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- CLASS FireMagic : Weapon
- {
- Int ChosenFireSpell;
- Default
- {
- Weapon.SlotNumber 2;
- +WEAPON.NOALERT
- }
- States
- {
- Spawn:
- AMP2 ABC 4;
- Loop;
- Ready:
- TNT1 A 1 A_WeaponReady();
- Loop;
- Deselect:
- TNT1 A 0 A_Lower();
- Loop;
- Select:
- TNT1 A 0 A_PlaySound("Menu/Change");
- SelectLoop:
- TNT1 A 0 A_Raise();
- Loop;
- Fire:
- TNT1 A 4;
- TNT1 A 0 A_JumpIfInventory("FireCounter",0,"SeekingFire");
- TNT1 A 0 A_JumpIfInventory("FireCounter",1,"HeatWave");
- TNT1 A 0 A_JumpIfInventory("FireCounter",2,"InnerFlame");
- TNT1 A 0 A_Log("Whoops something broke");
- SeekingFire:
- TNT1 A 0
- {
- A_FireProjectile("SeekingFire",0,0,0,0,FPF_NOAUTOAIM,0);
- A_PlaySound("Misc/InvUse",CHAN_WEAPON);
- A_AlertMonsters();
- A_Recoil(4);
- }
- TNT1 A 16;
- TNT1 A 0 A_ReFire();
- Goto Ready;
- HeatWave:
- TNT1 A 0
- {
- A_FireProjectile("HeatWave",0,0,0,0,FPF_NOAUTOAIM,0);
- A_PlaySound("Misc/InvUse",CHAN_WEAPON);
- A_AlertMonsters();
- }
- TNT1 A 16;
- TNT1 A 0 A_ReFire();
- Goto Ready;
- InnerFlame:
- TNT1 A 0
- {
- A_Log("Not implemented yet");
- A_PlaySound("Misc/InvUse",CHAN_WEAPON);
- A_AlertMonsters();
- }
- TNT1 A 16;
- TNT1 A 0 A_ReFire();
- Goto Ready;
- FireDone:
- TNT1 A 0 A_ReFire();
- Goto Ready;
- AltFire:
- TNT1 A 0 A_JumpIfInventory("FireCounter",2,"RemoveCounters");
- TNT1 A 0 A_PlaySound("Menu/Change");
- TNT1 A 0 A_GiveInventory("FireCounter",1);
- TNT1 A 5;
- Goto Ready;
- RemoveCounters:
- TNT1 A 0 A_PlaySound("Menu/Change");
- TNT1 A 0 A_TakeInventory("FireCounter");
- TNT1 A 5;
- Goto Ready;
- }
- }
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