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- actor Minigun2 : Minigun replaces Minigun {
- Weapon.SlotNumber 4
- Weapon.SlotPriority 0.75
- Decal "BulletChip"
- states {
- Fire:
- MNGG A 0 A_TakeInventory("MinigunCounter", 3)
- MNGG A 0 A_GunFlash
- MNGG A 4 A_FireBullets(2.8, 1.775, -1, 5)
- MNGG A 0 A_JumpIfNoAmmo("Down3")
- MNGG B 4 A_FireBullets(2.8, 1.775, -1, 5)
- MNGG A 0 A_JumpIfNoAmmo("Down2")
- MNGG A 0 A_GiveInventory("MinigunCounter", 1)
- MNGG A 0 A_ReFire
- goto Down2
- Hold:
- MNGG A 0 A_GunFlash
- MNGG A 0 A_JumpIfInventory("MinigunCounter", 3, "Fire3")
- MNGG A 0 A_JumpIfInventory("MinigunCounter", 2, "Fire2")
- MNGG A 0 A_Jump(32, 3)
- MNGG A 3 A_FireBullets(5.6, 3.55, -1, 5)
- MNGG A 0 A_Jump(256, 2)
- MNGG A 3 A_FireBullets(2.8, 1.775, -1, 5)
- MNGG A 0 A_JumpIfNoAmmo("Down3")
- MNGG B 0 A_Jump(32, 3)
- MNGG B 3 A_FireBullets(5.6, 3.55, -1, 5)
- MNGG B 0 A_Jump(256, 2)
- MNGG B 3 A_FireBullets(2.8, 1.775, -1, 5)
- MNGG A 0 A_JumpIfNoAmmo("Down2")
- MNGG A 0 A_GiveInventory("MinigunCounter", 1)
- MNGG A 0 A_ReFire
- goto Down + 2
- Fire2:
- MNGG A 0 A_Jump(32, 3)
- MNGG A 3 A_FireBullets(5.6, 3.55, -1, 5)
- MNGG A 0 A_Jump(256, 2)
- MNGG A 3 A_FireBullets(2.8, 1.775, -1, 5)
- MNGG A 0 A_JumpIfNoAmmo("Down1")
- MNGG B 0 A_Jump(32, 3)
- MNGG B 2 A_FireBullets(11.2, 7.1, -1, 5)
- MNGG B 0 A_Jump(256, 5)
- MNGG B 0 A_Jump(32, 3)
- MNGG B 2 A_FireBullets(5.6, 3.55, -1, 5)
- MNGG B 0 A_Jump(256, 2)
- MNGG B 2 A_FireBullets(2.8, 1.775, -1, 5)
- MNGG A 0 A_JumpIfNoAmmo("Down")
- MNGG A 0 A_GiveInventory("MinigunCounter", 1)
- MNGG A 0 A_ReFire
- goto Down
- Fire3:
- MNGG A 0 A_Jump(32, 3)
- MNGG A 2 A_FireBullets(11.2, 7.1, -1, 5)
- MNGG A 0 A_Jump(256, 5)
- MNGG A 0 A_Jump(32, 3)
- MNGG A 2 A_FireBullets(5.6, 3.55, -1, 5)
- MNGG A 0 A_Jump(256, 2)
- MNGG A 2 A_FireBullets(2.8, 1.775, -1, 5)
- MNGG A 0 A_JumpIfNoAmmo("Down1")
- MNGG B 0 A_Jump(32, 3)
- MNGG B 2 A_FireBullets(11.2, 7.1, -1, 5)
- MNGG B 0 A_Jump(256, 5)
- MNGG B 0 A_Jump(32, 3)
- MNGG B 2 A_FireBullets(5.6, 3.55, -1, 5)
- MNGG B 0 A_Jump(256, 2)
- MNGG B 2 A_FireBullets(2.8, 1.775, -1, 5)
- MNGG A 0 A_JumpIfNoAmmo("Down")
- MNGG A 0 A_ReFire
- Down:
- MNGG A 2 A_TakeInventory("MinigunCounter", 3)
- Down1:
- MNGG B 2 A_TakeInventory("MinigunCounter", 3)
- Down2:
- MNGG A 4 A_TakeInventory("MinigunCounter", 3)
- Down3:
- MNGG B 4 A_TakeInventory("MinigunCounter", 3)
- MNGG A 8
- MNGG B 8
- MNGG B 0 A_CheckReload
- goto Ready
- Flash:
- MNGF A 0 A_JumpIfInventory("MinigunCounter", 1, "Flash2")
- MNGF A 4 BRIGHT A_Light1
- MNGF B 4 BRIGHT A_Light0
- stop
- Flash2:
- MNGF A 3 BRIGHT A_Light1
- MNGF B 3 BRIGHT A_Light0
- stop
- }
- }
- actor MinigunCounter : Inventory {
- +INVENTORY.UNDROPPABLE
- Inventory.MaxAmount 3
- }
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