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- actor "Combat Shotgun": Weapon
- {
- Weapon.AmmoType "CombatShell"
- Weapon.AmmoType2 "Shell"
- Weapon.AmmoUse1 1
- Weapon.AmmoUse2 0
- Weapon.AmmoGive1 8
- Weapon.AmmoGive2 8
- Weapon.SlotNumber 3
- Weapon.Kickback 100
- +AMMO_OPTIONAL
- +NOALERT
- Inventory.PickupMessage "You got the combat shotgun!"
- Obituary "%o ate a few loads of %k's combat shotgun."
- States
- {
- Ready:
- SHTG A 1 A_WeaponReady
- Loop
- Deselect:
- SHTG A 1 A_Lower
- Loop
- Select:
- SHTG A 1 A_Raise
- Loop
- Fire:
- SHTG A 0 A_JumpIfNoAmmo("AltFire")
- SHTG A 0 A_AlertMonsters
- SHTG A 0 A_FireBullets(ACS_ExecuteWithResult($DOOMRL_ACCURACY, 4,00,2)/100.0, ACS_ExecuteWithResult($DOOMRL_ACCURACY, 2,30,2)/100.0, 7, ACS_ExecuteWithResult($DOOMRL_DAMAGE, 5,2,0) )
- SHTG A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
- SHTG A 2 bright offset(0, 36) A_GunFlash
- SHTG A 2 bright offset(0, 35)
- SHTG A 2 bright offset(0, 33)
- SHTG A 0 A_JumpIfNoAmmo(1)
- goto NoPump
- SHTG A 0 A_JumpIfInventory("Shell", 1, "AltFire")
- goto NoPump
- AltFire:
- SHTG A 0 A_JumpIfInventory("CombatShell", 0, "NoAltFire")
- SHTG A 0 A_JumpIfInventory("Shell", 1, 1)
- goto NoAltFire
- SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) >= 3, "Pump.SM3")
- SHTG A 2
- SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) == 2, "Pump.SM2")
- SHTG A 2
- SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) == 1, "Pump.SM1")
- SHTG A 2
- goto Pump.SM0
- NoAltFire:
- SHTG A 1 A_WeaponReady(12)
- SHTG A 0 A_WeaponReady
- goto Ready
- NoPump:
- SHTG A 4
- SHTG A 0 A_Refire
- goto Ready
- Pump.SM0:
- SHTG BC 5
- SHTG A 0 A_TakeInventory("Shell", 1)
- SHTG A 0 A_GiveInventory("CombatShell", 1)
- SHTG D 6
- SHTG CB 5
- SHTG A 4
- SHTG A 0 A_ReFire
- Goto Ready
- Pump.SM1:
- SHTG BC 4
- SHTG A 0 A_TakeInventory("Shell", 1)
- SHTG A 0 A_GiveInventory("CombatShell", 1)
- SHTG D 5
- SHTG CB 4
- SHTG A 4
- SHTG A 0 A_ReFire
- goto Ready
- Pump.SM2:
- SHTG BC 3
- SHTG A 0 A_TakeInventory("Shell", 1)
- SHTG A 0 A_GiveInventory("CombatShell", 1)
- SHTG D 3
- SHTG CB 3
- SHTG A 3
- SHTG A 0 A_ReFire
- goto Ready
- Pump.SM3:
- SHTG BC 3
- SHTG A 0 A_TakeInventory("Shell", 1)
- SHTG A 0 A_GiveInventory("CombatShell", 1)
- SHTG D 3
- SHTG CB 2
- SHTG A 2
- SHTG A 0 A_ReFire
- goto Ready
- Flash:
- SHTF B 3 Bright A_Light1
- SHTF A 2 Bright A_Light2
- Goto LightDone
- Spawn:
- SHOT A -1
- Stop
- }
- }
- actor CombatShell: Ammo
- {
- Inventory.Amount 1
- Inventory.MaxAmount 5
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 5
- Inventory.Icon "SHOTA0"
- +UNDROPPABLE
- +IGNORESKILL
- }
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