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ijontichy

<stdin>

May 9th, 2012
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  1. actor "Basic Shotgun": Weapon replaces Shotgun
  2. {
  3. Weapon.AmmoUse 1
  4. Weapon.AmmoGive 8
  5. Weapon.AmmoType "Shell"
  6.  
  7. Weapon.SlotNumber 3
  8. Weapon.Kickback 100
  9.  
  10. Inventory.PickupMessage "$GOTSHOTGUN" // "You got the shotgun!"
  11. Obituary "$OB_MPSHOTGUN" // "%o chewed on %k's boomstick."
  12.  
  13. States
  14. {
  15. Ready:
  16. SHTG A 1 A_WeaponReady
  17. Loop
  18.  
  19. Deselect:
  20. SHTG A 1 A_Lower
  21. Loop
  22.  
  23. Select:
  24. SHTG A 1 A_Raise
  25. Loop
  26.  
  27. Fire:
  28. SHTG B 0 A_FireBullets(ACS_ExecuteWithResult($DOOMRL_ACCURACY, 7,00,2)/100.0, ACS_ExecuteWithResult($DOOMRL_ACCURACY, 2,00,2)/100.0, 9, ACS_ExecuteWithResult($DOOMRL_DAMAGE, 5,2,0) )
  29. SHTG A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
  30. SHTG A 2 A_GunFlash
  31. SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) >= 3, "Pump.SM3")
  32. SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) == 2, "Pump.SM2")
  33. SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) == 1, "Pump.SM1")
  34. goto Pump.SM0
  35.  
  36. Pump.SM0:
  37. SHTG A 11
  38. SHTG BC 6
  39. SHTG D 7
  40. SHTG CB 6
  41. SHTG A 4
  42. SHTG A 0 A_ReFire
  43. Goto Ready
  44.  
  45. Pump.SM1:
  46. SHTG A 8
  47. SHTG BC 5
  48. SHTG D 6
  49. SHTG CB 5
  50. SHTG A 4
  51. SHTG A 0 A_ReFire
  52. goto Ready
  53.  
  54. Pump.SM2:
  55. SHTG A 5
  56. SHTG BC 4
  57. SHTG D 4
  58. SHTG CB 3
  59. SHTG A 4
  60. SHTG A 0 A_ReFire
  61. goto Ready
  62.  
  63. Pump.SM3:
  64. SHTG A 3
  65. SHTG BC 3
  66. SHTG D 3
  67. SHTG CB 2
  68. SHTG A 4
  69. SHTG A 0 A_ReFire
  70. goto Ready
  71.  
  72. Flash:
  73. SHTF B 3 Bright A_Light1
  74. SHTF A 2 Bright A_Light2
  75. Goto LightDone
  76.  
  77. Spawn:
  78. SHOT A -1
  79. Stop
  80. }
  81. }
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