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- Actor Pumping : Inventory
- {
- inventory.maxamount 1
- }
- // --------------------------------------------------------------------------
- //
- // Shotgun
- //
- // --------------------------------------------------------------------------
- ACTOR Shot_Gun : Shotgun Replaces Shotgun
- {
- Game Doom
- SpawnID 27
- Weapon.SelectionOrder 1300
- Weapon.SlotNumber 3
- Weapon.SlotPriority 0
- Weapon.AmmoUse1 0
- Weapon.AmmoUse2 0
- Weapon.AmmoGive1 8
- Weapon.AmmoGive2 0
- Weapon.AmmoType1 "Shell"
- Weapon.AmmoType2 "ShotgunAmmo"
- Inventory.PickupMessage "$You've found an Angry Man"
- Inventory.PickupSound "weapons/sgpump"
- Obituary "$OB_MPSHOTGUN"
- AttackSound "None"
- +WEAPON.NOALERT
- +WEAPON.NOAUTOAIM
- +WEAPON.NOAUTOFIRE
- States
- {
- PickUp:
- TNT1 A 0
- TNT1 A 0 A_Playsound("PICKUPONELINER")
- TNT1 A 0
- Stop
- Ready:
- TNT1 AAAA 0
- TNT1 A 0 A_PlaySound("weapons/sgpump")
- SHTG CBA 0
- SHSS ABCD 1
- TNT1 AAAAAAAAAAAAAAA 0
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
- TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
- SHTG A 1 A_WeaponReady
- //TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", random(-2,2), 0, -1, 0)
- Goto Ready+14
- Deselect:
- TNT1 A 0 A_Takeinventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_Takeinventory("ADSmode",1)
- SHSS DCBA 1
- TNT1 A 1 A_Lower
- Wait
- Select:
- TNT1 A 0 A_Takeinventory("FistsSelected",1)
- TNT1 A 0 A_Takeinventory("SawSelected",1)
- TNT1 A 0 A_Giveinventory("ShotgunSelected",1)
- TNT1 A 0 A_Takeinventory("SSGSelected",1)
- TNT1 A 0 A_Takeinventory("MinigunSelected",1)
- TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
- TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
- TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
- TNT1 A 0 A_Takeinventory("BFGSelected",1)
- TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
- TNT1 A 0 A_Takeinventory("RailGunSelected",1)
- TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
- TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
- TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
- TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
- TNT1 A 0 A_Takeinventory("HasBarrel",1)
- TNT1 A 0 A_Raise
- Wait
- Fire:
- TNT1 A 0 A_Takeinventory("Reloading",1)
- TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
- Goto Ready+14
- TNT1 AAAA 0
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_PlaySound("DSCANFIR", 1)
- TNT1 A 0
- TNT1 A 0 A_Recoil(1)
- TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
- SHTG A 0 A_FireBullets (3.5, 3.5, 13, 6, "ShotgunPuff")
- TNT1 AAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-10,10), 0, -1, random(-10,10))
- TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
- TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
- SHTF AB 1 BRIGHT
- SHTF CD 1
- TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
- Goto Ready+14
- AltFire:
- TNT1 A 0 A_Takeinventory("Reloading",1)
- //TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
- TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",2,2)
- Goto Ready+14
- TNT1 AAAA 0
- //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_PlaySound("DSCANFIR", 1)
- TNT1 A 0
- TNT1 A 0 A_Recoil(1)
- TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
- SHTG A 0 BRIGHT A_RailAttack(200, 0, 1,"FF8C00","FFFFFF",0,0,"ShotgunPuff")
- TNT1 AAAAAA 0 BRIGHT A_FireCustomMissile("RailgunPuff2", 0, 0, 0, 0)
- TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)
- TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
