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Chronos_Ouroboros

S7 Gauntlets

Jan 1st, 2016
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  1. actor S7_Gauntlets : S7_BaseWeapon {
  2. weapon.AmmoUse 0
  3. weapon.AmmoGive 0
  4. weapon.SlotNumber 0
  5. states {
  6. Ready:
  7. SGTS AB 1
  8. Ready2:
  9. SGNT A 1 A_WeaponReady
  10. loop
  11.  
  12. Fire:
  13. SGNT A 1
  14. SGTS BA 1
  15. Hold:
  16. TNT1 A 1
  17. SGNT B 1 A_PlaySound ("Weapons/Raptor/Melee", CHAN_Weapon)
  18. SGNT CD 1 A_SetAngle (angle - 0.85)
  19. TNT1 A 0 A_CustomPunch (0, TRUE, 0, "S7_GauntletsMeleeSound")
  20. SGNT E 1 A_CustomPunch (random (1, 3) * 6, TRUE, 0, "S7_GauntletsMelee")
  21. SGNT FGHI 1
  22. TNT1 A 0 A_Refire ("Hold2")
  23. goto Fire.Finish
  24. Hold2:
  25. TNT1 A 1
  26. SGNT J 1 A_PlaySound ("Weapons/Raptor/Melee", CHAN_Weapon)
  27. SGNT KL 1 A_SetAngle (angle + 0.85)
  28. TNT1 A 0 A_CustomPunch (0, TRUE, 0, "S7_GauntletsMeleeSound")
  29. SGNT M 1 A_CustomPunch (random (1, 3) * 6, TRUE, 0, "S7_GauntletsMelee")
  30. SGNT NOPQ 1
  31. TNT1 A 0 A_Refire ("Hold")
  32. goto Fire.Finish
  33. Fire.Finish:
  34. TNT1 A 1
  35. SGTS AB 1
  36. SGNT A 1
  37. goto Ready2
  38.  
  39. AltFire:
  40. SGNT ARST 2
  41. AltHold:
  42. SGNT UVW random (2, 3) A_CustomPunch (random (1, 3) * 6, TRUE, 0, "S7_GauntletsMelee", 0, 0.68)
  43. TNT1 A 0 A_Refire ("AltHold")
  44. goto AltFire.Finish
  45. AltFire.Finish:
  46. SGNT TSRA 2
  47. goto Ready2
  48.  
  49. Select:
  50. TNT1 A 0 A_Raise
  51. wait
  52. Deselect:
  53. SGNT A 1
  54. SGTS BA 1
  55. TNT1 A 0 A_Lower
  56. wait
  57. }
  58. }
  59.  
  60. actor S7_GauntletsMelee : S7_BulletPuff {
  61. +NoExtremeDeath
  62. }
  63.  
  64. actor S7_GauntletsMeleeSound : S7_BulletPuff {
  65. seeSound "Weapons/Gauntlets/Hit"
  66. attackSound "Weapons/Gauntlets/HitWall"
  67.  
  68. +NoExtremeDeath +PuffOnActors +AlwaysPuff
  69. states {
  70. Spawn:
  71. TNT1 A 1
  72. stop
  73. }
  74. }
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