315. TNT1 A 0 A_SetPitch(-0.5 + pitch)
  316. TNT1 A 1 A_TakeInventory("GrenadeToss",1)
  317. TNT1 A 8 A_SetPitch(-0.5 + pitch)
  318. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  319. SHT5 CD 1 A_WeaponReady
  320. Goto RealReady
  321.  
  322. TripleCrit:
  323. TNT1 A 0 A_Jump(48,"FistSplode")
  324. Goto KeepPunching
  325.  
  326. DoPunch:
  327. TNT1 A 0 A_TakeInventory("Reloading",1)
  328. TNT1 A 0 A_TakeInventory("Zoomed",1)
  329. TNT1 A 0 A_ZoomFactor(1.0)
  330. TNT1 A 0 A_TakeInventory("ADSmode",1)
  331. TNT1 A 0 A_TakeInventory("Punching",1)
  332. TNT1 A 0 A_TakeInventory("Kicking",1)
  333. SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  334. TNT1 A 0 A_PlaySound("DSMELEE",0)
  335. PUNC ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  336. TNT1 A 0 A_JumpIfInventory("CriticalX3",1,"TripleCrit")
  337. TNT1 A 0 A_Jump(12,"FistSplode")
  338. KeepPunching:
  339. TNT1 A 0 A_FireCustomMissile("MeleePunchAttackStrong",0,0,0,0)
  340. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  341. TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
  342. TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  343. PUNC D 2 A_SetPitch(+3 + pitch)
  344. TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  345. PUNC E 1 A_SetPitch(-1 + pitch)
  346. TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  347. PUNR B 1 A_SetPitch(-2 + pitch)
  348. PUNR CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  349. TNT1 A 1
  350. TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
  351. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  352. TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
  353. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  354. TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
  355. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  356. TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
  357. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  358. TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
  359. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  360. TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
  361. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  362. TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
  363. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  364. TNT1 A 0 A_TakeInventory("Punching",1)
  365. TNT1 A 0 A_TakeInventory("Kicking",1)
  366. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  367. SHT5 CD 1 A_WeaponReady
  368. Goto RealReady
  369.  
  370. Haymaker:
  371. TNT1 A 0 A_TakeInventory("Kicking",1)
  372. TNT1 A 1 A_TakeInventory("Punching",1)
  373. PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  374. TNT1 A 0 A_PlaySound("DSMELEE",0)
  375. PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  376. TNT1 A 0 A_SetPitch(+2 + pitch)
  377. TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
  378. PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  379. TNT1 A 0 A_FireCustomMissile("MeleePunchAttack",0,0,0,0)
  380. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  381. TNT1 A 0 A_SetPitch(+3 + pitch)
  382. PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  383. PUN3 I 1 A_SetPitch(-2 + pitch)
  384. TNT1 A 0 A_SetPitch(-3 + pitch)
  385. PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  386. TNT1 A 2
  387. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  388. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  389. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  390. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  391. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  392. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  393. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  394. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  395. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  396. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  397. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  398. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  399. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  400. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  401. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  402. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  403. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  404. TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
  405. TNT1 A 0 A_TakeInventory("Punching",1)
  406. TNT1 A 0 A_TakeInventory("Kicking",1)
  407. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  408. SHT5 CD 1 A_WeaponReady
  409. Goto RealReady
  410.  
  411. OneTwoPunch:
  412. TNT1 A 0 A_TakeInventory("Kicking",1)
  413. TNT1 A 1 A_TakeInventory("Punching",1)
  414. PUNS A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  415. TNT1 A 0 A_PlaySound("KICK",0)
  416. PUN4 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  417. TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor",0,0,0,0)
  418. TNT1 A 0 A_FireCustomMissile("MeleePunchAttackWeak",0,0,0,0)
  419. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  420. TNT1 A 0 A_SetPitch(+2 + pitch)
  421. PUN4 CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  422. TNT1 A 0 A_SetPitch(-2 + pitch)
  423. PUN4 F 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  424. TNT1 A 0 A_PlaySound("KICK",0)
  425. PUNG AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  426. TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor",0,0,0,0)
  427. TNT1 A 0 A_FireCustomMissile("MeleePunchAttackWeak",0,0,0,0)
  428. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  429. TNT1 A 0 A_SetPitch(+2 + pitch)
  430. PUNG CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  431. TNT1 A 0 A_SetPitch(-2 + pitch)
  432. PUNG E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  433. PUNG FG 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  434. PUNS BA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  435. TNT1 A 1
  436. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  437. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  438. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  439. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  440. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  441. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  442. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  443. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  444. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  445. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  446. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  447. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  448. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  449. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  450. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  451. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  452. TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
  453. TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
  454. TNT1 A 0 A_TakeInventory("Punching",1)
  455. TNT1 A 0 A_TakeInventory("Kicking",1)
  456. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  457. SHT5 CD 1 A_WeaponReady
  458. Goto RealReady
  459.  
