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ijontichy

<stdin>

May 9th, 2012
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  1. actor "Combat Shotgun": Weapon
  2. {
  3. Weapon.AmmoType "CombatShell"
  4. Weapon.AmmoType2 "Shell"
  5. Weapon.AmmoUse1 1
  6. Weapon.AmmoUse2 0
  7. Weapon.AmmoGive1 8
  8. Weapon.AmmoGive2 8
  9.  
  10. Weapon.SlotNumber 3
  11. Weapon.Kickback 100
  12.  
  13. +AMMO_OPTIONAL
  14. +NOALERT
  15.  
  16. Inventory.PickupMessage "You got the combat shotgun!"
  17. Obituary "%o ate a few loads of %k's combat shotgun."
  18.  
  19. States
  20. {
  21. Ready:
  22. SHTG A 1 A_WeaponReady
  23. Loop
  24.  
  25. Deselect:
  26. SHTG A 1 A_Lower
  27. Loop
  28.  
  29. Select:
  30. SHTG A 1 A_Raise
  31. Loop
  32.  
  33. Fire:
  34. SHTG A 0 A_JumpIfNoAmmo("AltFire")
  35. SHTG A 0 A_AlertMonsters
  36.  
  37. 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($DOOMRL_DAMAGE, 5,2,0) )
  38. SHTG A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
  39. SHTG A 2 bright offset(0, 36) A_GunFlash
  40. SHTG A 2 bright offset(0, 35)
  41. SHTG A 2 bright offset(0, 33)
  42.  
  43. SHTG A 0 A_JumpIfNoAmmo(1)
  44. goto NoPump
  45. SHTG A 0 A_JumpIfInventory("Shell", 1, "AltFire")
  46. goto NoPump
  47.  
  48. AltFire:
  49. SHTG A 0 A_JumpIfInventory("CombatShell", 0, "NoAltFire")
  50. SHTG A 0 A_JumpIfInventory("Shell", 1, 1)
  51. goto NoAltFire
  52.  
  53. SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) >= 3, "Pump.SM3")
  54. SHTG A 2
  55. SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) == 2, "Pump.SM2")
  56. SHTG A 2
  57. SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) == 1, "Pump.SM1")
  58. SHTG A 2
  59. goto Pump.SM0
  60.  
  61. NoAltFire:
  62. SHTG A 1 A_WeaponReady(12)
  63. SHTG A 0 A_WeaponReady
  64. goto Ready
  65.  
  66. NoPump:
  67. SHTG A 4
  68. SHTG A 0 A_Refire
  69. goto Ready
  70.  
  71. Pump.SM0:
  72. SHTG BC 5
  73. SHTG A 0 A_TakeInventory("Shell", 1)
  74. SHTG A 0 A_GiveInventory("CombatShell", 1)
  75. SHTG D 6
  76. SHTG CB 5
  77. SHTG A 4
  78. SHTG A 0 A_ReFire
  79. Goto Ready
  80.  
  81. Pump.SM1:
  82. SHTG BC 4
  83. SHTG A 0 A_TakeInventory("Shell", 1)
  84. SHTG A 0 A_GiveInventory("CombatShell", 1)
  85. SHTG D 5
  86. SHTG CB 4
  87. SHTG A 4
  88. SHTG A 0 A_ReFire
  89. goto Ready
  90.  
  91. Pump.SM2:
  92. SHTG BC 3
  93. SHTG A 0 A_TakeInventory("Shell", 1)
  94. SHTG A 0 A_GiveInventory("CombatShell", 1)
  95. SHTG D 3
  96. SHTG CB 3
  97. SHTG A 3
  98. SHTG A 0 A_ReFire
  99. goto Ready
  100.  
  101. Pump.SM3:
  102. SHTG BC 3
  103. SHTG A 0 A_TakeInventory("Shell", 1)
  104. SHTG A 0 A_GiveInventory("CombatShell", 1)
  105. SHTG D 3
  106. SHTG CB 2
  107. SHTG A 2
  108. SHTG A 0 A_ReFire
  109. goto Ready
  110.  
  111. Flash:
  112. SHTF B 3 Bright A_Light1
  113. SHTF A 2 Bright A_Light2
  114. Goto LightDone
  115.  
  116. Spawn:
  117. SHOT A -1
  118. Stop
  119. }
  120. }
  121.  
  122. actor CombatShell: Ammo
  123. {
  124. Inventory.Amount 1
  125. Inventory.MaxAmount 5
  126. Ammo.BackpackAmount 0
  127. Ammo.BackpackMaxAmount 5
  128.  
  129. Inventory.Icon "SHOTA0"
  130.  
  131. +UNDROPPABLE
  132. +IGNORESKILL
  133. }
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