Advertisement
Guest User

semi-auto shotty

a guest
Dec 24th, 2014
342
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Actor Pumping : Inventory
  2. {
  3. inventory.maxamount 1
  4. }
  5.  
  6. // --------------------------------------------------------------------------
  7. //
  8. // Shotgun
  9. //
  10. // --------------------------------------------------------------------------
  11.  
  12. ACTOR Shot_Gun : Shotgun Replaces Shotgun
  13. {
  14.     Game Doom
  15.     SpawnID 27
  16.     Weapon.SelectionOrder 1300
  17.     Weapon.SlotNumber 3
  18.     Weapon.SlotPriority 0
  19.     Weapon.AmmoUse1 0
  20.     Weapon.AmmoUse2 0
  21.     Weapon.AmmoGive1 8
  22.     Weapon.AmmoGive2 0
  23.     Weapon.AmmoType1 "Shell"
  24.     Weapon.AmmoType2 "ShotgunAmmo"
  25.     Inventory.PickupMessage "$You've found an Angry Man"
  26.     Inventory.PickupSound "weapons/sgpump"
  27.     Obituary "$OB_MPSHOTGUN"
  28.     AttackSound "None"
  29.     +WEAPON.NOALERT
  30.     +WEAPON.NOAUTOAIM
  31.     +WEAPON.NOAUTOFIRE
  32.     States
  33.     {
  34.    
  35.     PickUp:
  36.     TNT1 A 0
  37.     TNT1 A 0 A_Playsound("PICKUPONELINER")
  38.     TNT1 A 0
  39.     Stop
  40.    
  41.     Ready:
  42.         TNT1 AAAA 0
  43.         TNT1 A 0 A_PlaySound("weapons/sgpump")
  44.         SHTG CBA 0
  45.         SHSS ABCD 1
  46.         TNT1 AAAAAAAAAAAAAAA 0
  47.         TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  48.         TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
  49.         TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
  50.                 TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
  51.         TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
  52.         SHTG A 1 A_WeaponReady
  53. //TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", random(-2,2), 0, -1, 0)
  54.         Goto Ready+14
  55.            
  56.     Deselect:
  57.             TNT1 A 0 A_Takeinventory("Zoomed",1)
  58.         TNT1 A 0 A_ZoomFactor(1.0)
  59.         TNT1 A 0 A_Takeinventory("ADSmode",1)
  60.         SHSS DCBA 1
  61.         TNT1 A 1 A_Lower
  62.         Wait
  63.    
  64.     Select:
  65.     TNT1 A 0 A_Takeinventory("FistsSelected",1)
  66.     TNT1 A 0 A_Takeinventory("SawSelected",1)
  67.     TNT1 A 0 A_Giveinventory("ShotgunSelected",1)
  68.     TNT1 A 0 A_Takeinventory("SSGSelected",1)
  69.     TNT1 A 0 A_Takeinventory("MinigunSelected",1)
  70.     TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
  71.     TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
  72.     TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
  73.     TNT1 A 0 A_Takeinventory("BFGSelected",1)
  74.     TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
  75.     TNT1 A 0 A_Takeinventory("RailGunSelected",1)
  76.     TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
  77.     TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
  78.     TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
  79.     TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
  80.     TNT1 A 0 A_Takeinventory("HasBarrel",1)
  81.         TNT1 A 0 A_Raise
  82.         Wait
  83.        
  84.     Fire:
  85.         TNT1 A 0 A_Takeinventory("Reloading",1)
  86.         TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
  87.         Goto Ready+14
  88.         TNT1 AAAA 0
  89.         TNT1 A 0 A_AlertMonsters
  90.         TNT1 A 0 A_PlaySound("DSCANFIR", 1)
  91.         TNT1 A 0
  92.         TNT1 A 0 A_Recoil(1)
  93.         TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
  94.         SHTG A 0 A_FireBullets (3.5, 3.5, 13, 6, "ShotgunPuff")
  95.         TNT1 AAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-10,10), 0, -1, random(-10,10))
  96.         TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
  97.         TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
  98.         SHTF AB 1 BRIGHT
  99.         SHTF CD 1
  100.         TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
  101.         Goto Ready+14
  102.        
  103.     AltFire:
  104.         TNT1 A 0 A_Takeinventory("Reloading",1)
  105.         //TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
  106.         TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",2,2)
  107.         Goto Ready+14
  108.         TNT1 AAAA 0
  109.         //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
  110.         TNT1 A 0 A_AlertMonsters
  111.         TNT1 A 0 A_PlaySound("DSCANFIR", 1)
  112.         TNT1 A 0
  113.         TNT1 A 0 A_Recoil(1)
  114.         TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
  115.         SHTG A 0 BRIGHT A_RailAttack(200, 0, 1,"FF8C00","FFFFFF",0,0,"ShotgunPuff")
  116.         TNT1 AAAAAA 0 BRIGHT A_FireCustomMissile("RailgunPuff2", 0, 0, 0, 0)
  117.         TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)
  118.         TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
  119.         TNT1 A 0 A_Takeinventory("ShotgunAmmo",2)
  120.         SHTF AB 1 BRIGHT
  121.         SHTF CDE 1
  122.        
  123.        
  124.         SHTG A 4
  125.    TNT1 A 0 A_GiveInventory ("Pumping", 1)
  126.    SHTG BCDEF 1
  127.    SHTG G 2
  128.    TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
  129.    SHTG H 3 A_PlaySound("weapons/sgpump")
  130.    SHTG G 2
  131.         TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  132.         SHTG FEDCB 1
  133.        