  460. Uppercut:
  461. TNT1 A 0 A_TakeInventory("Kicking",1)
  462. TNT1 A 2 A_TakeInventory("Punching",1)
  463. PUN2 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  464. PUN2 B 1 A_PlaySound("DSMELEE",0)
  465. PUN2 C 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  466. TNT1 A 0 A_SetPitch(-2 + pitch)
  467. TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble",0,0,0,0)
  468. PUN2 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  469. TNT1 A 0 A_FireCustomMissile("MeleePunchAttackUppercut",0,0,0,0)
  470. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  471. TNT1 A 0 A_SetPitch(-4 + pitch)
  472. PUN2 X 6 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  473. TNT1 A 0 A_SetPitch(+2 + pitch)
  474. PUN2 E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  475. TNT1 A 0 A_SetPitch(+4 + pitch)
  476. PUN2 EFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  477. TNT1 AAAAAAAAA 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  478. TNT1 A 0 A_TakeInventory("Punching",1)
  479. TNT1 A 0 A_TakeInventory("Kicking",1)
  480. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  481. SHT5 CD 1 A_WeaponReady
  482. Goto RealReady
  483.  
  484. DoKick:
  485. TNT1 A 0 A_TakeInventory("Kicking",1)
  486. TNT1 A 0 A_TakeInventory("Punching",1)
  487. TNT1 A 0 A_TakeInventory("Reloading",1)
  488. TNT1 A 0 A_TakeInventory("Zoomed",1)
  489. TNT1 A 0 A_TakeInventory("ADSmode",1)
  490. TNT1 A 0 A_ZoomFactor(1.0)
  491. TNT1 A 0 A_JumpIf (momZ > 0, "AirKick")
  492. TNT1 A 0 A_JumpIf (momZ < 0, "AirKick")
  493. SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  494. DoKick2:
  495. TNT1 A 0 A_TakeInventory("Kicking",1)
  496. TNT1 A 0 A_TakeInventory("Punching",1)
  497. KICK BC 1 SetPlayerProperty(0,1,0)
  498. KICK D 1 A_SetPitch(-1.5 + pitch)
  499. TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
  500. KICK E 1 A_SetPitch(-2.5 + pitch)
  501. KICK F 1 A_PlaySound("KICK", 0)
  502. TNT1 A 0 A_FireCustomMissile("KickAttack",0,0,0,0)
  503. KICK H 4 A_JumpIfInventory("GoFatality", 1, "Steady")
  504. KICK I 2 A_SetPitch(+1.5 + pitch)
  505. KICK E 1 A_SetPitch(+2.5 + pitch)
  506. KICK CBA 1
  507. TNT1 A 0 SetPlayerProperty(0,0,0)
  508. TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
  509. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  510. TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
  511. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  512. TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
  513. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  514. TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
  515. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  516. TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
  517. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  518. TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
  519. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  520. TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
  521. TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
  522. TNT1 A 0 A_TakeInventory("Punching",1)
  523. TNT1 A 0 A_TakeInventory("Kicking",1)
  524. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  525. SHT5 CD 1 A_WeaponReady
  526. Goto RealReady
  527.  
  528. NinjaKick:
  529. TNT1 A 0 A_TakeInventory("Kicking",1)
  530. TNT1 A 0 A_TakeInventory("Punching",1)
  531. TNT1 A 0 SetPlayerProperty(0,1,0)
  532. KICK JK 1
  533. TNT1 A 0 A_SetPitch(-1 + pitch)
  534. KICK L 1 A_PlaySound("DSMELEE", 0)
  535. TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
  536. KICK M 1 A_SetPitch(-2 + pitch)
  537. KICK NO 1
  538. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  539. KICK P 3 A_FireCustomMissile("KickAttack",0,0,0,0)
  540. KICK Q 1 A_SetPitch(+1 + pitch)
  541. KICK Q 1 A_SetPitch(+2 + pitch)
  542. KICK RST 1
  543. TNT1 A 1
  544. TNT1 A 0 SetPlayerProperty(0,0,0)
  545. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  546. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  547. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  548. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  549. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  550. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  551. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  552. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  553. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  554. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  555. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  556. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  557. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  558. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  559. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  560. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  561. TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
  562. TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
  563. TNT1 A 0 A_TakeInventory("Punching",1)
  564. TNT1 A 0 A_TakeInventory("Kicking",1)
  565. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  566. SHT5 CD 1 A_WeaponReady
  567. Goto RealReady
  568.  
