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- Actor FDMinigunMode2 : Boolean { }
- Actor FDMinigun : FDWeapon 30068
- {
- //$Category Final Duel-Weapons
- //$Sprite MINGZ0
- Weapon.SisterWeapon FDMinigunPowered
- Tag "UAC \"Parias\" Minigun"
- Inventory.PickupSound "misc/gunpickup"
- Weapon.AmmoUse 1
- Weapon.AmmoUse2 0
- Weapon.AmmoGive1 0
- Weapon.AmmoType "MinigunAmmo"
- Inventory.PickupMessage "$GOTMINIGUN"
- Obituary "$OBMINIGUN"
- +Weapon.NoAlert
- States
- {
- Kicking:
- TNT1 A 0 A_TakeInventory("Kicking",1)
- TNT1 A 0 A_JumpIfInventory("PowerFDStrength",1,"BerserkKick")
- MLEG A 1
- MLEG B 1
- MLEG C 1 A_CustomPunch (random(30,50), 1, 0, "MeleePuff")
- MLEG D 1
- MLEG E 1
- MLEG F 1
- MLEG G 1
- MLEG H 1
- Goto Ready2
- BerserkKick:
- MLEG A 1
- MLEG B 1
- MLEG C 1 A_CustomPunch (6 * random(30,50), 1, 0, "MeleePuffStrong")
- MLEG D 1
- MLEG E 1
- MLEG F 1
- MLEG G 1
- MLEG H 1
- Goto Ready2
- Ready:
- MINS CBA 1
- Ready2:
- TNT1 A 0 A_TakeInventory("Reloading",1)
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
- MING A 1 A_WeaponReady
- Loop
- Ready2.FastBegin:
- TNT1 A 0 A_PlaySound("Minigun/Spin",5,1.0,1)
- Ready2.Fast:
- TNT1 A 0 A_TakeInventory("Reloading",1)
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
- MING A 1 A_WeaponReady
- TNT1 A 0 A_TakeInventory("Reloading",1)
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
- MING B 1 A_WeaponReady
- TNT1 A 0 A_TakeInventory("Reloading",1)
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
- MING C 1 A_WeaponReady
- TNT1 A 0 A_TakeInventory("Reloading",1)
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
- MING D 1 A_WeaponReady
- Loop
- Select:
- TNT1 A 0 ACS_NamedExecute("MinigunAltfire")
- TNT1 A 0 A_Raise
- Wait
- Deselect:
- TNT1 A 0 A_JumpIfHealthLower(0,"Super::DeselectDEAD")
- TNT1 A 0 A_JumpIfInventory("FDMinigunMode2",1,"Deselect.Fast")
- MINS ABC 1
- TNT1 A 0 A_Lower
- Wait
- Deselect.Fast:
- TNT1 A 0 A_TakeInventory("FDMinigunMode2",1)
- TNT1 A 0 A_StopSound(5)
- TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
- MING A 1
- MING B 2
- MING C 3
- MING D 4
- MING ABCD 5
- Goto Deselect
- Fire:
- TNT1 A 0 A_JumpIfInventory("FDMinigunMode2",1,"Fire.Fast")
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire")
- TNT1 A 0 A_PlaySound("Minigun/WindUp",CHAN_WEAPON)
- MING ABCD 3
- MING ABCD 2
- TNT1 A 0 A_Refire("Hold")
- TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
- MING A 2
- MING B 3
- MING C 4
- MING D 5
- MING ABCD 6
- Goto Ready2
- Hold:
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- MING A 2 A_FireBullets (4.88, 5.95, -1, 2, "BulletPuff2")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING B 2 A_FireBullets (4.88, 5.95, -1, 2, "BulletPuff2")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING C 2 A_FireBullets (4.88, 5.95, -1, 2, "BulletPuff2")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING D 2 A_FireBullets (4.88, 5.95, -1, 2, "BulletPuff2")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_Refire
- TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
- MING A 2
- MING B 3
- MING C 4
- MING D 5
- MING ABCD 6
- Goto Ready2
- Fire.Fast:
- TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING A 1 A_FireBullets (5.88, 6.95, -1, 2, "BulletPuff2")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING B 1 A_FireBullets (5.88, 6.95, -1, 2, "BulletPuff2")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING C 1 A_FireBullets (5.88, 6.95, -1, 2, "BulletPuff2")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING D 1 A_FireBullets (5.88, 6.95, -1, 2, "BulletPuff2")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_Refire("Fire.Fast")
- Goto Ready2.Fast
- DryFire1:
- TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
- MING A 2
- MING B 3
- MING C 4
- MING D 5
- MING ABCD 6
- Goto Ready2
- Altfire:
- TNT1 A 0 A_JumpIfInventory("FDMinigunMode2",1,"FastToNormal")
- TNT1 A 0 A_GiveInventory("FDMinigunMode2",1)
- TNT1 A 0 A_PlaySound("Minigun/WindUp",CHAN_WEAPON)
- MING ABCD 2
- MING ABCD 1
- Goto Ready2.FastBegin
- FastToNormal:
- TNT1 A 0 A_TakeInventory("FDMinigunMode2",1)
- TNT1 A 0 A_StopSound(5)
- TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
- MING A 1
- MING B 2
- MING C 3
- MING D 4
- MING ABCD 5
- Goto Ready2
- DryFire:
- TNT1 A 0 A_PlaySound("weapons/empty")
- Goto Ready2
- Spawn:
- MING Z -1
- Stop
- }
- }
- Actor FDMinigunPowered : FDMinigun
- {
- Weapon.SisterWeapon FDMinigun
- +POWERED_UP
- States
- {
- Hold:
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING A 2 A_FireBullets (4.88, 5.95, -1, 2, "BoomPuff")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING B 2 A_FireBullets (4.88, 5.95, -1, 2, "BoomPuff")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING C 2 A_FireBullets (4.88, 5.95, -1, 2, "BoomPuff")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Dryfire1")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING D 2 A_FireBullets (4.88, 5.95, -1, 2, "BoomPuff")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_Refire
- TNT1 A 0 A_PlaySound("Minigun/WindDown",CHAN_WEAPON)
- MING A 2
- MING B 3
- MING C 4
- MING D 5
- MING ABCD 6
- Goto Ready2
- Fire.Fast:
- TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING A 1 A_FireBullets (5.88, 6.95, -1, 2, "BoomPuff")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING B 1 A_FireBullets (5.88, 6.95, -1, 2, "BoomPuff")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING C 1 A_FireBullets (5.88, 6.95, -1, 2, "BoomPuff")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_JumpIfNoAmmo("Ready2.Fast")
- TNT1 A 0 A_PlaySound("Minigun/Fire",CHAN_WEAPON)
- TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,0)
- MING D 1 A_FireBullets (5.88, 6.95, -1, 2, "BoomPuff")
- TNT1 A 0 A_AlertMonsters
- TNT1 A 0 A_Refire("Fire.Fast")
- Goto Ready2.Fast
- }
- }
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