PWAD{;)WeaponSection "RealGunsUltimate" setslot 4 "Mini-UZI" "Mini-UZI Ex Mags" "Mini-UZI Akimbo" "Steyr TMP" "Steyr TMP Ex Mags" "H&K MP5K" "H&K MP5K Ex Mags" "H&K MP5K Rapid Fire" "H&K UMP45" "H&K UMP45 Ex Mags" "H&K UMP45 Rapid Fire" "KRISS Vector" "KRISS Vector Ex Mags" "FN P90" "FN P90 Ex Mags" "FN P90 Rapid Fire" setslot 5 "Colt M4A1" "Colt M4A1 Ex Mags" "FN F2000" "FN F2000 Ex Mags" "Bushmaster ACR" "Bushmaster ACR Ex Mags" "IMI TAR-21" "IMI TAR-21 Ex Mags" "IMI TAR-21 Thermal" "FAMAS-F1 M203" "FAMAS-F1 M203 Stun" "FAMAS-F1 M203 Incendiary" "FAMAS-F1" "FAMAS-F1 Ex Mags" "FAMAS-F1 Auto" "Colt M16A4" "Colt M16A4 Ex Mags" "Colt M16A4 Auto" "FN FAL" "FN FAL Ex Mags" "FN FAL Auto" "FN SCAR-H" "FN SCAR-H Ex Mags" "AK-47" "AK-47 Ex Mags" setslot 6 "Walther WA 2000" "Walther WA 2000 Thermal" "Walther WA 2000 Ex Mags" "Walther WA 2000 Explosive" "M14 EBR" "M14 EBR Thermal" "M14 EBR Ex Mags" "M14 EBR Explosive" "CheyTac Intervention" "CheyTac Intervention Thermal" "CheyTac Intervention Ex Mags" "CheyTac Intervention Fine Tuned" "CheyTac Intervention Explosive" "Barrett M82" "Barrett M82 Thermal" "Barrett M82 Ex Mags" "Barrett M82 Explosive" "AUG HBAR" "AUG HBAR Ex Mags" "AUG HBAR Grip" "H&K MG4" "H&K MG4 Ex Mags" "H&K MG4 Grip" "L86 LSW" "L86 LSW Ex Mags" "L86 LSW Grip" "RPD" "RPD Ex Mags" "RPD Grip" "FN M240" "FN M240 Ex Mags" "FN M240 Grip" tar/fire tarfir1 tar/clipout tarclpo tar/clipin tarclpi tar/bolt tarbolt $rolloff tar/fire 500 2500 $volume tar/fire 0.9 $random rpd/fire { rpd/fire1 rpd/fire2 rpd/fire3 } rpd/fire1 rpdfire1 rpd/fire2 rpdfire2 rpd/fire3 rpdfire3 $rolloff rpd/fire 500 2500 $volume rpd/fire 0.95 tmp/clipout tmpclipo tmp/clipin tmpclipi tmp/bolt tmpbolt AT4Ammo "WEAPD0" AT4Clip "" RPGAmmo "WEP2I0" RPGClip "" ThumperAmmo "WEAPN0" ThumperClip "" RPDAmmo "WEP2M0" RPDClip "" RPDClip2 "" M240Ammo "WEP2G0" M240Clip "" M240Clip2 "" L86Ammo "WEP2H0" L86Clip "" L86Clip2 "" MG4Ammo "WEAPJ0" MG4Clip "" MG4Clip2 "" AUGHBARAmmo "WEP2B0" AUGHBARClip "" AUGHBARClip2 "" BarrettAmmo "WEAPE0" BarrettClip "" BarrettClip2 "" InterventionAmmo "WEAPH0" InterventionClip "" InterventionClip2 "" M14Ammo "WEP2K0" M14Clip "" M14Clip2 "" WA2000Ammo "WEP2C0" WA2000Clip "" WA2000Clip2 "" P90Ammo "WEAPL0" P90Clip "" P90Clip2 "" UMP45Ammo "WEAPO0" UMP45Clip "" UMP45Clip2 "" MP5Ammo "WEAPW0" MP5Clip "" MP5Clip2 "" TMPAmmo "WEP2N0" TMPClip "" TMPClip2 "" MiniUziAmmo "WEAPK0" MiniUziClip "" MiniUziClip2 "" MiniUziClip3 "" VectorAmmo "WEAPA0" VectorClip "" VectorClip2 "" AK47Ammo "WEAPZ0" AK47Clip "" AK47Clip2 "" SCARHAmmo "WEAPS0" SCARHClip "" SCARHClip2 "" FALAmmo "WEAPF0" FALClip "" FALClip2 "" M16Ammo "WEAPY0" M16Clip "" M16Clip2 "" M203Ammo "ROCKA0" M203Clip "" FamasAmmo "WEAPG0" FamasClip "" FamasClip2 "" TARAmmo "WEAPC0" TARClip "" TARClip2 "" ACRAmmo "WEAPC0" ACRClip "" ACRClip2 "" F2000Ammo "WEAPV0" F2000Clip "" F2000Clip2 "" M4A1Ammo "WEAPT0" M4A1Clip "" M4A1Clip2 "" RangerAmmo "WEAPU0" RangerClip "" M1887Ammo "WEP2J0" M1887Clip "" M1887Clip2 "" SPAS12Ammo "WEAPM0" SPASClip "" SPASClip2 "" StrikerAmmo "WEP2A0" StrikerClip "" StrikerClip2 "" M1014Ammo "WEP2F0" M1014Clip "" M1014Clip2 "" AA12Ammo "WEAPB0" AA12Clip "" AA12Clip2 "" DeagleAmmo "WEP2D0" DeagleClip "" DeagleClip2 "" DeagleClip3 "" 44MagnumAmmo "WEAPI0" 44MagnumClip "" 44MagnumClip2 "" G18Ammo "WEAPQ0" G18Clip "" G18Clip2 "" G18Clip3 "" PP2000Ammo "WEAPR0" PP2000Clip "" PP2000Clip2 "" PP2000Clip3 "" M93RAmmo "WEAPX0" M93RClip "" M93RClip2 "" USP45Ammo "WEAPP0" USP45Clip "" USP45Clip2 "" USP45Clip3 "" M9Ammo "WEP2E0" M9Clip "" M9Clip2 "" M9Clip3 "" GrenadeAmmo "FRAGAMMO" object ShotgunGuy_4 { frame POSSF { light ZOMBIEATK } } object ShotgunGuy_LastStand4 { frame LST2B { light ZOMBIEATK } }remap WEP2L0 I_TAR remap WEP2M0 I_RPD remap WEP2N0 I_TMP #include W_TAR21 #include W_RPD #include W_TMPACTOR RGUPlayer : DoomPlayer { +QUICKTORETALIATE Speed 1 Health 100 GibHealth 75 Radius 16 Height 56 Mass 125 PainChance 255 painchance "Shotgun", 159 painchance "Dragon", 127 CameraHeight 49 Species "Player" Player.ColorRange 112, 127 Player.DisplayName "Assault" Player.CrouchSprite "PLYC" //////////////////////////// Player.StartItem "Colt M4A1", 1 Player.StartItem "M4A1Ammo", 120 Player.StartItem "H&K USP45", 1 Player.StartItem "USP45Ammo", 24 Player.StartItem "GrenadeAmmo", 2 Player.StartItem "MaxWeaponsFilled_Handgun", 1 Player.StartItem "MaxWeaponsFilled_AR", 1 Player.StartItem "Perk1_OneManArmy", 1 Player.StartItem "Perk2_StoppingPower", 1 Player.StartItem "Perk3_Commando", 1 //////////////////////////// Player.StartItem "USP45Clip", 12 Player.StartItem "44MagnumClip", 6 Player.StartItem "FAMASClip", 25 Player.StartItem "M203Clip", 1 Player.StartItem "FALClip", 20 Player.StartItem "SPASClip", 8 Player.StartItem "AA12Clip", 8 Player.StartItem "UMP45Clip", 25 Player.StartItem "VectorClip", 30 Player.StartItem "MiniUziClip", 32 Player.StartItem "P90Clip", 50 Player.StartItem "ThumperClip", 1 Player.StartItem "ACRClip", 30 Player.StartItem "AT4Clip", 1 Player.StartItem "InterventionClip", 7 Player.StartItem "BarrettClip", 10 Player.StartItem "G18Clip", 33 Player.StartItem "MG4Clip", 100 Player.StartItem "PP2000Clip", 20 Player.StartItem "SCARHClip", 20 Player.StartItem "M4A1Clip", 30 Player.StartItem "RangerClip", 2 Player.StartItem "F2000Clip", 30 Player.StartItem "TARClip", 30 Player.StartItem "MP5Clip", 30 Player.StartItem "TMPClip", 20 Player.StartItem "M93RClip", 20 Player.StartItem "M16Clip", 30 Player.StartItem "AK47Clip", 30 Player.StartItem "StrikerClip", 12 Player.StartItem "AUGHBARClip", 42 Player.StartItem "WA2000Clip", 6 Player.StartItem "DeagleClip", 7 Player.StartItem "M9Clip", 15 Player.StartItem "M1014Clip", 5 Player.StartItem "M240Clip", 100 Player.StartItem "RPDClip", 100 Player.StartItem "L86Clip", 84 Player.StartItem "RPGClip", 1 Player.StartItem "M1887Clip", 7 Player.StartItem "M14Clip", 10 Player.StartItem "USP45Clip2", 18 Player.StartItem "FAMASClip2", 37 Player.StartItem "FALClip2", 30 Player.StartItem "SPASClip2", 12 Player.StartItem "AA12Clip2", 12 Player.StartItem "UMP45Clip2", 37 Player.StartItem "VectorClip2", 45 Player.StartItem "MiniUziClip2", 48 Player.StartItem "P90Clip2", 75 Player.StartItem "ACRClip2", 45 Player.StartItem "InterventionClip2", 11 Player.StartItem "BarrettClip2", 15 Player.StartItem "G18Clip2", 50 Player.StartItem "MG4Clip2", 150 Player.StartItem "PP2000Clip2", 30 Player.StartItem "SCARHClip2", 30 Player.StartItem "M4A1Clip2", 45 Player.StartItem "F2000Clip2", 45 Player.StartItem "TARClip2", 45 Player.StartItem "MP5Clip2", 45 Player.StartItem "TMPClip2", 30 Player.StartItem "M93RClip2", 30 Player.StartItem "M16Clip2", 45 Player.StartItem "AK47Clip2", 45 Player.StartItem "StrikerClip2", 18 Player.StartItem "AUGHBARClip2", 63 Player.StartItem "WA2000Clip2", 9 Player.StartItem "DeagleClip2", 11 Player.StartItem "M9Clip2", 23 Player.StartItem "M1014Clip2", 7 Player.StartItem "M240Clip2", 150 Player.StartItem "RPDClip2", 150 Player.StartItem "L86Clip2", 126 Player.StartItem "M1887Clip2", 11 Player.StartItem "M14Clip2", 15 Player.StartItem "USP45Clip3", 24 Player.StartItem "44MagnumClip2", 12 Player.StartItem "MiniUziClip3", 64 Player.StartItem "G18Clip3", 66 Player.StartItem "PP2000Clip3", 40 Player.StartItem "DeagleClip3", 14 Player.StartItem "M9Clip3", 30 Player.StartItem "RevivalKitAmmo", 2 Player.StartItem "USP45Ammo", 24 Player.StartItem "44MagnumAmmo", 12 Player.StartItem "FAMASAmmo", 50 Player.StartItem "M203Ammo", 1 Player.StartItem "FALAmmo", 40 Player.StartItem "SPAS12Ammo", 16 Player.StartItem "AA12Ammo", 24 Player.StartItem "UMP45Ammo", 50 Player.StartItem "VectorAmmo", 60 Player.StartItem "MiniUziAmmo", 64 Player.StartItem "P90Ammo", 100 Player.StartItem "ThumperAmmo", 1 Player.StartItem "ACRAmmo", 60 Player.StartItem "AT4Ammo", 1 Player.StartItem "InterventionAmmo", 14 Player.StartItem "BarrettAmmo", 20 Player.StartItem "G18Ammo", 66 Player.StartItem "MG4Ammo", 100 Player.StartItem "PP2000Ammo", 40 Player.StartItem "SCARHAmmo", 40 Player.StartItem "M4A1Ammo", 60 Player.StartItem "RangerAmmo", 14 Player.StartItem "F2000Ammo", 60 Player.StartItem "TARAmmo", 60 Player.StartItem "MP5Ammo", 60 Player.StartItem "TMPAmmo", 60 Player.StartItem "M93RAmmo", 40 Player.StartItem "M16Ammo", 60 Player.StartItem "AK47Ammo", 60 Player.StartItem "StrikerAmmo", 12 Player.StartItem "AUGHBARAmmo", 84 Player.StartItem "WA2000Ammo", 12 Player.StartItem "DeagleAmmo", 14 Player.StartItem "M9Ammo", 30 Player.StartItem "M1014Ammo", 15 Player.StartItem "M240Ammo", 100 Player.StartItem "RPDAmmo", 100 Player.StartItem "L86Ammo", 84 Player.StartItem "RPGAmmo", 1 Player.StartItem "M1887Ammo", 14 Player.StartItem "M14Ammo", 20 Player.SideMove 0.65 Player.ForwardMove 0.75 DamageFactor "Normal", 1.0 DamageFactor "Fire", 1.0 DamageFactor "Slime", 1.0 DamageFactor "Falling", 3.0 DamageFactor "Bullet", 0.5 DamageFactor "Shotgun", 0.5 DamageFactor "Dragon", 0.6 DamageFactor "Rifle", 0.6 DamageFactor "Sniper", 0.5 DamageFactor "Knife", 1.0 DamageFactor "Explosion", 0.6 DamageFactor "LMG", 0.5 damagefactor "BigPistol", 0.7 DamageFactor "Telebomb", 0.0 DamageFactor "Step", 0.2 DamageFactor "Revive", 0.0 States { Spawn: PLAY A -1 Loop See: PLAY A 0 A_JumpIfInventory("Perk2_ColdBlooded",1,"SeeCold") PLAY A 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 100, "SeeAim1") See1: PLAY B 4 PLAY B 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 100, "SeeAim2") See2: PLAY C 4 PLAY C 0 A_JumpIf (z - floorz > 0, 2) PLAY C 0 A_SpawnItemEx("PlayerStepSound", -1, -1, 0, 0, 0, 0, 0, 128, 0) PLAY C 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 100, "SeeAim3") See3: PLAY D 4 PLAY D 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 100, "SeeAim4") See4: PLAY A 4 PLAY A 0 A_JumpIf (z - floorz > 0, "Spawn") //PLAY A 0 A_SpawnItemEx("PlayerStepSound", -1, 1, 0, 0, 0, 0, 0, 128, 0) goto Spawn SeeAim: PLAY A 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 100, "See1") SeeAim1: PLAY B 6 PLAY B 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 100, "See2") SeeAim2: PLAY C 6 PLAY C 0 A_JumpIf (z - floorz > 0, 2) PLAY C 0 A_SpawnItemEx("PlayerStepSound2", -1, -1, 0, 0, 0, 0, 0, 128, 0) PLAY C 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 100, "See3") SeeAim3: PLAY D 6 PLAY D 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 100, "See4") SeeAim4: PLAY A 6 PLAY A 0 A_JumpIf (z - floorz > 0, "Spawn") //PLAY A 0 A_SpawnItemEx("PlayerStepSound2", -1, 1, 0, 0, 0, 0, 0, 128, 0) goto Spawn SeeCold: PLAY A 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 100, "SeeAimCold1") SeeCold1: PLAY B 4 PLAY B 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 100, "SeeAimCold2") SeeCold2: PLAY C 4 PLAY C 0 A_JumpIf (z - floorz > 0, 2) PLAY C 0 A_SpawnItemEx("PlayerStepSound3", -1, -1, 0, 0, 0, 0, 0, 128, 0) PLAY C 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 100, "SeeAimCold3") SeeCold3: PLAY D 4 PLAY D 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 100, "SeeAimCold4") SeeCold4: PLAY A 4 PLAY A 0 A_JumpIf (z - floorz > 0, "Spawn") //PLAY A 0 A_SpawnItemEx("PlayerStepSound3", -1, 1, 0, 0, 0, 0, 0, 128, 0) goto Spawn SeeAimCold: PLAY A 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 100, "SeeCold1") SeeAimCold1: PLAY B 6 PLAY B 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 100, "SeeCold2") SeeAimCold2: PLAY C 6 PLAY C 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 100, "SeeCold3") SeeAimCold3: PLAY D 6 PLAY D 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 100, "SeeCold4") SeeAimCold4: PLAY A 6 goto Spawn Melee: PLAY F 3 BRIGHT Missile: PLAY E 6 Goto Spawn Pain.Stun3: PLAY G 0 ACS_ExecuteAlways(608,0,2,0,0) Goto Pain Pain.Stun2: PLAY G 0 ACS_ExecuteAlways(608,0,1,0,0) Goto Pain Pain.Stun: PLAY G 0 ACS_ExecuteAlways(608,0,0,0,0) Goto Pain Pain.Dragon: PLAY G 0 A_JumpIfInventory("Perk2_ColdBlooded",1,2) PLAY G 0 ACS_ExecuteAlways(600,0,0,0,1) PLAY G 0 ACS_ExecuteAlways(606,0,0,0,0) PLAY G 0 A_JumpIfInventory("Perk3_LastStand",1,"PainLastStand.Dragon") PLAY G 4 A_GiveInventory("InCombat",5) PLAY G 4 A_Pain Goto Spawn Pain: PLAY G 0 A_JumpIfInventory("Perk2_ColdBlooded",1,2) PLAY G 0 ACS_ExecuteAlways(600,0,0,0,1) PLAY G 0 ACS_ExecuteAlways(606,0,0,0,0) PLAY G 0 A_JumpIfInventory("Perk3_LastStand",1,"PainLastStand") PLAY G 1 A_GiveInventory("InCombat",5) PLAY G 0 A_JumpIfInventory("Perk2_Juggernaut",1,3) PLAY G 3 A_GiveToTarget("HitIndicator",1) PLAY G 4 A_Pain Goto Spawn PLAY G 3 A_GiveToTarget("HitIndicatorJugg",1) PLAY G 4 A_Pain Goto Spawn PainLastStand.Dragon: PLAY G 1 A_JumpIfInventory("LastStandSave",1,1) goto GoLastStand.Dragon PLAY G 4 A_GiveInventory("InCombat",5) PLAY G 4 A_Pain Goto Spawn PainLastStand: PLAY G 1 A_JumpIfInventory("LastStandSave",1,1) goto GoLastStand PLAY G 1 A_GiveInventory("InCombat",5) PLAY G 0 A_JumpIfInventory("Perk2_Juggernaut",1,3) PLAY G 3 A_GiveToTarget("HitIndicator",1) PLAY G 4 A_Pain Goto Spawn PLAY G 3 A_GiveToTarget("HitIndicatorJugg",1) PLAY G 4 A_Pain Goto Spawn GoLastStand.Dragon: PLAY G 0 A_TakeInventory("LastStandSave",10) PLAY G 0 A_GiveInventory("InCombat",5) PLAY G 0 ACS_ExecuteAlways(625,0,0,0,0) Goto Spawn GoLastStand: PLAY G 0 A_TakeInventory("LastStandSave",10) PLAY G 0 A_GiveInventory("InCombat",5) PLAY G 0 A_JumpIfInventory("Perk2_Juggernaut",1,3) PLAY G 0 A_GiveToTarget("HitIndicator",1) PLAY G 0 ACS_ExecuteAlways(625,0,0,0,0) Goto Spawn PLAY G 0 A_GiveToTarget("HitIndicatorJugg",1) PLAY G 0 ACS_ExecuteAlways(625,0,0,0,0) Goto Spawn Death.BarrelBoom: PLAY H 0 A_JumpIfHealthLower(-75, "XDeath") Death.Suicide: Death: PLAY H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: PLAY H 1 PLAY H 0 Thing_ChangeTID(0,9999) PLAY H 0 A_TakeInventory("ThrowingGrenade",1) PLAY H 0 A_TakeInventory("KnifeAttack",1) PLAY H 0 A_TakeInventory("Reloading",1) PLAY H 9 A_GiveToTarget("HitIndicator",1) PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 PLAY N -1 Stop XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: PLAY O 1 PLAY O 0 Thing_ChangeTID(0,9999) PLAY O 0 A_TakeInventory("ThrowingGrenade",1) PLAY O 0 A_TakeInventory("KnifeAttack",1) PLAY O 0 A_TakeInventory("Reloading",1) PLAY O 4 A_GiveToTarget("HitIndicator",1) PLAY P 5 A_XScream PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop AltSkinDeath: PLAY H 1 PLAY H 0 Thing_ChangeTID(0,9999) PLAY H 0 A_TakeInventory("ThrowingGrenade",1) PLAY H 0 A_TakeInventory("KnifeAttack",1) PLAY H 0 A_TakeInventory("Reloading",1) PLAY H 5 A_GiveToTarget("HitIndicator",1) PLAY I 6 A_PlayerScream PLAY JK 6 PLAY L 6 A_NoBlocking PLAY MNO 6 PLAY P -1 Stop AltSkinXDeath: PLAY Q 1 PLAY Q 0 Thing_ChangeTID(0,9999) PLAY Q 0 A_TakeInventory("ThrowingGrenade",1) PLAY Q 0 A_TakeInventory("KnifeAttack",1) PLAY Q 0 A_TakeInventory("Reloading",1) PLAY Q 0 A_GiveToTarget("HitIndicator",1) PLAY Q 4 A_PlayerScream PLAY R 0 A_NoBlocking PLAY R 5 A_SkullPop PLAY STUVWX 5 PLAY Y -1 Stop } } actor LastStandSave : HealthPickup { Health 200 inventory.maxamount 1 +COUNTITEM +FLOATBOB +INVENTORY.PICKUPFLASH +INVENTORY.FANCYPICKUPSOUND +INVENTORY.QUIET Inventory.PickupSound "misc/p_pkup" Inventory.PickupMessage "$TXT_ARTISUPERHEALTH" // "MYSTIC URN" HealthPickup.Autouse 2 -INVENTORY.INVBAR States { Spawn: TNT1 A -1 Loop Use: TNT1 A 0 A_GiveInventory("InCombat",5) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 10 ACS_ExecuteAlways(625,0,0,0,0) stop } } ACTOR RGUPlayer_Create : RGUPlayer { +QUICKTORETALIATE Speed 1 Health 100 GibHealth 75 Radius 16 Height 56 Mass 125 PainChance 255 painchance "Shotgun", 159 painchance "Dragon", 127 CameraHeight 49 Player.ColorRange 112, 127 Player.DisplayName "Create a class" Player.CrouchSprite "PLYC" //////////////////////////// Player.StartItem "MaxWeaponsFilled_Handgun", 1 Player.StartItem "MaxWeaponsFilled_AR", 1 Player.StartItem "MaxWeaponsFilled_Sub", 1 Player.StartItem "MaxWeaponsFilled_Heavy", 1 Player.StartItem "MaxWeaponsFilled_Explosive", 1 Player.StartItem "Menu", 1 Player.StartItem "GrenadeAmmo", 2 //////////////////////////// Player.StartItem "USP45Clip", 12 Player.StartItem "44MagnumClip", 6 Player.StartItem "FAMASClip", 25 Player.StartItem "M203Clip", 1 Player.StartItem "FALClip", 20 Player.StartItem "SPASClip", 8 Player.StartItem "AA12Clip", 8 Player.StartItem "UMP45Clip", 25 Player.StartItem "VectorClip", 30 Player.StartItem "MiniUziClip", 32 Player.StartItem "P90Clip", 50 Player.StartItem "ThumperClip", 1 Player.StartItem "ACRClip", 30 Player.StartItem "AT4Clip", 1 Player.StartItem "InterventionClip", 7 Player.StartItem "BarrettClip", 10 Player.StartItem "G18Clip", 33 Player.StartItem "MG4Clip", 100 Player.StartItem "PP2000Clip", 20 Player.StartItem "SCARHClip", 20 Player.StartItem "M4A1Clip", 30 Player.StartItem "RangerClip", 2 Player.StartItem "F2000Clip", 30 Player.StartItem "TARClip", 30 Player.StartItem "MP5Clip", 30 Player.StartItem "TMPClip", 20 Player.StartItem "M93RClip", 20 Player.StartItem "M16Clip", 30 Player.StartItem "AK47Clip", 30 Player.StartItem "StrikerClip", 12 Player.StartItem "AUGHBARClip", 42 Player.StartItem "WA2000Clip", 6 Player.StartItem "DeagleClip", 7 Player.StartItem "M9Clip", 15 Player.StartItem "M1014Clip", 5 Player.StartItem "M240Clip", 100 Player.StartItem "RPDClip", 100 Player.StartItem "L86Clip", 84 Player.StartItem "RPGClip", 1 Player.StartItem "M1887Clip", 7 Player.StartItem "M14Clip", 10 Player.StartItem "USP45Clip2", 18 Player.StartItem "FAMASClip2", 37 Player.StartItem "FALClip2", 30 Player.StartItem "SPASClip2", 12 Player.StartItem "AA12Clip2", 12 Player.StartItem "UMP45Clip2", 37 Player.StartItem "VectorClip2", 45 Player.StartItem "MiniUziClip2", 48 Player.StartItem "P90Clip2", 75 Player.StartItem "ACRClip2", 45 Player.StartItem "InterventionClip2", 11 Player.StartItem "BarrettClip2", 15 Player.StartItem "G18Clip2", 50 Player.StartItem "MG4Clip2", 150 Player.StartItem "PP2000Clip2", 30 Player.StartItem "SCARHClip2", 30 Player.StartItem "M4A1Clip2", 45 Player.StartItem "F2000Clip2", 45 Player.StartItem "TARClip2", 45 Player.StartItem "MP5Clip2", 45 Player.StartItem "TMPClip2", 30 Player.StartItem "M93RClip2", 30 Player.StartItem "M16Clip2", 45 Player.StartItem "AK47Clip2", 45 Player.StartItem "StrikerClip2", 18 Player.StartItem "AUGHBARClip2", 63 Player.StartItem "WA2000Clip2", 9 Player.StartItem "DeagleClip2", 11 Player.StartItem "M9Clip2", 23 Player.StartItem "M1014Clip2", 7 Player.StartItem "M240Clip2", 150 Player.StartItem "RPDClip2", 150 Player.StartItem "L86Clip2", 126 Player.StartItem "M1887Clip2", 11 Player.StartItem "M14Clip2", 15 Player.StartItem "USP45Clip3", 24 Player.StartItem "44MagnumClip2", 12 Player.StartItem "MiniUziClip3", 64 Player.StartItem "G18Clip3", 66 Player.StartItem "PP2000Clip3", 40 Player.StartItem "DeagleClip3", 14 Player.StartItem "M9Clip3", 30 Player.StartItem "RevivalKitAmmo", 2 Player.StartItem "USP45Ammo", 24 Player.StartItem "44MagnumAmmo", 12 Player.StartItem "FAMASAmmo", 50 Player.StartItem "M203Ammo", 1 Player.StartItem "FALAmmo", 40 Player.StartItem "SPAS12Ammo", 16 Player.StartItem "AA12Ammo", 24 Player.StartItem "UMP45Ammo", 50 Player.StartItem "VectorAmmo", 60 Player.StartItem "MiniUziAmmo", 64 Player.StartItem "P90Ammo", 100 Player.StartItem "ThumperAmmo", 1 Player.StartItem "ACRAmmo", 60 Player.StartItem "AT4Ammo", 1 Player.StartItem "InterventionAmmo", 14 Player.StartItem "BarrettAmmo", 20 Player.StartItem "G18Ammo", 66 Player.StartItem "MG4Ammo", 100 Player.StartItem "PP2000Ammo", 40 Player.StartItem "SCARHAmmo", 40 Player.StartItem "M4A1Ammo", 60 Player.StartItem "RangerAmmo", 14 Player.StartItem "F2000Ammo", 60 Player.StartItem "TARAmmo", 60 Player.StartItem "MP5Ammo", 60 Player.StartItem "TMPAmmo", 60 Player.StartItem "M93RAmmo", 40 Player.StartItem "M16Ammo", 60 Player.StartItem "AK47Ammo", 60 Player.StartItem "StrikerAmmo", 12 Player.StartItem "AUGHBARAmmo", 84 Player.StartItem "WA2000Ammo", 12 Player.StartItem "DeagleAmmo", 14 Player.StartItem "M9Ammo", 30 Player.StartItem "M1014Ammo", 15 Player.StartItem "M240Ammo", 100 Player.StartItem "RPDAmmo", 100 Player.StartItem "L86Ammo", 84 Player.StartItem "RPGAmmo", 1 Player.StartItem "M1887Ammo", 14 Player.StartItem "M14Ammo", 20 Player.SideMove 0.65 Player.ForwardMove 0.75 } ACTOR RGUPlayer_Random : RGUPlayer { +QUICKTORETALIATE Speed 1 Health 100 GibHealth 75 Radius 16 Height 56 Mass 125 PainChance 255 painchance "Shotgun", 159 painchance "Dragon", 127 CameraHeight 49 Player.ColorRange 112, 127 Player.DisplayName "Random weapons/perks" Player.CrouchSprite "PLYC" //////////////////////////// Player.StartItem "MaxWeaponsFilled_Handgun", 1 Player.StartItem "MaxWeaponsFilled_AR", 1 Player.StartItem "MaxWeaponsFilled_Sub", 1 Player.StartItem "MaxWeaponsFilled_Heavy", 1 Player.StartItem "MaxWeaponsFilled_Explosive", 1 Player.StartItem "RandomThing", 1 Player.StartItem "GrenadeAmmo", 2 //////////////////////////// Player.StartItem "USP45Clip", 12 Player.StartItem "44MagnumClip", 6 Player.StartItem "FAMASClip", 25 Player.StartItem "M203Clip", 1 Player.StartItem "FALClip", 20 Player.StartItem "SPASClip", 8 Player.StartItem "AA12Clip", 8 Player.StartItem "UMP45Clip", 25 Player.StartItem "VectorClip", 30 Player.StartItem "MiniUziClip", 32 Player.StartItem "P90Clip", 50 Player.StartItem "ThumperClip", 1 Player.StartItem "ACRClip", 30 Player.StartItem "AT4Clip", 1 Player.StartItem "InterventionClip", 7 Player.StartItem "BarrettClip", 10 Player.StartItem "G18Clip", 33 Player.StartItem "MG4Clip", 100 Player.StartItem "PP2000Clip", 20 Player.StartItem "SCARHClip", 20 Player.StartItem "M4A1Clip", 30 Player.StartItem "RangerClip", 2 Player.StartItem "F2000Clip", 30 Player.StartItem "TARClip", 30 Player.StartItem "MP5Clip", 30 Player.StartItem "TMPClip", 20 Player.StartItem "M93RClip", 20 Player.StartItem "M16Clip", 30 Player.StartItem "AK47Clip", 30 Player.StartItem "StrikerClip", 12 Player.StartItem "AUGHBARClip", 42 Player.StartItem "WA2000Clip", 6 Player.StartItem "DeagleClip", 7 Player.StartItem "M9Clip", 15 Player.StartItem "M1014Clip", 5 Player.StartItem "M240Clip", 100 Player.StartItem "RPDClip", 100 Player.StartItem "L86Clip", 84 Player.StartItem "RPGClip", 1 Player.StartItem "M1887Clip", 7 Player.StartItem "M14Clip", 10 Player.StartItem "USP45Clip2", 18 Player.StartItem "FAMASClip2", 37 Player.StartItem "FALClip2", 30 Player.StartItem "SPASClip2", 12 Player.StartItem "AA12Clip2", 12 Player.StartItem "UMP45Clip2", 37 Player.StartItem "VectorClip2", 45 Player.StartItem "MiniUziClip2", 48 Player.StartItem "P90Clip2", 75 Player.StartItem "ACRClip2", 45 Player.StartItem "InterventionClip2", 11 Player.StartItem "BarrettClip2", 15 Player.StartItem "G18Clip2", 50 Player.StartItem "MG4Clip2", 150 Player.StartItem "PP2000Clip2", 30 Player.StartItem "SCARHClip2", 30 Player.StartItem "M4A1Clip2", 45 Player.StartItem "F2000Clip2", 45 Player.StartItem "TARClip2", 45 Player.StartItem "MP5Clip2", 45 Player.StartItem "TMPClip2", 30 Player.StartItem "M93RClip2", 30 Player.StartItem "M16Clip2", 45 Player.StartItem "AK47Clip2", 45 Player.StartItem "StrikerClip2", 18 Player.StartItem "AUGHBARClip2", 63 Player.StartItem "WA2000Clip2", 9 Player.StartItem "DeagleClip2", 11 Player.StartItem "M9Clip2", 23 Player.StartItem "M1014Clip2", 7 Player.StartItem "M240Clip2", 150 Player.StartItem "RPDClip2", 150 Player.StartItem "L86Clip2", 126 Player.StartItem "M1887Clip2", 11 Player.StartItem "M14Clip2", 15 Player.StartItem "USP45Clip3", 24 Player.StartItem "44MagnumClip2", 12 Player.StartItem "MiniUziClip3", 64 Player.StartItem "G18Clip3", 66 Player.StartItem "PP2000Clip3", 40 Player.StartItem "DeagleClip3", 14 Player.StartItem "M9Clip3", 30 Player.StartItem "RevivalKitAmmo", 2 Player.StartItem "USP45Ammo", 24 Player.StartItem "44MagnumAmmo", 12 Player.StartItem "FAMASAmmo", 50 Player.StartItem "M203Ammo", 1 Player.StartItem "FALAmmo", 40 Player.StartItem "SPAS12Ammo", 16 Player.StartItem "AA12Ammo", 24 Player.StartItem "UMP45Ammo", 50 Player.StartItem "VectorAmmo", 60 Player.StartItem "MiniUziAmmo", 64 Player.StartItem "P90Ammo", 100 Player.StartItem "ThumperAmmo", 1 Player.StartItem "ACRAmmo", 60 Player.StartItem "AT4Ammo", 1 Player.StartItem "InterventionAmmo", 14 Player.StartItem "BarrettAmmo", 20 Player.StartItem "G18Ammo", 66 Player.StartItem "MG4Ammo", 100 Player.StartItem "PP2000Ammo", 40 Player.StartItem "SCARHAmmo", 40 Player.StartItem "M4A1Ammo", 60 Player.StartItem "RangerAmmo", 14 Player.StartItem "F2000Ammo", 60 Player.StartItem "TARAmmo", 60 Player.StartItem "MP5Ammo", 60 Player.StartItem "TMPAmmo", 60 Player.StartItem "M93RAmmo", 40 Player.StartItem "M16Ammo", 60 Player.StartItem "AK47Ammo", 60 Player.StartItem "StrikerAmmo", 12 Player.StartItem "AUGHBARAmmo", 84 Player.StartItem "WA2000Ammo", 12 Player.StartItem "DeagleAmmo", 14 Player.StartItem "M9Ammo", 30 Player.StartItem "M1014Ammo", 15 Player.StartItem "M240Ammo", 100 Player.StartItem "RPDAmmo", 100 Player.StartItem "L86Ammo", 84 Player.StartItem "RPGAmmo", 1 Player.StartItem "M1887Ammo", 14 Player.StartItem "M14Ammo", 20 Player.SideMove 0.65 Player.ForwardMove 0.75 } ACTOR RGULastStandPlayer : DoomPlayer//PlayerPawn { +QUICKTORETALIATE +NOSKIN -PICKUP Speed 1 Health 30 GibHealth 75 Radius 16 Height 28 Mass 250 PainChance 255 painchance "Shotgun", 159 painchance "Dragon", 127 CameraHeight 16 Species "Player" Player.ColorRange 112, 127 Player.SideMove 0.05 Player.ForwardMove 0.07 Player.MorphWeapon "H&K USP45" Player.WeaponSlot 1, "H&K USP45" Player.ViewHeight 19 Player.JumpZ 0 DamageFactor "Normal", 0.5 DamageFactor "Fire", 0.5 DamageFactor "Slime", 0.5 DamageFactor "Falling", 1.5 DamageFactor "Bullet", 0.25 DamageFactor "Shotgun", 0.25 DamageFactor "Dragon", 0.3 DamageFactor "Rifle", 0.3 DamageFactor "Sniper", 0.25 DamageFactor "Knife", 0.5 DamageFactor "Explosion", 0.3 DamageFactor "LMG", 0.25 damagefactor "BigPistol", 0.35 DamageFactor "Telebomb", 0.0 DamageFactor "Step", 0.1 DamageFactor "Revive", 1.0 States { Spawn: LAST A 3 LAST A 3 A_SpawnItemEx("LastStandUnknown",0,0,0,0,0,1) LAST A 29 ACS_ExecuteAlways(642,0,3,0,0) LAST A 1 A_JumpIfInventory("InLastStand",1,"Spawn") Goto Die See: Stop Missile: LAST A 6 Goto Spawn Melee: LAST B 3 BRIGHT Goto Missile Pain.Stun3: LAST A 0 ACS_ExecuteAlways(608,0,2,0,0) Goto Pain Pain.Stun2: LAST A 0 ACS_ExecuteAlways(608,0,1,0,0) Goto Pain Pain.Stun: LAST A 0 ACS_ExecuteAlways(608,0,0,0,0) Goto Pain Pain.Dragon: LAST A 0 A_JumpIfInventory("Perk2_ColdBlooded",1,2) LAST A 0 ACS_ExecuteAlways(600,0,0,0,1) LAST A 0 ACS_ExecuteAlways(606,0,0,0,0) LAST A 4 A_GiveInventory("InCombat",5) LAST A 4 A_Pain Goto Spawn Pain: LAST A 0 A_JumpIfInventory("Perk2_ColdBlooded",1,2) LAST A 0 ACS_ExecuteAlways(600,0,0,0,1) LAST A 0 ACS_ExecuteAlways(606,0,0,0,0) LAST A 1 A_GiveInventory("InCombat",5) LAST A 0 A_JumpIfInventory("Perk2_Juggernaut",1,3) LAST A 3 A_GiveToTarget("HitIndicator",1) LAST A 4 A_Pain Goto Spawn LAST A 3 A_GiveToTarget("HitIndicatorJugg",1) LAST A 4 A_Pain Goto Spawn Pain.Revive: LAST A 0 LAST A 1 ACS_ExecuteAlways(632,0,0,0,0) LAST A 1 A_GiveInventory("Health",6) Goto Spawn Die: LAST A 0 A_UnSetInvulnerable LAST A 1 A_Die goto Death Death.Suicide: Death: LAST C 1 LAST C 0 Thing_ChangeTID(0,9999) LAST C 0 A_TakeInventory("InLastStand",1) LAST C 0 A_TakeInventory("ThrowingGrenade",1) LAST C 0 A_TakeInventory("KnifeAttack",1) LAST C 0 A_TakeInventory("Reloading",1) LAST C 9 A_GiveToTarget("HitIndicator",1) LAST D 10 A_PlayerScream LAST D 0 A_JumpIfInventory("CoopCheck",1,2) LAST D 0 A_CustomMissile("FragGrenadeDropped",8,0,0) goto Death2 LAST D 0 A_CustomMissile("CoopFragGrenadeDropped",8,0,0) Death2: LAST E 10 A_NoBlocking LAST E -1 Stop XDeath: PLAY T 1 PLAY T 0 Thing_ChangeTID(0,9999) PLAY T 0 A_TakeInventory("InLastStand",1) PLAY T 0 A_TakeInventory("ThrowingGrenade",1) PLAY T 0 A_TakeInventory("KnifeAttack",1) PLAY T 0 A_TakeInventory("Reloading",1) PLAY T 4 A_GiveToTarget("HitIndicator",1) PLAY T 0 A_SpawnItemEx("ExplosionMain",0,0,2,0,0,0,0,128,0) PLAY T 0 A_SpawnItemEx("FragGrenadeExplosionDropped",0,0,2,0,0,0,0,0,0) PLAY TTTTTTTTTTTTTTTTTTTT 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-32,32), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) PLAY U 5 A_XScream PLAY V 5 A_NoBlocking PLAY W -1 Stop AltSkinDeath: Stop Death1: Stop AltSkinXDeath: Stop XDeath1: Stop } } ACTOR RGULastStandPlayer_USPEx : RGULastStandPlayer { Player.MorphWeapon "H&K USP45 Ex Mags" Player.WeaponSlot 1, "H&K USP45 Ex Mags" } ACTOR RGULastStandPlayer_USPAkimbo : RGULastStandPlayer { Player.MorphWeapon "H&K USP45 Akimbo" Player.WeaponSlot 1, "H&K USP45 Akimbo" } ACTOR RGULastStandPlayer_USPKnife : RGULastStandPlayer { Player.MorphWeapon "H&K USP45 Tac Knife" Player.WeaponSlot 1, "H&K USP45 Tac Knife" } ACTOR RGULastStandPlayer_44Magnum : RGULastStandPlayer { Player.MorphWeapon ".44 Magnum" Player.WeaponSlot 1, ".44 Magnum" } ACTOR RGULastStandPlayer_44MagnumAkimbo : RGULastStandPlayer { Player.MorphWeapon ".44 Magnum Akimbo" Player.WeaponSlot 1, ".44 Magnum Akimbo" } ACTOR RGULastStandPlayer_44MagnumKnife : RGULastStandPlayer { Player.MorphWeapon ".44 Magnum Tac Knife" Player.WeaponSlot 1, ".44 Magnum Tac Knife" } ACTOR RGULastStandPlayer_M9 : RGULastStandPlayer { Player.MorphWeapon "Beretta M9" Player.WeaponSlot 1, "Beretta M9" } ACTOR RGULastStandPlayer_M9Ex : RGULastStandPlayer { Player.MorphWeapon "Beretta M9 Ex Mags" Player.WeaponSlot 1, "Beretta M9 Ex Mags" } ACTOR RGULastStandPlayer_M9Akimbo : RGULastStandPlayer { Player.MorphWeapon "Beretta M9 Akimbo" Player.WeaponSlot 1, "Beretta M9 Akimbo" } ACTOR RGULastStandPlayer_M9Knife : RGULastStandPlayer { Player.MorphWeapon "Beretta M9 Tac Knife" Player.WeaponSlot 1, "BerettaM9 Tac Knife" } ACTOR RGULastStandPlayer_Deagle : RGULastStandPlayer { Player.MorphWeapon "IMI Desert Eagle" Player.WeaponSlot 1, "IMI Desert Eagle" } ACTOR RGULastStandPlayer_DeagleAkimbo : RGULastStandPlayer { Player.MorphWeapon "IMI Desert Eagle Akimbo" Player.WeaponSlot 1, "IMI Desert Eagle Akimbo" } ACTOR RGULastStandPlayer_DeagleKnife : RGULastStandPlayer { Player.MorphWeapon "IMI Desert Eagle Tac Knife" Player.WeaponSlot 1, "IMI Desert Eagle Tac Knife" } ACTOR RGULastStandPlayer_G18 : RGULastStandPlayer { Player.MorphWeapon "Glock 18" Player.WeaponSlot 1, "Glock 18" } ACTOR RGULastStandPlayer_G18Ex : RGULastStandPlayer { Player.MorphWeapon "Glock 18 Ex Mags" Player.WeaponSlot 1, "Glock 18 Ex Mags" } ACTOR RGULastStandPlayer_G18Akimbo : RGULastStandPlayer { Player.MorphWeapon "Glock 18 Akimbo" Player.WeaponSlot 1, "Glock 18 Akimbo" } ACTOR RGULastStandPlayer_PP2000 : RGULastStandPlayer { Player.MorphWeapon "PP-2000" Player.WeaponSlot 1, "PP-2000" } ACTOR RGULastStandPlayer_PP2000Ex : RGULastStandPlayer { Player.MorphWeapon "PP-2000 Ex Mags" Player.WeaponSlot 1, "PP-2000 Ex Mags" } ACTOR RGULastStandPlayer_PP2000Akimbo : RGULastStandPlayer { Player.MorphWeapon "PP-2000 Akimbo" Player.WeaponSlot 1, "PP-2000 Akimbo" } ACTOR RGULastStandPlayer_M93R : RGULastStandPlayer { Player.MorphWeapon "Beretta M93 Raffica" Player.WeaponSlot 1, "Beretta M93 Raffica" } ACTOR RGULastStandPlayer_M93REx : RGULastStandPlayer { Player.MorphWeapon "Beretta M93 Raffica Ex Mags" Player.WeaponSlot 1, "Beretta M93 Raffica Ex Mags" } ACTOR RGULastStandPlayer_M93RAuto : RGULastStandPlayer { Player.MorphWeapon "Beretta M93 Raffica Auto" Player.WeaponSlot 1, "Beretta M93 Raffica Auto" } ACTOR LastStandUnknown { Radius 32 Height 56 +NOGRAVITY +NOBLOCKMAP +DONTSPLASH +CLIENTSIDEONLY States { Spawn: UNKN B 35 BRIGHT Stop } } actor PlayerStepSound { radius 1 height 1 +noclip +CLIENTSIDEONLY States { Spawn: TNT1 A 0 TNT1 A 1 A_PlaySound("misc/footstep") stop } } actor PlayerStepSound2 { radius 1 height 1 +noclip +CLIENTSIDEONLY States { Spawn: TNT1 A 0 TNT1 A 1 A_PlaySound("misc/footstep2") stop } } actor PlayerStepSound3 { radius 1 height 1 +noclip +CLIENTSIDEONLY States { Spawn: TNT1 A 0 TNT1 A 1 A_PlaySound("misc/footstep3") stop } } //Counter for when to start regeneration actor InCombat : Inventory { inventory.amount 0 inventory.maxamount 10 } actor ReadyRegen : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "IMI TAR-21" : RGUWeapon { obituary "%k's TAR-21 riddled %o with holes." inventory.pickupmessage "You got the IMI TAR-21 assault rifle." //attacksound "acr/fire" weapon.selectionorder 4 weapon.ammotype "TARClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "TARAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: TNT1 A 3 A_PlaySoundEx("weapon/draw","SoundSlot5") TARA BCDEFGH 3 A_WeaponReady(WRF_NOPRIMARY) TARA H 0 A_JumpIfNoAmmo("Reload") TARA H 0 A_JumpIfInventory("Aiming",1,5) TARA H 0 A_JumpIfInventory("Reloading",1,"Reload") TARA H 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TARA H 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA H 1 A_WeaponReady goto Ready+8 TARC E 0 A_JumpIfInventory("Reloading",1,"Reload") TARC E 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TARC E 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARC E 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Deselect: TARA H 0 A_PlaySoundEx("weapon/down","SoundSlot5") TARA H 0 A_TakeInventory("Aiming",1) TARA H 0 ACS_ExecuteAlways(602,0,0,0,0) TARA H 0 A_TakeInventory("Reloading",1) TARA H 0 A_ZoomFactor(1.0) TARA H 0 A_Lower TARA H 1 A_Lower goto Deselect+3 Select: TARA A 0 A_Raise loop Fire: TARB A 0 A_JumpIfInventory("Aiming",1,"FireAim") TARB A 0 A_JumpIfNoAmmo("ReloadStart") TARB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") TARB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 Hold: TARB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") TARB A 0 A_JumpIfNoAmmo("ReloadStart") TARB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") TARB A 1 BRIGHT A_FireBullets (9.5, 9.5, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 FireEmpty: TARB BC 1 TARA H 1 A_GiveInventory("TARBolt",1) TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 FireAim: TARD A 0 A_PlayWeaponSound("tar/fire") TARD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) TARD A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") TARD A 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: TARD A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARD A 0 A_JumpIfNoAmmo("FireAimEmpty") TARD B 1 TARC E 1 TARC E 0 A_JumpIfInventory("TARAmmo",1,2) TARC E 0 A_ReFire goto Ready+14 TARC E 0 A_JumpIfNoAmmo("ReloadStart") TARC E 0 A_ReFire goto Ready+14 HoldAim: TARD A 0 A_PlayWeaponSound("tar/fire") TARD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) TARD A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") TARD A 1 BRIGHT A_FireBullets (1.9, 1.9, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: TARD A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARD A 0 A_JumpIfNoAmmo("FireAimEmpty") TARD B 1 TARC E 1 TARC E 0 A_JumpIfInventory("TARAmmo",1,2) TARC E 0 A_ReFire goto Ready+14 TARC E 0 A_JumpIfNoAmmo("ReloadStart") TARC E 0 A_ReFire goto Ready+14 FireAimEmpty: TARD B 1 TARC E 2 A_GiveInventory("TARBolt",1) TARC E 0 A_JumpIfInventory("TARAmmo",1,2) TARC E 0 A_ReFire goto Ready+14 TARC E 0 A_JumpIfNoAmmo("ReloadStart") TARC E 0 A_ReFire goto Ready+14 Reload: //AltFire: TARA H 0 A_JumpIfInventory("TARClip",30,2) TARA H 0 A_JumpIfInventory("TARAmmo",1,"ReloadStart") TARA H 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: TARA H 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") TARA H 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") TARE ABCD 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE E 4 A_PlaySoundEx("tar/clipout","SoundSlot5") TARE FGHIJ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARE KLMN 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE O 4 A_PlaySoundEx("tar/clipin","SoundSlot5") TARE P 4 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: TARE P 0 A_JumpIfInventory("TARClip",30,"ReloadEnd") TARE P 0 A_JumpIfInventory("TARAmmo",1,1) goto ReloadEnd TARE P 0 A_GiveInventory("TARClip",1) TARE P 0 A_TakeInventory("TARAmmo",1) goto ReloadAmmo ReloadEnd: TARE Q 4 TARE R 4 A_JumpIfInventory("TARBolt",1,"ReloadEndBolt") TARE STU 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA E 5 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA FGH 5 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARA H 0 A_ReFire goto Ready+8 ReloadEndBolt: TARE R 4 A_TakeInventory("TARBolt",1) TARE VW 4 TARE X 4 A_PlaySoundEx("tar/bolt","SoundSlot5") TARE YZ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARF AB 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARF CD 5 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA GH 5 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA H 0 A_ReFire goto Ready+8 AltFire: TARA H 0 A_ZoomFactor(1.45) TARA H 0 A_JumpIfInventory("Aiming",1,"AltFire2") TARC ABCDE 2 TARC E 0 A_GiveInventory("Aiming",1) TARC E 0 ACS_ExecuteAlways(602,0,0,0,0) TARC E 0 A_Refire goto Ready+17 AltFire2: TARC E 0 A_ZoomFactor(1.0) TARC EDCBA 2 TARA H 0 A_TakeInventory("Aiming",1) TARA H 0 ACS_ExecuteAlways(602,0,0,0,0) TARA H 0 A_Refire goto Ready+8 AltHold: TARA H 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") TARA H 1 A_ReFire goto Ready+8 AltHoldAim: TARC E 1 TARC E 1 A_ReFire goto Ready+17 ReloadStartAim: TARC E 0 A_ZoomFactor(1.0) TARC EDCBA 2 TARA H 0 A_TakeInventory("Aiming",1) TARA H 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEP2 L 0 WEP2 L 0 A_SpawnItemEx("TARPickup") stop ReloadStart_SOH: TARE ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE E 3 A_PlaySoundEx("tar/clipout","SoundSlot5") TARE FGHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARE KLMN 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE O 3 A_PlaySoundEx("tar/clipin","SoundSlot5") TARE P 3 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: TARE Q 0 A_GiveInventory("TARClip",1) TARE Q 0 A_TakeInventory("TARAmmo",1) TARE Q 0 A_JumpIfInventory("TARClip",30,"ReloadEnd_SOH") TARE Q 0 A_JumpIfInventory("TARAmmo",1,"ReloadAmmo_SOH") goto ReloadEnd_SOH ReloadEnd_SOH: TARE Q 3 TARE R 3 A_JumpIfInventory("TARBolt",1,"ReloadEndBolt_SOH") TARE STU 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA E 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA FGH 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARA H 0 A_ReFire goto Ready+8 ReloadEndBolt_SOH: TARE R 3 A_TakeInventory("TARBolt",1) TARE VW 3 TARE X 3 A_PlaySoundEx("tar/bolt","SoundSlot5") TARE YZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARF AB 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARF CD 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA GH 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA H 0 A_ReFire goto Ready+8 Fire_SteadyAim: TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") TARB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 Hold_SteadyAim: TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") TARB A 1 BRIGHT A_FireBullets (7.5, 7.5, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 FragGrenade: U45F A 0 A_ZoomFactor(1.0) U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("Reloading",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"FragGrenade_SOH") GRNA ABC 2 GRNA D 2 A_PlaySound("grenade/pinpull") GRNA EFGH 2 TNT1 A 15 TNT1 A 0 A_PlaySound("grenade/throw") GRNA A 0 A_PlaySoundEx("us/grenades","Voice") GRNA IJK 2 GRNA L 0 A_TakeInventory("GrenadeAmmo",1) GRNA L 0 A_TakeInventory("ThrowingGrenade",1) U45A L 0 A_TakeInventory("Aiming",1) GRNA L 0 A_TakeInventory("KnifeAttack",1) GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade") GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade") GRNA L 0 A_JumpIfInventory("CoopCheck",1,"CoopGrenade") GRNA L 2 A_FireCustomMissile("FragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 FragGrenade_SOH: GRNA ABC 1 GRNA D 1 A_PlaySound("grenade/pinpull") GRNA EFGH 1 TNT1 A 10 TNT1 A 0 A_PlaySound("grenade/throw") GRNA A 0 A_PlaySoundEx("us/grenades","Voice") GRNA IJK 1 GRNA L 0 A_TakeInventory("GrenadeAmmo",1) GRNA L 0 A_TakeInventory("ThrowingGrenade",1) U45A L 0 A_TakeInventory("Aiming",1) GRNA L 0 A_TakeInventory("KnifeAttack",1) GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade_SOH") GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade_SOH") GRNA L 0 A_JumpIfInventory("CoopCheck",1,"CoopGrenade_SOH") GRNA L 1 A_FireCustomMissile("FragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 KnifeAttack: U45F A 0 A_ZoomFactor(1.0) U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("Reloading",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH") U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando") KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",96) KNFA DEFGHIJKL 1 TNT1 A 20 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_Commando: KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160) KNFA DEFGHIJKL 1 TNT1 A 20 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_SOH: U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_SOH_Commando") KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",96) KNFA DEFGHIJKL 1 TNT1 A 10 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_SOH_Commando: KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160) KNFA DEFGHIJKL 1 TNT1 A 10 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 FireCoop: TARB A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: TARB A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-950,950)/100.00, 1, 0, 4, 0, random(-950,950)/100.00) goto HoldCont FireAimCoop: TARD A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: TARD A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-190,190)/100.00, 1, 0, 4, 0, random(-190,190)/100.00) goto HoldAimCont Fire_SteadyAimCoop: TARB A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: TARB A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-750,750)/100.00, 1, 0, 4, 0, random(-750,750)/100.00) goto Hold_SteadyAimCont CoopGrenade: GRNA L 2 A_FireCustomMissile("CoopFragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 CoopGrenade_SOH: GRNA L 1 A_FireCustomMissile("CoopFragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 StunGrenade: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 2 A_FireCustomMissile("StunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 GRNA L 2 A_FireCustomMissile("CoopStunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 IncGrenade: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 2 A_FireCustomMissile("IncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 GRNA L 2 A_FireCustomMissile("CoopIncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 StunGrenade_SOH: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 1 A_FireCustomMissile("StunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 GRNA L 1 A_FireCustomMissile("CoopStunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 IncGrenade_SOH: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 1 A_FireCustomMissile("IncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 GRNA L 1 A_FireCustomMissile("CoopIncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 } } actor TARClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor TARBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "IMI TAR-21 Ex Mags" : "IMI TAR-21" { obituary "%k's TAR-21 riddled %o with holes." inventory.pickupmessage "You got the IMI TAR-21 assault rifle." //attacksound "acr/fire" weapon.selectionorder 4 weapon.ammotype "TARClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "TARAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: TNT1 A 3 A_PlaySoundEx("weapon/draw","SoundSlot5") TARA BCDEFGH 3 A_WeaponReady(WRF_NOPRIMARY) TARA H 0 A_JumpIfNoAmmo("Reload") TARA H 0 A_JumpIfInventory("Aiming",1,5) TARA H 0 A_JumpIfInventory("Reloading",1,"Reload") TARA H 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TARA H 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA H 1 A_WeaponReady goto Ready+8 TARC E 0 A_JumpIfInventory("Reloading",1,"Reload") TARC E 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TARC E 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARC E 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Fire: TARB A 0 A_JumpIfInventory("Aiming",1,"FireAim") TARB A 0 A_JumpIfNoAmmo("ReloadStart") TARB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") TARB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 Hold: TARB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") TARB A 0 A_JumpIfNoAmmo("ReloadStart") TARB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") TARB A 1 BRIGHT A_FireBullets (9.5, 9.5, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 FireAim: TARD A 0 A_PlayWeaponSound("tar/fire") TARD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) TARD A 0 BRIGHT A_GunFlash TARD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") TARD A 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: TARD A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARD A 0 A_JumpIfNoAmmo("FireAimEmpty") TARD B 1 TARC E 1 TARC E 0 A_JumpIfInventory("TARAmmo",1,2) TARC E 0 A_ReFire goto Ready+14 TARC E 0 A_JumpIfNoAmmo("ReloadStart") TARC E 0 A_ReFire goto Ready+14 HoldAim: TARD A 0 A_PlayWeaponSound("tar/fire") TARD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) TARD A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") TARD A 1 BRIGHT A_FireBullets (1.9, 1.9, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: TARD A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARD A 0 A_JumpIfNoAmmo("FireAimEmpty") TARD B 1 TARC E 1 TARC E 0 A_JumpIfInventory("TARAmmo",1,2) TARC E 0 A_ReFire goto Ready+14 TARC E 0 A_JumpIfNoAmmo("ReloadStart") TARC E 0 A_ReFire goto Ready+14 Fire_SteadyAim: TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") TARB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 Hold_SteadyAim: TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") TARB A 1 BRIGHT A_FireBullets (7.5, 7.5, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 Reload: //AltFire: TARA H 0 A_JumpIfInventory("TARClip2",45,2) TARA H 0 A_JumpIfInventory("TARAmmo",1,"ReloadStart") TARA H 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: TARA H 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") TARA H 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") TARE ABCD 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE E 4 A_PlaySoundEx("tar/clipout","SoundSlot5") TARE FGHIJ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARE KLMN 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE O 4 A_PlaySoundEx("tar/clipin","SoundSlot5") TARE P 4 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: TARE P 0 A_JumpIfInventory("TARClip2",45,"ReloadEnd") TARE P 0 A_JumpIfInventory("TARAmmo",1,1) goto ReloadEnd TARE P 0 A_GiveInventory("TARClip2",1) TARE P 0 A_TakeInventory("TARAmmo",1) goto ReloadAmmo ReloadEnd: TARE Q 4 TARE R 4 A_JumpIfInventory("TARBolt",1,"ReloadEndBolt") TARE STU 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA E 5 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA FGH 5 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARA H 0 A_ReFire goto Ready+8 ReloadEndBolt: TARE R 4 A_TakeInventory("TARBolt",1) TARE VW 4 TARE X 4 A_PlaySoundEx("tar/bolt","SoundSlot5") TARE YZ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARF AB 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARF CD 5 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA GH 5 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA H 0 A_ReFire goto Ready+8 ReloadStartAim: TARC E 0 A_ZoomFactor(1.0) TARC EDCBA 2 TARA H 0 A_TakeInventory("Aiming",1) TARA H 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: TARE ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE E 3 A_PlaySoundEx("tar/clipout","SoundSlot5") TARE FGHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARE KLMN 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE O 3 A_PlaySoundEx("tar/clipin","SoundSlot5") TARE P 3 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: TARE Q 0 A_JumpIfInventory("TARClip2",45,"ReloadEnd_SOH") TARE Q 0 A_JumpIfInventory("TARAmmo",1,1) goto ReloadEnd_SOH TARE Q 0 A_GiveInventory("TARClip2",1) TARE Q 0 A_TakeInventory("TARAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: TARE Q 3 TARE R 3 A_JumpIfInventory("TARBolt",1,"ReloadEndBolt_SOH") TARE STU 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA E 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA FGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARA H 0 A_ReFire goto Ready+8 ReloadEndBolt_SOH: TARE R 3 A_TakeInventory("TARBolt",1) TARE VW 3 TARE X 3 A_PlaySoundEx("tar/bolt","SoundSlot5") TARE YZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARF AB 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARF CD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA GH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA H 0 A_ReFire goto Ready+8 FireCoop: TARB A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: TARB A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-950,950)/100.00, 1, 0, 4, 0, random(-950,950)/100.00) goto HoldCont FireAimCoop: TARD A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: TARD A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-190,190)/100.00, 1, 0, 4, 0, random(-190,190)/100.00) goto HoldAimCont Fire_SteadyAimCoop: TARB A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: TARB A 1 BRIGHT A_FireCustomMissile("HHCBTAR", random(-750,750)/100.00, 1, 0, 4, 0, random(-750,750)/100.00) goto Hold_SteadyAimCont } } actor TARClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 45 ammo.backpackamount 0 ammo.backpackmaxamount 45 +IGNORESKILL } actor TARExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "IMI TAR-21 Thermal" : "IMI TAR-21" { obituary "%k's TAR-21 riddled %o with holes." inventory.pickupmessage "You got the IMI TAR-21 assault rifle." //attacksound "acr/fire" weapon.selectionorder 4 weapon.ammotype "TARClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "TARAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: TNT1 A 3 A_PlaySoundEx("weapon/draw","SoundSlot5") TARA BCDEFGH 3 A_WeaponReady(WRF_NOPRIMARY) TARA H 0 A_JumpIfNoAmmo("Reload") TARA H 0 A_JumpIfInventory("Aiming",1,5) TARA H 0 A_JumpIfInventory("Reloading",1,"Reload") TARA H 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TARA H 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARA H 1 A_WeaponReady goto Ready+8 SCOP A 0 A_JumpIfInventory("Reloading",1,"Reload") SCOP A 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SCOP A 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCOP A 0 A_GiveInventory("SniperInfrared",1) SCOP A 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) SCOP A 1 A_WeaponReady goto Ready+14 SCOP A 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Deselect: TARA H 0 A_PlaySoundEx("weapon/down","SoundSlot5") TARA G 0 A_TakeInventory("PowerLightAmp",500) TARA H 0 A_TakeInventory("Aiming",1) TARA H 0 ACS_ExecuteAlways(602,0,0,0,0) TARA H 0 A_TakeInventory("Reloading",1) TARA H 0 A_ZoomFactor(1.0) TARA H 0 A_Lower TARA H 1 A_Lower goto Deselect+4 Select: TARA A 0 A_Raise loop Fire: TARB A 0 A_JumpIfInventory("Aiming",1,"FireAim") TARB A 0 A_JumpIfNoAmmo("ReloadStart") TARB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") TARB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 Hold: TARB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") TARB A 0 A_JumpIfNoAmmo("ReloadStart") TARB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") TARB A 0 A_PlayWeaponSound("tar/fire") TARB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,1) TARB A 0 BRIGHT A_GunFlash TARB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") TARB A 1 BRIGHT A_FireBullets (9.5, 9.5, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: TARB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TARB A 0 A_JumpIfNoAmmo("FireEmpty") TARB BC 1 TARA H 0 A_JumpIfInventory("TARAmmo",1,2) TARA H 0 A_ReFire goto Ready+8 TARA H 0 A_JumpIfNoAmmo("ReloadStart") TARA H 0 A_ReFire goto Ready+8 FireAim: SCOP A 0 A_PlayWeaponSound("tar/fire") SCOP A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) SCOP A 0 BRIGHT A_GunFlash SCOP A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") SCOP A 1 BRIGHT A_FireBullets (0.7, 0.7, -1, 30, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: SCOP A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") SCOP A 0 A_JumpIfNoAmmo("FireAimEmpty") SCOP AA 1 SCOP A 0 A_JumpIfInventory("TARAmmo",1,2) SCOP A 0 A_ReFire goto Ready+14 SCOP A 0 A_JumpIfNoAmmo("ReloadStart") SCOP A 0 A_ReFire goto Ready+14 HoldAim: SCOP A 0 A_PlayWeaponSound("tar/fire") SCOP A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) SCOP A 0 BRIGHT A_GunFlash SCOP A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") SCOP A 1 BRIGHT A_FireBullets (2.85, 2.85, -1, 30, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: SCOP A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TARClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") SCOP A 0 A_JumpIfNoAmmo("FireAimEmpty") SCOP AA 1 SCOP A 0 A_JumpIfInventory("TARAmmo",1,2) SCOP A 0 A_ReFire goto Ready+14 SCOP A 0 A_JumpIfNoAmmo("ReloadStart") SCOP A 0 A_ReFire goto Ready+14 FireAimEmpty: SCOP A 1 SCOP A 2 A_GiveInventory("TARBolt",1) SCOP A 0 A_JumpIfInventory("TARAmmo",1,2) SCOP A 0 A_ReFire goto Ready+14 SCOP A 0 A_JumpIfNoAmmo("ReloadStart") SCOP A 0 A_ReFire goto Ready+14 Reload: //AltFire: TARA H 0 A_JumpIfInventory("TARClip",30,2) TARA H 0 A_JumpIfInventory("TARAmmo",1,"ReloadStart") TARA H 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: TARA H 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") TARA H 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") TARE ABCD 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE E 4 A_PlaySoundEx("tar/clipout","SoundSlot5") TARE FGHIJ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TARE KLMN 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TARE O 4 A_PlaySoundEx("tar/clipin","SoundSlot5") TARE P 4 A_TakeInventory("Reloading",1) goto ReloadAmmo AltFire: TARA H 0 A_JumpIfInventory("Aiming",1,"AltFire2") TARA H 0 A_ZoomFactor(1.45) TARC ABCD 3 SCOP A 0 A_ZoomFactor(2.0,ZOOM_INSTANT) SCOP A 0 A_GiveInventory("Aiming",1) SCOP A 0 A_TakeInventory("AimingFar",1) SCOP A 0 A_GiveInventory("SniperInfrared",1) SCOP A 0 ACS_ExecuteAlways(602,0,0,0,0) SCOP A 0 ACS_ExecuteAlways(600,0,0,0,2) SCOP A 0 A_Refire goto Ready+18 AltFire2: SCOP A 0 A_JumpIfInventory("AimingFar",1,"AltFire3") SCOP A 0 A_PlaySoundEx("weapon/down","SoundSlot5") SCOP A 0 A_GiveInventory("AimingFar",1) SCOP A 5 A_ZoomFactor(4.5) SCOP A 0 A_Refire goto Ready+18 AltFire3: SCOP A 0 A_TakeInventory("PowerLightAmp",500) SCOP A 0 A_ZoomFactor(1.45,ZOOM_INSTANT) SCOP A 0 A_ZoomFactor(1.0) TARC DCBA 3 TARA H 0 A_TakeInventory("Aiming",1) TARA H 0 A_TakeInventory("AimingFar",1) TARA H 0 ACS_ExecuteAlways(602,0,0,0,0) TARA H 0 A_Refire goto Ready+8 AltHold: TARA H 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") TARA H 1 A_ReFire goto Ready+8 AltHoldAim: SCOP A 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"AltHoldAim2") SCOP A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) SCOP A 0 A_ReFire SCOP A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) SCOP A 0 A_ReFire goto Ready+18 AltHoldAim2: SCOP A 1 SCOP A 1 A_ReFire goto Ready+18 ReloadStartAim: SCOP A 0 A_TakeInventory("PowerLightAmp",500) SCOP A 0 A_ZoomFactor(1.45,ZOOM_INSTANT) SCOP A 0 A_ZoomFactor(1.0) TARC DCBA 3 TARA H 0 A_TakeInventory("Aiming",1) TARA H 0 A_TakeInventory("AimingFar",1) TARA H 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 FragGrenade: U45F A 0 A_ZoomFactor(1.0,ZOOM_INSTANT) U45F A 0 A_TakeInventory("PowerLightAmp",500) U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("Reloading",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"FragGrenade_SOH") GRNA ABC 2 GRNA D 2 A_PlaySound("grenade/pinpull") GRNA EFGH 2 TNT1 A 15 TNT1 A 0 A_PlaySound("grenade/throw") GRNA A 0 A_PlaySoundEx("us/grenades","Voice") GRNA IJK 2 GRNA L 0 A_TakeInventory("GrenadeAmmo",1) GRNA L 0 A_TakeInventory("ThrowingGrenade",1) U45A L 0 A_TakeInventory("Aiming",1) GRNA L 0 A_TakeInventory("KnifeAttack",1) GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade") GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade") GRNA L 0 A_JumpIfInventory("CoopCheck",1,"CoopGrenade") GRNA L 2 A_FireCustomMissile("FragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 KnifeAttack: U45F A 0 A_ZoomFactor(1.0,ZOOM_INSTANT) U45F A 0 A_TakeInventory("PowerLightAmp",500) U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("Reloading",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH") U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando") KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",96) KNFA DEFGHIJKL 1 TNT1 A 20 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 FireAimCoop: SCOP A 1 BRIGHT A_FireCustomMissile("HHCBTART", random(-70,70)/100.00, 1, 0, 4, 0, random(-70,70)/100.00) goto FireAimCont HoldAimCoop: SCOP A 1 BRIGHT A_FireCustomMissile("HHCBTART", random(-285,285)/100.00, 1, 0, 4, 0, random(-285,285)/100.00) goto HoldAimCont } } actor TARThermal : Inventory { inventory.amount 0 inventory.maxamount 1 } actor TARPickup : CustomInventory { inventory.pickupmessage "You got the IMI TAR-21 assault rifle." inventory.pickupsound "ak47/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEP2 L -1 stop Pickup: WEP2 L 0 WEP2 L 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEP2 L 0 A_JumpIfInventory("IMI TAR-21",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEP2 L 0 A_JumpIfInventory("IMI TAR-21 Ex Mags",1,"AmmoPickup") WEP2 L 0 A_JumpIfInventory("IMI TAR-21 Thermal",1,"AmmoPickup") WEP2 L 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEP2 L 0 ACS_ExecuteWithResult(618,38,0,0) stop PickupStay: WEP2 L 0 WEP2 L 0 A_JumpIfInventory("IMI TAR-21",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEP2 L 0 A_JumpIfInventory("IMI TAR-21 Ex Mags",1,"FailPickup") WEP2 L 0 A_JumpIfInventory("IMI TAR-21 Thermal",1,"FailPickup") WEP2 L 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEP2 L 0 ACS_ExecuteWithResult(618,38,0,0) WEP2 L 0 ACS_ExecuteAlways(597,0,38,0,0) WEP2 L 0 A_PlaySound("ak47/bolt") fail AmmoPickup: WEP2 L 0 WEP2 L 0 A_JumpIfInventory("TARAmmo",0,"FailPickup") WEP2 L 0 A_GiveInventory("TARAmmo",30) stop FailPickup: WEP2 L 1 fail FailPickup2: WEP2 L 1 WEP2 L 0 ACS_ExecuteAlways(620,0,0,0,0) fail } } actor TARDrop : TARPickup { States { Spawn: WEP2 L 3500 WEP2 L 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEP2 L 0 WEP2 L 0 A_JumpIfInventory("IMI TAR-21",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEP2 L 0 A_JumpIfInventory("IMI TAR-21 Ex Mags",1,"AmmoPickup") WEP2 L 0 A_JumpIfInventory("IMI TAR-21 Thermal",1,"AmmoPickup") WEP2 L 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEP2 L 0 ACS_ExecuteWithResult(618,38,0,0) stop } } actor HHCBTAR : HHBulletCoop { damage (20) Speed 400 damagetype "Rifle" States { Spawn: TNT1 A 15 stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } actor HHCBTART : HHBulletCoop { damage (30) Speed 400 damagetype "Rifle" }actor "RPD" : RGUWeapon { obituary "%k fed %o with lead from the RPD." inventory.pickupmessage "You got the RPD light machinegun." //attacksound "mg4/fire1" weapon.selectionorder 1 weapon.ammotype "RPDClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "RPDAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: RPDA A 3 A_PlaySoundEx("weapon/draw","SoundSlot5") RPDA BCDE 3 RPDA FGH 3 A_WeaponReady(WRF_NOPRIMARY) RPDA H 0 A_JumpIfNoAmmo("Reload") RPDA H 0 A_JumpIfInventory("Aiming",1,5) RPDA H 0 A_JumpIfInventory("Reloading",1,"Reload") RPDA H 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") RPDA H 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDA H 1 A_WeaponReady goto Ready+8 RPDC D 0 A_JumpIfInventory("Reloading",1,"Reload") RPDC D 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") RPDC D 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDC D 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Deselect: RPDA H 0 A_PlaySoundEx("weapon/down","SoundSlot5") RPDA H 0 A_TakeInventory("Aiming",1) RPDA H 0 ACS_ExecuteAlways(602,0,0,0,0) RPDA H 0 A_TakeInventory("Reloading",1) RPDA H 0 A_ZoomFactor(1.0) RPDA H 0 A_Lower RPDA H 1 A_Lower goto Deselect+3 Select: RPDA A 0 A_Raise loop Fire: RPDA H 0 A_JumpIfInventory("Aiming",1,"FireAim") RPDA H 0 A_JumpIfNoAmmo("ReloadStart") RPDA H 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") RPDA H 0 A_PlayWeaponSound("rpd/fire") RPDA H 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,6,4) RPDA H 0 BRIGHT A_GunFlash RPDA H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") RPDA H 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 22, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: RPDB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDB A 1 RPDB B 1 RPDB B 0 A_JumpIfInventory("RPDAmmo",1,3) RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 RPDB B 0 A_JumpIfNoAmmo("ReloadStart") RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 Hold: RPDA H 0 A_JumpIfInventory("Aiming",1,"HoldAim") RPDA H 0 A_JumpIfNoAmmo("ReloadStart") RPDA H 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") RPDA H 0 A_PlayWeaponSound("rpd/fire") RPDA H 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,6,4) RPDA H 0 BRIGHT A_GunFlash RPDA H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") RPDA H 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 22, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: RPDB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDB A 1 RPDB B 1 RPDB B 0 A_JumpIfInventory("RPDAmmo",1,3) RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 RPDB B 0 A_JumpIfNoAmmo("ReloadStart") RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 FireAim: RPDD A 0 A_PlayWeaponSound("rpd/fire") RPDD A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,4) RPDD A 0 BRIGHT A_GunFlash RPDD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") RPDD A 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 22, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: RPDD B 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDD B 1 RPDD C 1 RPDD C 0 A_JumpIfInventory("RPDAmmo",1,3) RPDD C 1 A_ReFire RPDC D 2 A_ReFire goto Ready+14 RPDD C 0 A_JumpIfNoAmmo("ReloadStart") RPDD C 1 A_ReFire RPDC D 2 A_ReFire goto Ready+14 HoldAim: RPDD A 0 A_PlayWeaponSound("rpd/fire") RPDD A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,4) RPDD A 0 BRIGHT A_GunFlash RPDD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") RPDD A 1 BRIGHT A_FireBullets (2.7, 2.7, -1, 22, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: RPDD B 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDD B 1 RPDD C 1 RPDD C 0 A_JumpIfInventory("RPDAmmo",1,3) RPDD C 1 A_ReFire RPDC D 2 A_ReFire goto Ready+14 RPDD C 0 A_JumpIfNoAmmo("ReloadStart") RPDD C 1 A_ReFire RPDC D 2 A_ReFire goto Ready+14 Reload: //AltFire: RPDE A 0 A_JumpIfInventory("RPDClip",100,2) RPDE A 0 A_JumpIfInventory("RPDAmmo",1,"ReloadStart") RPDE A 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: RPDE A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") RPDE A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") RPDE A 4 A_PlaySoundEx("m240/reload1","SoundSlot5") RPDE BCDEF 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDE IJKLMN 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDE PQRST 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDE U 4 A_PlaySoundEx("m240/reload2","SoundSlot5") RPDE VXYZ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF ABC 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF D 4 A_PlaySoundEx("m240/reload3","SoundSlot5") RPDF EFGHIJKLM 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDF N 4 A_PlaySoundEx("m240/reload4","SoundSlot5") RPDF QRSTUVW 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF XYZ 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG A 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG B 4 A_PlaySoundEx("m240/reload5","SoundSlot5") RPDG C 4 A_TakeInventory("Reloading",1) RPDG D 4 goto ReloadAmmo ReloadAmmo: RPDG D 0 A_JumpIfInventory("RPDClip",100,"ReloadEnd") RPDG D 0 A_JumpIfInventory("RPDAmmo",1,1) goto ReloadEnd RPDG D 0 A_GiveInventory("RPDClip",1) RPDG D 0 A_TakeInventory("RPDAmmo",1) goto ReloadAmmo ReloadEnd: RPDG EFG 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDG H 4 A_PlaySoundEx("m240/reload6","SoundSlot5") RPDG IJMN 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG OPSTUV 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDG WXYZ 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDH AB 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D B 0 A_ReFire goto Ready+8 AltFire: RPDC A 0 A_JumpIfInventory("Aiming",1,"AltFire2") RPDC A 0 A_ZoomFactor(1.2) RPDC ABCD 3 RPDC D 0 A_GiveInventory("Aiming",1) RPDC D 0 ACS_ExecuteAlways(602,0,0,0,0) RPDC D 0 A_Refire goto Ready+14 AltFire2: RPDC D 0 A_ZoomFactor(1.0) RPDC DCBA 3 RPDC A 0 A_TakeInventory("Aiming",1) RPDC A 0 ACS_ExecuteAlways(602,0,0,0,0) RPDC A 0 A_Refire goto Ready+8 AltHold: RPDA H 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") RPDA H 1 A_ReFire goto Ready+8 AltHoldAim: RPDC D 1 RPDC D 1 A_ReFire goto Ready+14 ReloadStartAim: RPDC D 0 A_ZoomFactor(1.0) RPDC DCBA 3 RPDC A 0 A_TakeInventory("Aiming",1) RPDC A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEP2 M 0 WEP2 M 0 A_SpawnItemEx("RPDPickup") stop ReloadStart_SOH: RPDE A 3 A_PlaySoundEx("m240/reload1","SoundSlot5") RPDE BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDE IJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDE PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDE U 3 A_PlaySoundEx("m240/reload2","SoundSlot5") RPDE VXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF ABC 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF D 3 A_PlaySoundEx("m240/reload3","SoundSlot5") RPDF EFGHIJKLM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDF N 3 A_PlaySoundEx("m240/reload4","SoundSlot5") RPDF QRSTUVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG A 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG B 3 A_PlaySoundEx("m240/reload5","SoundSlot5") RPDG C 3 A_TakeInventory("Reloading",1) RPDG D 3 goto ReloadAmmo_SOH ReloadAmmo_SOH: RPDG M 0 A_JumpIfInventory("RPDClip",100,"ReloadEnd_SOH") RPDG M 0 A_JumpIfInventory("RPDAmmo",1,1) goto ReloadEnd_SOH RPDG M 0 A_GiveInventory("RPDClip",1) RPDG M 0 A_TakeInventory("RPDAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: RPDG EFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDG H 3 A_PlaySoundEx("m240/reload6","SoundSlot5") RPDG IJM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG NOTUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDG WXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDH AB 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D B 0 A_ReFire goto Ready+8 Fire_SteadyAim: RPDA H 0 A_PlayWeaponSound("rpd/fire") RPDA H 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,6,4) RPDA H 0 BRIGHT A_GunFlash RPDA H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") RPDA H 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 22, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: RPDB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDB A 1 RPDB B 1 RPDB B 0 A_JumpIfInventory("RPDAmmo",1,3) RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 RPDB B 0 A_JumpIfNoAmmo("ReloadStart") RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 Hold_SteadyAim: RPDA H 0 A_PlayWeaponSound("rpd/fire") RPDA H 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,6,4) RPDA H 0 BRIGHT A_GunFlash RPDA H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") RPDA H 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 22, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: RPDB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDB A 1 RPDB B 1 RPDB B 0 A_JumpIfInventory("RPDAmmo",1,3) RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 RPDB B 0 A_JumpIfNoAmmo("ReloadStart") RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 FragGrenade: U45F A 0 A_ZoomFactor(1.0) U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("Reloading",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"FragGrenade_SOH") GRNA ABC 2 GRNA D 2 A_PlaySound("grenade/pinpull") GRNA EFGH 2 TNT1 A 15 TNT1 A 0 A_PlaySound("grenade/throw") GRNA A 0 A_PlaySoundEx("us/grenades","Voice") GRNA IJK 2 GRNA L 0 A_TakeInventory("GrenadeAmmo",1) GRNA L 0 A_TakeInventory("ThrowingGrenade",1) U45A L 0 A_TakeInventory("Aiming",1) GRNA L 0 A_TakeInventory("KnifeAttack",1) GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade") GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade") GRNA L 0 A_JumpIfInventory("CoopCheck",1,"CoopGrenade") GRNA L 2 A_FireCustomMissile("FragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 FragGrenade_SOH: GRNA ABC 1 GRNA D 1 A_PlaySound("grenade/pinpull") GRNA EFGH 1 TNT1 A 10 TNT1 A 0 A_PlaySound("grenade/throw") GRNA A 0 A_PlaySoundEx("us/grenades","Voice") GRNA IJK 1 GRNA L 0 A_TakeInventory("GrenadeAmmo",1) GRNA L 0 A_TakeInventory("ThrowingGrenade",1) U45A L 0 A_TakeInventory("Aiming",1) GRNA L 0 A_TakeInventory("KnifeAttack",1) GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade_SOH") GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade_SOH") GRNA