  134.    //SHTG A 6 <-- Old frame
  135.         SHTG A 1 Offset(10,36) // <-- New frames
  136.         SHTG A 1 Offset(9,40) //
  137.         SHTG A 1 Offset(6,42) //
  138.         SHTG A 1 Offset(4,40) //
  139.         SHTG A 1 Offset(2,36) //
  140.         SHTG A 1 Offset(0,32) //
  141.         SHTG A 0 A_Refire
  142.         SHTG A 0 //A_Refire
  143.         Goto Ready+14
  144.  
  145. TNT1 A 0 A_ZoomFactor(1.0)
  146.         SHT8 ADE 2 
  147.    TNT1 A 0 A_GiveInventory ("Pumping", 1)
  148.    SHTG BCDEFG 1
  149.    TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
  150.    SHTG H 1 A_PlaySound("weapons/sgpump")
  151.    SHTG IJKL 1
  152.         TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
  153.         SHTG KJIHGFEDCB 1
  154. SHT8 ED 2
  155. TNT1 A 0 A_Refire
  156.         Goto Ready+14  
  157.      
  158.    
  159.     Spawn:
  160.         SHTC A -1
  161.         Stop
  162.     DoKick:
  163.         TNT1 A 0
  164.         TNT1 A 0 A_Takeinventory("Zoomed",1)
  165.         TNT1 A 0 A_ZoomFactor(1.0)
  166.         TNT1 A 0 A_Takeinventory("ADSmode",1)
  167.         NULL A 0 A_JumpIf (momZ > 0, "AirKick")
  168.         NULL A 0 A_JumpIf (momZ < 0, "AirKick")
  169.        
  170.         TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
  171.         TNT1 A 0 A_PlaySound("KICK")
  172.         TNT1 A 0 SetPlayerProperty(0,1,0)
  173.         KICK BCD 1
  174.         RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
  175.         KICK H 4
  176.         KICK A 0 A_Takeinventory("Kicking",1)
  177.         KICK IGFEDCBA 1
  178.         TNT1 A 0 SetPlayerProperty(0,0,0)
  179.         Goto Ready+6
  180.     BerserkerKick:
  181.         TNT1 A 0 A_PlaySound("KICK")
  182.         TNT1 A 0 SetPlayerProperty(0,1,0)
  183.         KICK ABCDEFG 1
  184.         RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
  185.         KICK H 3
  186.         KICK A 0 A_Takeinventory("Kicking",1)
  187.         KICK IGFEDCBA 1
  188.         TNT1 A 0 SetPlayerProperty(0,0,0)
  189.         Goto Ready+6
  190.    
  191.     AirKick:
  192.         TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
  193.         TNT1 A 0 A_PlaySound("KICK")
  194.         TNT1 A 0 A_Recoil (-6)
  195.         KICK JKLMN 1
  196.         RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
  197.         KICK O 3
  198.         KICK A 0 A_Takeinventory("Kicking",1)
  199.         KICK PQRST 2
  200.         Goto Ready+6
  201.        
  202.     SuperAirKick:
  203.         TNT1 A 0 A_PlaySound("KICK")
  204.         TNT1 A 0 A_Recoil (-6)
  205.         KICK JKLMN 1
  206.         RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
  207.         KICK O 3
  208.         KICK A 0 A_Takeinventory("Kicking",1)
  209.         KICK PQRST 2
  210.         Goto Ready+6
  211.     Taunt:
  212.         TNT1 A 0 A_Takeinventory("Zoomed",1)
  213.         TNT1 A 0 A_ZoomFactor(1.0)
  214.         TNT1 A 5
  215.         FUCK A 2
  216.         FUCK B 2 A_PlaySound("FUCK", 1)
  217.         FUCK C 2 A_AlertMonsters
  218.         FUCK D 15 A_Takeinventory("Taunting",1)
  219.         FUCK CBA 5
  220.         TNT1 A 5
  221.         Goto Ready
  222.     Salute:
  223.         TNT1 A 0 A_Takeinventory("Zoomed",1)
  224.         TNT1 A 0 A_ZoomFactor(1.0)
  225.         TNT1 A 0 SetPlayerProperty(0,1,0)
  226.         TNT1 A 0 A_ALertMonsters
  227.         SALU ABCDEDCDEDCDEDCBA 4
  228.         TNT1 A 0 A_TakeInventory("Salute1",1)
  229.         TNT1 A 0 A_TakeInventory("Salute2",1)
  230.         TNT1 A 0 SetPlayerProperty(0,0,0)
  231.         Goto Ready
  232.  
  233.     Reload:
  234.         SHTG A 1 A_WeaponReady
  235.         TNT1 A 0 A_JumpIfInventory("Shell",1,1)
  236.         Goto Ready+14
  237.         TNT1 A 0
  238.        
  239.         //Reload up
  240.         SHTG BCDEF 1
  241.        
  242.        
  243.         //actual Reload
  244.         TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",8,"Reload_down")
  245.         TNT1 A 0 A_PlaySound("insertshell")
  246.         TNT1 A 0 A_Giveinventory("ShotgunAmmo",1)
  247.         TNT1 A 0 A_Takeinventory("Shell",1)
  248.         SHTG G 8 A_ReFire("Reload_down") //reload speed
  249.         Goto Reload+8
  250.        
  251.     Reload_down:
  252.         SHTG FEDCB 1
  253.         TNT1 A 0 A_Takeinventory("Reloading",1)
  254.         Goto Ready+14
  255.     }
  256. }
  257.  
  258. ACTOR ShotgunAmmo : Ammo
  259. {
  260.    Inventory.Amount 0
  261.    Inventory.MaxAmount 8
  262.    Ammo.BackpackAmount 0
  263.    Ammo.BackpackMaxAmount 8
  264.    Inventory.Icon RIF
  265. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement