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- actor S7_Gauntlets : S7_BaseWeapon {
- weapon.AmmoUse 0
- weapon.AmmoGive 0
- weapon.SlotNumber 0
- states {
- Ready:
- SGTS AB 1
- Ready2:
- SGNT A 1 A_WeaponReady
- loop
- Fire:
- SGNT A 1
- SGTS BA 1
- Hold:
- TNT1 A 1
- SGNT B 1 A_PlaySound ("Weapons/Raptor/Melee", CHAN_Weapon)
- SGNT CD 1 A_SetAngle (angle - 0.85)
- TNT1 A 0 A_CustomPunch (0, TRUE, 0, "S7_GauntletsMeleeSound")
- SGNT E 1 A_CustomPunch (random (1, 3) * 6, TRUE, 0, "S7_GauntletsMelee")
- SGNT FGHI 1
- TNT1 A 0 A_Refire ("Hold2")
- goto Fire.Finish
- Hold2:
- TNT1 A 1
- SGNT J 1 A_PlaySound ("Weapons/Raptor/Melee", CHAN_Weapon)
- SGNT KL 1 A_SetAngle (angle + 0.85)
- TNT1 A 0 A_CustomPunch (0, TRUE, 0, "S7_GauntletsMeleeSound")
- SGNT M 1 A_CustomPunch (random (1, 3) * 6, TRUE, 0, "S7_GauntletsMelee")
- SGNT NOPQ 1
- TNT1 A 0 A_Refire ("Hold")
- goto Fire.Finish
- Fire.Finish:
- TNT1 A 1
- SGTS AB 1
- SGNT A 1
- goto Ready2
- AltFire:
- SGNT ARST 2
- AltHold:
- SGNT UVW random (2, 3) A_CustomPunch (random (1, 3) * 6, TRUE, 0, "S7_GauntletsMelee", 0, 0.68)
- TNT1 A 0 A_Refire ("AltHold")
- goto AltFire.Finish
- AltFire.Finish:
- SGNT TSRA 2
- goto Ready2
- Select:
- TNT1 A 0 A_Raise
- wait
- Deselect:
- SGNT A 1
- SGTS BA 1
- TNT1 A 0 A_Lower
- wait
- }
- }
- actor S7_GauntletsMelee : S7_BulletPuff {
- +NoExtremeDeath
- }
- actor S7_GauntletsMeleeSound : S7_BulletPuff {
- seeSound "Weapons/Gauntlets/Hit"
- attackSound "Weapons/Gauntlets/HitWall"
- +NoExtremeDeath +PuffOnActors +AlwaysPuff
- states {
- Spawn:
- TNT1 A 1
- stop
- }
- }
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