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pump-action shotgun decorate

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May 8th, 2017
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  1. //SHOTGUN
  2.  
  3. ACTOR NewShotgun : Weapon
  4. {
  5. Game Doom
  6. Weapon.SelectionOrder 1300
  7. Decal BulletChip
  8. scale 0.6
  9. Weapon.AmmoUse 1
  10. Weapon.AmmoGive2 8
  11. Weapon.AmmoType "ShotgunLoaded"
  12. Weapon.AmmoType2 "AliensShell"
  13. Inventory.PickupMessage "$GOTSHOTGUN"
  14. Obituary "$OB_MPSHOTGUN"
  15. +Weapon.noautofire
  16. +NOALERT
  17. +Weapon.Ammo_Optional
  18. States
  19. {
  20. Ready:
  21. SHTG A 1
  22. PUMP A 1 A_PlaySound("SHTGREL")
  23. PUMP BCDEFEDCBA 1
  24. SHTG A 2
  25. goto RealReady
  26. RealReady:
  27. SHTG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
  28. TNT1 A 0
  29. Loop
  30. Deselect:
  31. SHTG A 1 A_Lower
  32. Loop
  33. Select:
  34. SHTG A 1 A_Raise
  35. Loop
  36. Dryfire:
  37. SHTG A 2 A_PlayWeaponSound("DEAGLE")
  38. Goto Reload
  39. Fire:
  40. TNT1 A 0 A_JumpIfNoAmmo("Dryfire")
  41. TNT1 A 0 A_PlayWeaponSound("PULSLOOP")
  42. TNT1 A 0 A_AlertMonsters
  43. TNT1 A 0 A_TakeInventory("ShotgunLoaded", 1)
  44. TNT1 A 0 Radius_Quake (1, 2, 0, 1, 0)
  45. SHTF A 1
  46. TNT1 A 0 BRIGHT A_FireBullets(4, 4, 10, 16, "CustomPuff1", FBF_NORANDOM)
  47. SHTF B 1 Bright A_Light(5)
  48. TNT1 A 0 A_GunFlash
  49. SHTG BCDEA 2
  50. SHTG A 6
  51. Goto Ready
  52. Reload:
  53. SHTG A 0 A_JumpIfInventory("ShotgunLoaded", 8, 1)
  54. SHTG A 0 A_JumpIfInventory("AliensShell", 1, "ReloadWork")
  55. SHTG A 0
  56. Goto RealReady
  57. ReloadWork:
  58. SHTR ABCDE 1
  59. ReloadLoop:
  60. SHTR F 1
  61. TNT1 A 0 A_TakeInventory("AliensShell", 1)
  62. SHTR F 1 Offset(0,35)
  63. SHTR F 1 Offset(0,38)
  64. SHTR F 1 Offset(0,40) A_PlaySound("SHELLIN")
  65. SHTR F 1 Offset(0,44) A_GiveInventory("ShotgunLoaded", 1)
  66. SHTR F 1 Offset(0,44) A_WeaponReady
  67. SHTR F 1 Offset(0,40) A_WeaponReady
  68. SHTR F 1 Offset(0,38) A_WeaponReady
  69. SHTR F 1 Offset(0,35) A_WeaponReady
  70. SHTR F 1 Offset(0,32) A_WeaponReady
  71. TNT1 A 0 A_JumpIfInventory("ShotgunLoaded", 8, "ReloadFinish")
  72. TNT1 A 0 A_JumpIfInventory("AliensShell", 1, "ReloadLoop")
  73. Goto ReloadFinish
  74. ReloadFinish:
  75. SHTG BCDEA 2 A_WeaponReady
  76. Goto Ready
  77. Flash:
  78. TNT1 A 0 Bright A_Light1
  79. TNT1 B 0 Bright A_Light2
  80. Goto LightDone
  81. Spawn:
  82. SHOT A -1
  83. Stop
  84. }
  85. }
  86.  
  87. ACTOR ShotgunLoaded : Ammo
  88. {
  89. Inventory.Icon SHELA0
  90. Inventory.MaxAmount 8
  91. Ammo.BackpackMaxAmount 8
  92. }
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