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- ACTOR Enforcer : FDWeapon 30006
- {
- //$Category "Final Duel-Weapons"
- Tag "Enforcer"
- Inventory.PickupSound "misc/w_pkup"
- Inventory.PickupMessage "$GOTENFORCER"
- Obituary "$OBENFORCER"
- Inventory.RestrictedTo MarineClass
- Weapon.AmmoType1 "EnforcerClip"
- Weapon.AmmoType2 "Clip2"
- Weapon.AmmoGive1 0
- Weapon.AmmoGive2 0
- Weapon.AmmoUse1 1
- Weapon.AmmoUse2 0
- Weapon.Kickback 75
- Weapon.UpSound "weapons/enforcerup"
- // AttackSound "weapons/enforcerfire"
- +AMMO_OPTIONAL
- +NOALERT
- Scale 0.4
- Decal "Bullet"
- States
- {
- Spawn:
- LIBG X -1
- Stop
- Ready:
- TNT1 A 0 A_TakeInventory("WeaponSpecial",1)
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
- TNT1 A 0 A_JumpIfInventory("Kicking",1,"Kicking")
- LIBG A 1 A_WeaponReady
- Loop
- Deselect:
- LIBG A 1 A_Lower
- Loop
- Select:
- LIBG A 1 A_Raise
- Loop
- Fire:
- LIBG E 0 A_JumpIfNoAmmo("DryFire")
- LIBF A 0 A_GunFlash
- LIBF A 0 A_AlertMonsters
- LIBF A 0 A_FireBullets(2.0,3.0,1,5,"BulletPuff2",1)
- TNT1 A 0 A_PlaySoundEx("weapons/enforcerfire","Weapon")
- TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
- TNT1 A 0 Radius_Quake(1, 2, 0, 1, 0)
- LIBF AB 1 BRIGHT
- LIBG CEDCBA 1
- LIBG A 0 A_ReFire
- Goto Ready
- Flash:
- TNT1 A 2 A_Light2
- TNT1 A 1 A_Light1
- TNT1 A 0 A_Light0
- Stop
- DryFire:
- LIBG E 14 A_PlaySound("weapons/enforcerdry")
- LIBG E 0 A_JumpIfInventory("EnableAutoReload",1,"Reload")
- Goto Ready
- Reload:
- LIBG A 1 A_TakeInventory("Reloading",1)
- LIBG A 0 A_JumpIfInventory("Clip2", 1, 1)
- Goto Ready
- LIBG A 0 A_JumpIfInventory("EnforcerClip", 12, "DontNeedToReload")
- LIBG A 0 A_PlaySound("weapons/enforcerout")
- LIBM ABCDEF 1
- LIBG A 2
- TNT1 A 0 A_TakeInventory("EnforcerClip",12)
- LIBR ABCDE 1
- LIBR F 0 A_PlaySound("weapons/enforcerin")
- LIBR FGHIJJ 1
- LIBE ABCDEFGH 1
- LIBG A 2
- Goto Reloading
- Reloading:
- TNT1 A 0 A_JumpIfInventory("EnforcerClip",12,"DontNeedToReload")
- TNT1 A 0 A_TakeInventory("Clip2",1)
- TNT1 A 0 A_GiveInventory("EnforcerClip",12)
- Goto Reloading
- NoAmmo:
- TNT1 A 0 A_JumpIfInventory("Reloading",1,"DontNeedToReload")
- Goto DontNeedToReload
- DontNeedToReload:
- LIBR A 0 A_TakeInventory("Reloading",1)
- Goto Ready
- }
- }
- ACTOR EnforcerClip : Ammo
- {
- Inventory.MaxAmount 12
- Ammo.BackpackAmount 0
- Ammo.BackpackMaxAmount 12
- Inventory.Icon LIBGX0
- +IGNORESKILL
- }
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