  569. Roundhouse:
  570. TNT1 A 0 A_TakeInventory("Kicking",1)
  571. TNT1 A 0 A_TakeInventory("Punching",1)
  572. TNT1 A 1 SetPlayerProperty(0,1,0)
  573. KIK2 ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  574. TNT1 A 0 A_PlaySound("DSMELEE",0)
  575. TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
  576. TNT1 A 0 A_SetPitch(-4 + pitch)
  577. KIK2 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  578. TNT1 A 0 A_FireCustomMissile("MeleeKickAttackStrong",0,0,0,0)
  579. TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
  580. KIK2 D 1 A_SetPitch(-2 + pitch)
  581. KIK2 DDE 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  582. TNT1 A 0 A_SetPitch(+2 + pitch)
  583. KIK2 ECB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  584. TNT1 A 0 A_SetPitch(+4 + pitch)
  585. KIK2 A 1 SetPlayerProperty(0,0,0)
  586. TNT1 A 9
  587. TNT1 A 0 A_TakeInventory("Punching",1)
  588. TNT1 A 0 A_TakeInventory("Kicking",1)
  589. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  590. SHT5 CD 1 A_WeaponReady
  591. Goto RealReady
  592.  
  593. AirKick:
  594. TNT1 A 0 A_TakeInventory("Punching",1)
  595. TNT1 A 0 A_TakeInventory("Kicking",1)
  596. TNT1 A 0 //ThrustThingZ(0,2,0,0)
  597. SHT5 C 1 //A_Recoil(-2)
  598. TNT1 A 0 //ThrustThingZ(0,2,0,0)
  599. SHT5 A 1 //A_Recoil(-2)
  600. TNT1 A 0 ThrustThingZ(0,1,0,0)
  601. KICK K 1 A_Recoil(-12)
  602. TNT1 A 0 A_PlaySound("DSMELEE", 0)
  603. TNT1 A 0 ThrustThingZ(0,1,0,0)
  604. KICK L 1 //A_Recoil(-2)
  605. TNT1 A 0 ThrustThingZ(0,1,0,0)
  606. TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
  607. TNT1 A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
  608. KICK M 1 //A_Recoil(-2)
  609. TNT1 A 0 ThrustThingZ(0,1,0,0)
  610. TNT1 A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
  611. KICK O 1 //A_Recoil(-2)
  612. TNT1 A 0 //A_Recoil(-2)
  613. TNT1 A 0 ThrustThingZ(0,1,0,0)
  614. KICK P 3 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
  615. TNT1 A 0 //A_Recoil(-2)
  616. TNT1 A 0 ThrustThingZ(0,1,0,0)
  617. KICK P 3 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
  618. KICK QQRST 1
  619. TNT1 A 6
  620. TNT1 A 0 A_TakeInventory("Punching",1)
  621. TNT1 A 0 A_TakeInventory("Kicking",1)
  622. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  623. SHT5 CD 1 A_WeaponReady
  624. Goto RealReady
  625.  
  626. FistSplode:
  627. TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  628. TNT1 A 0 A_PlaySound("SSBTING",0)
  629. TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble",0,0,0,0)
  630. TNT1 A 0 A_ZoomFactor(1.2)
  631. TNT1 A 0 A_SetPitch(+4 + pitch)
  632. TNT1 A 0 A_Print("Critical hit!")
  633. PUNC D 1 A_FireCustomMissile("FistExplosion",0,0,0,0)
  634. PUNC DDDDDDDDDDD 1 A_FireCustomMissile("RedBerserkSmokeSpawner",0,0,random(3,5),random(0,2))
  635. TNT1 A 0 A_SetPitch(-4 + pitch)
  636. TNT1 A 0 A_ZoomFactor(1.0)
  637. PUNC E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  638. PUNR BCD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  639. TNT1 A 7
  640. TNT1 A 0 A_TakeInventory("Punching",1)
  641. TNT1 A 0 A_TakeInventory("Kicking",1)
  642. SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
  643. SHT5 CD 1 A_WeaponReady
  644. Goto RealReady
  645. }
  646. }
  647.  
  648. ACTOR HexaShell : Ammo
  649. {
  650. Inventory.Amount 0
  651. Inventory.MaxAmount 6
  652. Ammo.BackpackAmount 0
  653. Ammo.BackpackMaxAmount 6
  654. Inventory.Icon "HSGPA0"
  655. +IGNORESKILL
  656. }
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