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minigun

Jan 26th, 2013
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  1. actor Minigun2 : Minigun replaces Minigun {
  2. Weapon.SlotNumber 4
  3. Weapon.SlotPriority 0.75
  4. Decal "BulletChip"
  5. states {
  6. Fire:
  7. MNGG A 0 A_TakeInventory("MinigunCounter", 3)
  8. MNGG A 0 A_GunFlash
  9. MNGG A 4 A_FireBullets(2.8, 1.775, -1, 5)
  10. MNGG A 0 A_JumpIfNoAmmo("Down3")
  11. MNGG B 4 A_FireBullets(2.8, 1.775, -1, 5)
  12. MNGG A 0 A_JumpIfNoAmmo("Down2")
  13. MNGG A 0 A_GiveInventory("MinigunCounter", 1)
  14. MNGG A 0 A_ReFire
  15. goto Down2
  16. Hold:
  17. MNGG A 0 A_GunFlash
  18. MNGG A 0 A_JumpIfInventory("MinigunCounter", 3, "Fire3")
  19. MNGG A 0 A_JumpIfInventory("MinigunCounter", 2, "Fire2")
  20. MNGG A 0 A_Jump(32, 3)
  21. MNGG A 3 A_FireBullets(5.6, 3.55, -1, 5)
  22. MNGG A 0 A_Jump(256, 2)
  23. MNGG A 3 A_FireBullets(2.8, 1.775, -1, 5)
  24. MNGG A 0 A_JumpIfNoAmmo("Down3")
  25. MNGG B 0 A_Jump(32, 3)
  26. MNGG B 3 A_FireBullets(5.6, 3.55, -1, 5)
  27. MNGG B 0 A_Jump(256, 2)
  28. MNGG B 3 A_FireBullets(2.8, 1.775, -1, 5)
  29. MNGG A 0 A_JumpIfNoAmmo("Down2")
  30. MNGG A 0 A_GiveInventory("MinigunCounter", 1)
  31. MNGG A 0 A_ReFire
  32. goto Down + 2
  33. Fire2:
  34. MNGG A 0 A_Jump(32, 3)
  35. MNGG A 3 A_FireBullets(5.6, 3.55, -1, 5)
  36. MNGG A 0 A_Jump(256, 2)
  37. MNGG A 3 A_FireBullets(2.8, 1.775, -1, 5)
  38. MNGG A 0 A_JumpIfNoAmmo("Down1")
  39. MNGG B 0 A_Jump(32, 3)
  40. MNGG B 2 A_FireBullets(11.2, 7.1, -1, 5)
  41. MNGG B 0 A_Jump(256, 5)
  42. MNGG B 0 A_Jump(32, 3)
  43. MNGG B 2 A_FireBullets(5.6, 3.55, -1, 5)
  44. MNGG B 0 A_Jump(256, 2)
  45. MNGG B 2 A_FireBullets(2.8, 1.775, -1, 5)
  46. MNGG A 0 A_JumpIfNoAmmo("Down")
  47. MNGG A 0 A_GiveInventory("MinigunCounter", 1)
  48. MNGG A 0 A_ReFire
  49. goto Down
  50. Fire3:
  51. MNGG A 0 A_Jump(32, 3)
  52. MNGG A 2 A_FireBullets(11.2, 7.1, -1, 5)
  53. MNGG A 0 A_Jump(256, 5)
  54. MNGG A 0 A_Jump(32, 3)
  55. MNGG A 2 A_FireBullets(5.6, 3.55, -1, 5)
  56. MNGG A 0 A_Jump(256, 2)
  57. MNGG A 2 A_FireBullets(2.8, 1.775, -1, 5)
  58. MNGG A 0 A_JumpIfNoAmmo("Down1")
  59. MNGG B 0 A_Jump(32, 3)
  60. MNGG B 2 A_FireBullets(11.2, 7.1, -1, 5)
  61. MNGG B 0 A_Jump(256, 5)
  62. MNGG B 0 A_Jump(32, 3)
  63. MNGG B 2 A_FireBullets(5.6, 3.55, -1, 5)
  64. MNGG B 0 A_Jump(256, 2)
  65. MNGG B 2 A_FireBullets(2.8, 1.775, -1, 5)
  66. MNGG A 0 A_JumpIfNoAmmo("Down")
  67. MNGG A 0 A_ReFire
  68. Down:
  69. MNGG A 2 A_TakeInventory("MinigunCounter", 3)
  70. Down1:
  71. MNGG B 2 A_TakeInventory("MinigunCounter", 3)
  72. Down2:
  73. MNGG A 4 A_TakeInventory("MinigunCounter", 3)
  74. Down3:
  75. MNGG B 4 A_TakeInventory("MinigunCounter", 3)
  76. MNGG A 8
  77. MNGG B 8
  78. MNGG B 0 A_CheckReload
  79. goto Ready
  80. Flash:
  81. MNGF A 0 A_JumpIfInventory("MinigunCounter", 1, "Flash2")
  82. MNGF A 4 BRIGHT A_Light1
  83. MNGF B 4 BRIGHT A_Light0
  84. stop
  85. Flash2:
  86. MNGF A 3 BRIGHT A_Light1
  87. MNGF B 3 BRIGHT A_Light0
  88. stop
  89. }
  90. }
  91.  
  92. actor MinigunCounter : Inventory {
  93. +INVENTORY.UNDROPPABLE
  94. Inventory.MaxAmount 3
  95. }
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