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- //// --------------------------------------------------------------------------
- //
- // Revolver
- //
- // --------------------------------------------------------------------------
- Actor Reloading : Inventory
- {
- inventory.maxamount 1
- }
- ACTOR Revolver : Weapon
- {
- Weapon.AmmoType1 "RevolverAmmo"
- Weapon.AmmoUse 1
- Weapon.AmmoType2 "RevolverAmmoPickup"
- Weapon.AmmoUse2 1
- Weapon.AmmoGive2 2
- Weapon.Kickback 200
- Weapon.SlotNumber 2
- Weapon.SlotPriority 0
- Obituary "%o was shot down by %k's revolver."
- Inventory.PickupSound "Weapons/Revolver/Close"
- Inventory.Pickupmessage "Revolver"
- AttackSound "weapons/revolver/fire"
- Tag "Revolver"
- +WEAPON.NOALERT
- +WEAPON.NOAUTOFIRE
- +WEAPON.AMMO_CHECKBOTH
- Scale 0.9
- States
- {
- Select:
- Ready:
- REVR A 1 Offset(-90,79) A_PlaySound("weapons/pistol/move", 5)
- REVR A 1 Offset(-75,69)
- REVR A 1 Offset(-60,60)
- REVR A 1 Offset(-45,52)
- REVI A 1 Offset(-30,45)
- REVI A 1 Offset(-15,39)
- REVI A 1 Offset(-1,35)
- Ready2:
- REVI A 1 A_WeaponReady(WRF_ALLOWRELOAD)
- Loop
- Deselect:
- REVI A 1 Offset(-5,35)
- REVI A 1 Offset(-15,39)
- REVI A 1 Offset(-30,45)
- REVR A 1 Offset(-40,52)
- REVR A 1 Offset(-45,60)
- REVR A 1 Offset(-49,75)
- REVR A 1 Offset(-51,90)
- TNT1 A 5
- TNT1 A 0 A_Lower
- Wait
- Fire:
- REVI A 0 A_JumpIfInventory("RevolverAmmo",1,1)
- Goto Dryfire
- REVI A 0 A_GunFlash
- PISF A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,8)
- REVF A 1 BRIGHT A_FireBullets (frandom(-0.1,0.1), frandom(-0.1,0.1), 3, 30, "BulletPuff", FBF_ExplicitAngle|FBF_NoRandom|FBF_UseAmmo)
- REVF B 1 BRIGHT Offset(0,38) A_SetPitch (pitch - 0.5)
- REVF C 1 Offset(0,44) A_SetPitch (pitch - 0.9)
- REVF D 1 Offset(0,56) A_SetPitch (pitch - 1.4)
- REVF C 1 Offset(0,52) A_AlertMonsters
- REVI A 1 Offset(0,50) A_SetPitch (pitch - 1.0)
- REVI A 1 Offset(0,47) A_SetPitch (pitch - 0.5)
- REVI A 1 Offset(0,44) A_SetPitch (pitch + 0.3)
- REVI A 1 Offset(0,40) A_SetPitch (pitch + 0.6)
- REVI A 1 Offset(0,36) A_SetPitch (pitch + 0.9)
- REVI A 1 Offset(0,34)
- REVI A 1 Offset(0,33)
- REVI A 1 Offset(0,32)
- TNT1 A 0 A_CheckReload
- Goto Ready2
- Altfire:
- REVF E 1
- REVF F 1 Offset(0,33)
- REVF G 1 Offset(0,34)
- REVF H 1 Offset(0,35)
- REVI A 0 A_JumpIfInventory("RevolverAmmo",1,1)
- Goto AltDryfire
- REVF I 1 Offset(0,36)
- REVF J 0 A_TakeInventory("RevolverAmmo",1,TIF_NOTAKEINFINITE)
- REVF J 1 BRIGHT Offset(0,37) A_FireBullets (frandom(-3,3), frandom(-3,3), 3, 30, "BulletPuff", FBF_ExplicitAngle|FBF_NoRandom)
- PISF A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,8)
- REVF K 1 BRIGHT Offset(0,38) A_SetPitch (pitch - 0.7)
- REVF L 1 Offset(0,44) A_SetPitch (pitch - 0.7)
- REVF L 1 Offset(0,46) A_SetPitch (pitch + 0.4)
- REVF M 1 Offset(0,48) A_AlertMonsters
- REVF M 1 Offset(0,46) A_Refire
- REVI A 1 Offset(0,44)
- REVI A 1 Offset(0,41)
