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Jun 16th, 2019
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  1. Reload:
  2. SPRP A 0 A_JumpIf(GetCvar("bulleteye_primaryweaponsuseammo") == 1,2)
  3. SPRP A 0 A_JumpIf(GetCvar("bulleteye_primaryweaponsreload") == 1,2)
  4. Goto Ready
  5. SPRP A 0 A_JumpIfInventory("AmmoRapidEnergy",1,1)
  6. Goto NoAmmo
  7. SPRP A 0 A_JumpIfInventory("EquipmentPanelCheck",1,"Ready")
  8. SPRP A 0 A_TakeInventory("FlashGuardInUse",1)
  9. SPRP A 0 A_JumpIfInventory("AmmoSpitfire",15,"ReadyIdle")
  10. SPRP A 0 A_JumpIfInventory("AmmoSpitfire",1,"RemoveFirerate")
  11. SPRP A 0 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1|WRF_ALLOWUSER3|WRF_ALLOWUSER4|WRF_NOBOB)
  12. SPRP A 0 A_TakeInventory("AmmoSpitfire",0) //So it is cleared from the inventory and you can't overload ammo.
  13. //SPRP A 0 A_JumpIfInventory("SpitfireWeaponCheck",2,"ReloadClipThrow")
  14. //SPRP A 0 A_JumpIfInventory("SpitfireWeaponCheckS2",2,"ReloadClipThrow")
  15. //SPRP A 0 A_JumpIfInventory("SpitfireWeaponCheckS3",2,"ReloadClipThrow")
  16. SPRP A 1 Offset( 0, 43)
  17. SPRP A 1 Offset( 0, 60)
  18. SPRP A 1 Offset( 0, 80)
  19. SPRP A 0 A_PlaySound("weapons/spitfirereloadstage1",CHAN_WEAPON,1.0,0)
  20. SPRP A 5 Offset( 6, 83)
  21. SPRP A 2 Offset( 3, 83)
  22. SPRP A 0 A_PlaySound("weapons/spitfireammo",CHAN_WEAPON,1.0,0)
  23. SPRP A 2 Offset( 2, 84)
  24. SPRP A 6 Offset( 1, 85)
  25. SPRP A 6 Offset( 1, 84)
  26. SPRP A 0 A_PlaySound("weapons/spitfirereloadstage2",CHAN_WEAPON,1.0,0)
  27. SPRP A 3 Offset( 0, 83)
  28. //SPRP A 0 A_JumpIfInventory("SpitfireBonusAmmo",1,"ReloadExtra")
  29. SPRP A 0 A_JumpIf(GetCvar("bulleteye_primaryweaponsuseammo") == 1,"ReloadAmmoUse")
  30. SPRP A 0 A_GiveInventory("AmmoSpitfire",15)
  31. Goto ReloadDone
  32. ReloadAmmoUse:
  33. TNT1 A 0 A_TakeInventory("AmmoRapidEnergy", 1)
  34. TNT1 A 0 A_GiveInventory("AmmoSpitfire", 1) // Only give ONE bullet at a time)
  35. TNT1 A 0 A_JumpIfInventory("AmmoSpitfire", 15, "ReloadDone") // If it's full, finish up.
  36. TNT1 A 0 A_JumpIfInventory("AmmoRapidEnergy", 1, "ReloadAmmoUse") // If it's NOT full, keep it rolling.
  37. Goto Ready+6 // And if it's not full but there's no reserve ammo, finish up anyway.
  38. ReloadDone:
  39. SPRP A 3 Offset( 0, 80)
  40. SPRP A 2 Offset( 0, 60)
  41. SPRP A 1 Offset( 0, 43)
  42. SPRP A 0 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
  43. Goto Ready+6
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