- TNT1 A 0 A_Takeinventory("ShotgunAmmo",2)
- SHTF AB 1 BRIGHT
- SHTF CDE 1
- SHTG A 4
- TNT1 A 0 A_GiveInventory ("Pumping", 1)
- SHTG BCDEF 1
- SHTG G 2
- TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
- SHTG H 3 A_PlaySound("weapons/sgpump")
- SHTG G 2
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- SHTG FEDCB 1
- //SHTG A 6 <-- Old frame
- SHTG A 1 Offset(10,36) // <-- New frames
- SHTG A 1 Offset(9,40) //
- SHTG A 1 Offset(6,42) //
- SHTG A 1 Offset(4,40) //
- SHTG A 1 Offset(2,36) //
- SHTG A 1 Offset(0,32) //
- SHTG A 0 A_Refire
- SHTG A 0 //A_Refire
- Goto Ready+14
- TNT1 A 0 A_ZoomFactor(1.0)
- SHT8 ADE 2
- TNT1 A 0 A_GiveInventory ("Pumping", 1)
- SHTG BCDEFG 1
- TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
- SHTG H 1 A_PlaySound("weapons/sgpump")
- SHTG IJKL 1
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
- SHTG KJIHGFEDCB 1
- SHT8 ED 2
- TNT1 A 0 A_Refire
- Goto Ready+14
- Spawn:
- SHTC A -1
- Stop
- DoKick:
- TNT1 A 0
- TNT1 A 0 A_Takeinventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 A_Takeinventory("ADSmode",1)
- NULL A 0 A_JumpIf (momZ > 0, "AirKick")
- NULL A 0 A_JumpIf (momZ < 0, "AirKick")
- TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
- TNT1 A 0 A_PlaySound("KICK")
- TNT1 A 0 SetPlayerProperty(0,1,0)
- KICK BCD 1
- RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
- KICK H 4
- KICK A 0 A_Takeinventory("Kicking",1)
- KICK IGFEDCBA 1
- TNT1 A 0 SetPlayerProperty(0,0,0)
- Goto Ready+6
- BerserkerKick:
- TNT1 A 0 A_PlaySound("KICK")
- TNT1 A 0 SetPlayerProperty(0,1,0)
- KICK ABCDEFG 1
- RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
- KICK H 3
- KICK A 0 A_Takeinventory("Kicking",1)
- KICK IGFEDCBA 1
- TNT1 A 0 SetPlayerProperty(0,0,0)
- Goto Ready+6
- AirKick:
- TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
- TNT1 A 0 A_PlaySound("KICK")
- TNT1 A 0 A_Recoil (-6)
- KICK JKLMN 1
- RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
- KICK O 3
- KICK A 0 A_Takeinventory("Kicking",1)
- KICK PQRST 2
- Goto Ready+6
- SuperAirKick:
- TNT1 A 0 A_PlaySound("KICK")
- TNT1 A 0 A_Recoil (-6)
- KICK JKLMN 1
- RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
- KICK O 3
- KICK A 0 A_Takeinventory("Kicking",1)
- KICK PQRST 2
- Goto Ready+6
- Taunt:
- TNT1 A 0 A_Takeinventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 5
- FUCK A 2
- FUCK B 2 A_PlaySound("FUCK", 1)
- FUCK C 2 A_AlertMonsters
- FUCK D 15 A_Takeinventory("Taunting",1)
- FUCK CBA 5
- TNT1 A 5
- Goto Ready
- Salute:
- TNT1 A 0 A_Takeinventory("Zoomed",1)
- TNT1 A 0 A_ZoomFactor(1.0)
- TNT1 A 0 SetPlayerProperty(0,1,0)
- TNT1 A 0 A_ALertMonsters
- SALU ABCDEDCDEDCDEDCBA 4
- TNT1 A 0 A_TakeInventory("Salute1",1)
- TNT1 A 0 A_TakeInventory("Salute2",1)
- TNT1 A 0 SetPlayerProperty(0,0,0)
- Goto Ready
- Reload:
- SHTG A 1 A_WeaponReady
- TNT1 A 0 A_JumpIfInventory("Shell",1,1)
- Goto Ready+14
- TNT1 A 0
- //Reload up
- SHTG BCDEF 1
- //actual Reload
- TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",8,"Reload_down")
- TNT1 A 0 A_PlaySound("insertshell")
- TNT1 A 0 A_Giveinventory("ShotgunAmmo",1)
- TNT1 A 0 A_Takeinventory("Shell",1)
- SHTG G 8 A_ReFire("Reload_down") //reload speed
- Goto Reload+8
- Reload_down:
- SHTG FEDCB 1
- TNT1 A 0 A_Takeinventory("Reloading",1)
- Goto Ready+14
- }
- }
- ACTOR ShotgunAmmo : Ammo
- {
- Inventory.Amount 0
- Inventory.MaxAmount 8
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 8
- Inventory.Icon RIF
- }
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