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[Doom] - Shotgun code test

Nov 4th, 2016
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  1. ACTOR SShotgun: Shotgun replaces Shotgun
  2. {
  3. Weapon.AmmoType "Shell"
  4. Weapon.SlotNumber 7
  5. Weapon.AmmoGive 8
  6. inventory.PickupMessage "Picked up a Shotgun!"
  7. Tag "Recoil Test SOUDI"
  8. Weapon.BobStyle Smooth
  9. Weapon.BobSpeed 3.2
  10. Weapon.BobRangeX 0.6
  11. Weapon.BobRangeY 0.2
  12. Weapon.Kickback 400
  13. States
  14. {
  15. Ready:
  16. NNSG A 1 A_WeaponReady
  17. loop
  18.  
  19. Select:
  20. TNT1 A 0 A_PlaySound("WEAPSWAP",0)
  21. NNGR C 1 Offset(-90,69)
  22. NNGR B 1 Offset(-15,52)
  23. NNGR A 1 Offset(-1,35)
  24. SelectRaise:
  25. NNGR A 1 A_Raise
  26. Loop
  27.  
  28. Deselect:
  29. NNGR A 1 Offset(-1,35)
  30. NNGR B 1 Offset(-70,60)
  31. NNGR C 1 Offset(-90,69)
  32. NNGR C 1 Offset(-155,108)
  33. DeselectLower:
  34. NNGR C 0 Offset(-1,0)
  35. NNGR C 1 A_Lower
  36. loop
  37.  
  38. //SOUQDI - Fake Recoil Method
  39. // 13 frames
  40. Fire: // Shoot, Out, Up - Quake, Down, In
  41. TNT1 AAAAAAA 0 A_FireCustomMissile("Tracer", random(-2,2), 0, 1, 1, 0, 1)
  42. NNSF A 0 A_PlaySound("SGFIRE",2,4) //SGFIRE
  43. NNSG A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,-8,0)
  44. NNSG A 1
  45. NNSF A 1 BRIGHT
  46. NNSF B 1 Offset(0,35)
  47. NNSF B 0 BRIGHT
  48. // S
  49. TNT1 A 0 A_Quake(95,2,0,999,0)
  50. TNT1 A 0 A_JumpIfInventory("WideRecoil",0,2) //A_Jump(256,2)
  51. TNT1 A 0 A_Jump(256,3)
  52. NNSF A 1 BRIGHT A_FireBullets(2.8,2.8,20,2.3,"BulletPuff",1)
  53. TNT1 A 0 A_Jump(256,2)
  54. NNSF A 1 BRIGHT A_FireBullets(5.6,0,7,5,"BulletPuff",1)
  55. TNT1 A 0 Offset(0,60)
  56. // O
  57. TNT1 A 0 A_ZoomFactor(0.60)
  58. // U
  59. NNSF C 1 A_FireCustomMissile("GunSmokeSpawner",0,0,0,0)
  60. TNT1 A 0 Offset(0,58)
  61. // D and I
  62. TNT1 A 0 A_ZoomFactor(0.80)
  63. NNSG A 1
  64. TNT1 A 0 Offset(0,50)
  65. TNT1 A 0 A_ZoomFactor(0.90)
  66. NNSG A 1 A_FireCustomMissile("GunSmokeSpawner",0,0,0,0)
  67. TNT1 A 0 Offset(0,46)
  68. TNT1 A 0 A_ZoomFactor(1.00)
  69. NNSG A 1
  70. TNT1 A 0 Offset(0,42)
  71. NNSG A 1
  72. TNT1 A 0 Offset(0,38) A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
  73. NNSG A 1 A_FireCustomMissile("GunSmokeSpawner",0,0,0,0)
  74. TNT1 A 0 Offset(-1,35)
  75. Goto Pump
  76.  
  77. Pump: // 25 frames 0 left
  78. NNGR BCDEFGH 1
  79. NNGR I 3
  80. NNGR J 1
  81. NNGR K 1 A_PlaySound("SGPUMP",1)
  82. NNGR LM 1
  83. TNT1 A 0 A_FireCustomMissile("ShotgunCasingSpawner",0,0,-10,-12)
  84. NNGR MLKJIHGFEDCB 1
  85. Goto Ready
  86.  
  87. }
  88.  
  89. }
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