- REVI A 1 Offset(0,37)
- REVI A 1 Offset(0,35)
- REVI A 1 Offset(0,34)
- REVI A 1 Offset(0,33)
- TNT1 A 0 A_CheckReload
- Goto Ready2
- AltDryfire:
- REVF I 1 Offset(0,36)
- REVF L 1 Offset(0,38) A_PlaySound("Weapons/Dryfire", 5)
- REVF M 1 Offset(0,39)
- REVI A 1 Offset(0,40)
- REVI A 1 Offset(0,41)
- REVI A 1 Offset(0,37)
- REVI A 1 Offset(0,35)
- REVI A 1 Offset(0,34)
- REVI A 1 Offset(0,33)
- Goto Reload
- Dryfire:
- REVI A 1 A_PlaySound("Weapons/Dryfire", 5)
- Reload:
- REVI A 0 A_JumpIfInventory("RevolverAmmo",6,2)
- REVI A 0 A_JumpIfInventory("RevolverAmmoPickup",1,"ProperReload")
- REVI A 1 A_WeaponReady(WRF_NOFIRE)
- Goto Ready2
- ProperReload:
- REVI A 1 Offset(-1,33)
- REVI A 1 Offset(-4,34)
- REVI A 1 Offset(-7,36)
- REVR A 1 Offset(-10,37)
- REVR B 1 Offset(-11,38) A_Jump(128,2)
- REVR C 1 Offset(-12,37)
- REVR C 1 Offset(-13,38)
- REVR C 1 Offset(-12,38)
- REVR D 1 Offset(-9,39)
- REVR E 1 Offset(-5,42)
- REVR F 1 Offset(-1,44) A_PlaySound("Weapons/Revolver/Open", 6)
- REVR GGGGGG 0 A_SpawnItemEx("MagnumCasing", 0,0,20, random(-2,2),random(-2,2),0, random(1,359), SXF_NOCHECKPOSITION)
- REVR G 1 Offset(1,45) A_Jump(128,2)
- REVR G 1 Offset(2,46)
- REVR G 1 Offset(3,47)
- REVR G 1 Offset(3,46)
- REVR G 1 Offset(2,45)
- REVR H 1 Offset(-1,44)
- REVR I 1 Offset(-3,42)
- REVR J 1 Offset(-6,39)
- REVR K 1 Offset(-9,37) A_PlaySound("Weapons/Revolver/Load", 5)
- TNT1 A 0 A_Giveinventory("RevolverAmmo",6)
- TNT1 A 0 A_Takeinventory("RevolverAmmoPickup",1,TIF_NOTAKEINFINITE)
- REVR K 1 Offset(-9,36) A_Jump(128,2)
- REVR K 1 Offset(-8,35)
- REVR K 1 Offset(-8,34)
- REVR K 1 Offset(-7,33)
- REVR K 1 Offset(-7,32)
- REVR K 1 Offset(-8,34)
- REVR K 1 Offset(-9,36)
- REVR L 1 Offset(-8,35)
- REVR M 1 Offset(-7,34)
- REVR F 1 Offset(-8,35) A_PlaySound("Weapons/Revolver/Close", 6)
- REVR E 1 Offset(-8,35) A_Jump(128,2)
- REVR D 1 Offset(-8,35)
- REVR D 1 Offset(-9,36)
- REVR D 1 Offset(-10,37)
- REVR D 1 Offset(-10,38)
- REVR C 1 Offset(-11,38)
- REVR C 1 Offset(-11,37)
- REVR C 1 Offset(-11,36)
- REVR B 1 Offset(-14,35)
- REVR B 1 Offset(-14,34)
- REVR A 1 Offset(-18,36) A_Jump(128,2)
- REVR A 1 Offset(-16,37)
- REVR A 1 Offset(-13,36)
- REVR A 1 Offset(-10,35)
- REVR A 1 Offset(-6,34)
- REVR A 1 Offset(-2,33)
- REVI A 1 Offset(-7,35)
- REVI A 1 Offset(-4,34)
- REVI A 1 Offset(-1,33)
- Goto Ready2
- Spawn:
- RVIC A -1 Nodelay A_SetAngle(random(0,359))
- Stop
- }
- }
- ACTOR RevolverAmmo : Ammo
- {
- Inventory.MaxAmount 6
- Inventory.Icon "RVICA0"
- }
- ACTOR RevolverAmmoPickup : Ammo
- {
- Inventory.MaxAmount 8
- Ammo.BackpackAmount 1
- Ammo.BackpackMaxAmount 16
- Inventory.Icon "RVICB0"
- Inventory.PickupMessage "Picked up some magnum ammo."
- Inventory.PickupSound "Weapons/Revolver/Load"
- Tag ".50 Dum-Dum"
- States
- {
- Spawn:
- RVIC B -1 Nodelay A_SetAngle(random(0,359))
- Stop
- }
- }
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