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Jan 10th, 2018
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  1. CLASS FireMagic : Weapon
  2. {
  3.  
  4. Int ChosenFireSpell;
  5.  
  6. Default
  7. {
  8.  
  9. Weapon.SlotNumber 2;
  10. +WEAPON.NOALERT
  11. }
  12.  
  13. States
  14. {
  15.  
  16. Spawn:
  17. AMP2 ABC 4;
  18. Loop;
  19.  
  20. Ready:
  21. TNT1 A 1 A_WeaponReady();
  22. Loop;
  23.  
  24. Deselect:
  25. TNT1 A 0 A_Lower();
  26. Loop;
  27.  
  28. Select:
  29. TNT1 A 0 A_PlaySound("Menu/Change");
  30.  
  31. SelectLoop:
  32. TNT1 A 0 A_Raise();
  33. Loop;
  34.  
  35. Fire:
  36. TNT1 A 4;
  37. TNT1 A 0 A_JumpIfInventory("FireCounter",0,"SeekingFire");
  38. TNT1 A 0 A_JumpIfInventory("FireCounter",1,"HeatWave");
  39. TNT1 A 0 A_JumpIfInventory("FireCounter",2,"InnerFlame");
  40. TNT1 A 0 A_Log("Whoops something broke");
  41.  
  42. SeekingFire:
  43. TNT1 A 0
  44. {
  45. A_FireProjectile("SeekingFire",0,0,0,0,FPF_NOAUTOAIM,0);
  46. A_PlaySound("Misc/InvUse",CHAN_WEAPON);
  47. A_AlertMonsters();
  48. A_Recoil(4);
  49.  
  50. }
  51.  
  52. TNT1 A 16;
  53. TNT1 A 0 A_ReFire();
  54. Goto Ready;
  55.  
  56. HeatWave:
  57. TNT1 A 0
  58. {
  59. A_FireProjectile("HeatWave",0,0,0,0,FPF_NOAUTOAIM,0);
  60. A_PlaySound("Misc/InvUse",CHAN_WEAPON);
  61. A_AlertMonsters();
  62.  
  63. }
  64.  
  65. TNT1 A 16;
  66. TNT1 A 0 A_ReFire();
  67. Goto Ready;
  68.  
  69. InnerFlame:
  70. TNT1 A 0
  71. {
  72. A_Log("Not implemented yet");
  73. A_PlaySound("Misc/InvUse",CHAN_WEAPON);
  74. A_AlertMonsters();
  75.  
  76. }
  77.  
  78. TNT1 A 16;
  79. TNT1 A 0 A_ReFire();
  80. Goto Ready;
  81.  
  82. FireDone:
  83. TNT1 A 0 A_ReFire();
  84. Goto Ready;
  85.  
  86. AltFire:
  87. TNT1 A 0 A_JumpIfInventory("FireCounter",2,"RemoveCounters");
  88. TNT1 A 0 A_PlaySound("Menu/Change");
  89. TNT1 A 0 A_GiveInventory("FireCounter",1);
  90. TNT1 A 5;
  91. Goto Ready;
  92.  
  93. RemoveCounters:
  94. TNT1 A 0 A_PlaySound("Menu/Change");
  95. TNT1 A 0 A_TakeInventory("FireCounter");
  96. TNT1 A 5;
  97. Goto Ready;
  98.  
  99. }
  100. }
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