L 0 A_JumpIfInventory("CoopCheck",1,"CoopGrenade_SOH") GRNA L 1 A_FireCustomMissile("FragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 KnifeAttack: U45F A 0 A_ZoomFactor(1.0) U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("Reloading",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH") U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando") KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",96) KNFA DEFGHIJKL 1 TNT1 A 20 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_Commando: KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160) KNFA DEFGHIJKL 1 TNT1 A 20 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_SOH: U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_SOH_Commando") KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",96) KNFA DEFGHIJKL 1 TNT1 A 10 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_SOH_Commando: KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160) KNFA DEFGHIJKL 1 TNT1 A 10 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 FireCoop: RPDA H 1 BRIGHT A_FireCustomMissile("HHCBRPD", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: RPDA H 1 BRIGHT A_FireCustomMissile("HHCBRPD", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto HoldCont FireAimCoop: RPDD A 1 BRIGHT A_FireCustomMissile("HHCBRPD", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto FireAimCont HoldAimCoop: RPDD A 1 BRIGHT A_FireCustomMissile("HHCBRPD", random(-270,270)/100.00, 1, 0, 4, 0, random(-270,270)/100.00) goto HoldAimCont Fire_SteadyAimCoop: RPDA H 1 BRIGHT A_FireCustomMissile("HHCBRPD", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: RPDA H 1 BRIGHT A_FireCustomMissile("HHCBRPD", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto Hold_SteadyAimCont CoopGrenade: GRNA L 2 A_FireCustomMissile("CoopFragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 CoopGrenade_SOH: GRNA L 1 A_FireCustomMissile("CoopFragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 StunGrenade: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 2 A_FireCustomMissile("StunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 GRNA L 2 A_FireCustomMissile("CoopStunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 IncGrenade: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 2 A_FireCustomMissile("IncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 GRNA L 2 A_FireCustomMissile("CoopIncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 StunGrenade_SOH: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 1 A_FireCustomMissile("StunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 GRNA L 1 A_FireCustomMissile("CoopStunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 IncGrenade_SOH: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 1 A_FireCustomMissile("IncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 GRNA L 1 A_FireCustomMissile("CoopIncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 } } actor RPDClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 100 ammo.backpackamount 0 ammo.backpackmaxamount 100 +IGNORESKILL } actor "RPD Ex Mags" : "RPD" { obituary "%k fed %o with lead from the RPD." inventory.pickupmessage "You got the RPD light machinegun." //attacksound "mg4/fire1" weapon.selectionorder 1 weapon.ammotype "RPDClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "RPDAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: RPDA A 3 A_PlaySoundEx("weapon/draw","SoundSlot5") RPDA BCDE 3 RPDA FGH 3 A_WeaponReady(WRF_NOPRIMARY) RPDA H 0 A_JumpIfNoAmmo("Reload") RPDA H 0 A_JumpIfInventory("Aiming",1,5) RPDA H 0 A_JumpIfInventory("Reloading",1,"Reload") RPDA H 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") RPDA H 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDA H 1 A_WeaponReady goto Ready+8 RPDC D 0 A_JumpIfInventory("Reloading",1,"Reload") RPDC D 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") RPDC D 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDC D 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Reload: //AltFire: RPDE A 0 A_JumpIfInventory("RPDClip2",150,2) RPDE A 0 A_JumpIfInventory("RPDAmmo",1,"ReloadStart") RPDE A 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: RPDE A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") RPDE A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") RPDE A 4 A_PlaySoundEx("m240/reload1","SoundSlot5") RPDE BCDEF 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDE IJKLMN 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDE PQRST 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDE U 4 A_PlaySoundEx("m240/reload2","SoundSlot5") RPDE VXYZ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF ABC 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF D 4 A_PlaySoundEx("m240/reload3","SoundSlot5") RPDF EFGHIJKLM 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDF N 4 A_PlaySoundEx("m240/reload4","SoundSlot5") RPDF QRSTUVW 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF XYZ 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG A 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG B 4 A_PlaySoundEx("m240/reload5","SoundSlot5") RPDG C 4 A_TakeInventory("Reloading",1) RPDG D 4 goto ReloadAmmo ReloadAmmo: RPDG D 0 A_JumpIfInventory("RPDClip2",150,"ReloadEnd") RPDG D 0 A_JumpIfInventory("RPDAmmo",1,1) goto ReloadEnd RPDG D 0 A_GiveInventory("RPDClip2",1) RPDG D 0 A_TakeInventory("RPDAmmo",1) goto ReloadAmmo ReloadEnd: RPDG EFG 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDG H 4 A_PlaySoundEx("m240/reload6","SoundSlot5") RPDG IJMN 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG OPSTUV 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDG WXYZ 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDH AB 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D B 0 A_ReFire goto Ready+8 ReloadStartAim: RPDC A 0 A_ZoomFactor(1.0) RPDC DCBA 3 RPDC A 0 A_TakeInventory("Aiming",1) RPDC A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: RPDE A 3 A_PlaySoundEx("m240/reload1","SoundSlot5") RPDE BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDE IJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDE PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDE U 3 A_PlaySoundEx("m240/reload2","SoundSlot5") RPDE VXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF ABC 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF D 3 A_PlaySoundEx("m240/reload3","SoundSlot5") RPDF EFGHIJKLM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDF N 3 A_PlaySoundEx("m240/reload4","SoundSlot5") RPDF QRSTUVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDF XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG A 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG B 3 A_PlaySoundEx("m240/reload5","SoundSlot5") RPDG C 3 A_TakeInventory("Reloading",1) RPDG D 3 goto ReloadAmmo_SOH ReloadAmmo_SOH: RPDG M 0 A_JumpIfInventory("RPDClip2",150,"ReloadEnd_SOH") RPDG M 0 A_JumpIfInventory("RPDAmmo",1,1) goto ReloadEnd_SOH RPDG M 0 A_GiveInventory("RPDClip2",1) RPDG M 0 A_TakeInventory("RPDAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: RPDG EFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDG H 3 A_PlaySoundEx("m240/reload6","SoundSlot5") RPDG IJM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDG NOTUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RPDG WXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RPDH AB 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D B 0 A_ReFire goto Ready+8 } } actor RPDClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 150 ammo.backpackamount 0 ammo.backpackmaxamount 150 +IGNORESKILL } actor RPDExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "RPD Grip" : "RPD" { obituary "%k fed %o with lead from the RPD." inventory.pickupmessage "You got the RPD light machinegun." //attacksound "mg4/fire1" weapon.selectionorder 1 weapon.ammotype "RPDClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "RPDAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Fire: RPDA H 0 A_JumpIfInventory("Aiming",1,"FireAim") RPDA H 0 A_JumpIfNoAmmo("ReloadStart") RPDA H 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") RPDA H 0 A_PlayWeaponSound("rpd/fire") RPDA H 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,6,4) RPDA H 0 BRIGHT A_GunFlash RPDA H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") RPDA H 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 24, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: RPDB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDB A 1 RPDB B 1 RPDB B 0 A_JumpIfInventory("RPDAmmo",1,3) RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 RPDB B 0 A_JumpIfNoAmmo("ReloadStart") RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 Hold: RPDA H 0 A_JumpIfInventory("Aiming",1,"HoldAim") RPDA H 0 A_JumpIfNoAmmo("ReloadStart") RPDA H 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") RPDA H 0 A_PlayWeaponSound("rpd/fire") RPDA H 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,6,4) RPDA H 0 BRIGHT A_GunFlash RPDA H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") RPDA H 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 24, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: RPDB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDB A 1 RPDB B 1 RPDB B 0 A_JumpIfInventory("RPDAmmo",1,3) RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 RPDB B 0 A_JumpIfNoAmmo("ReloadStart") RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 FireAim: RPDD A 0 A_PlayWeaponSound("rpd/fire") RPDD A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,4) RPDD A 0 BRIGHT A_GunFlash RPDD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") RPDD A 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 24, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: RPDD B 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDD B 1 RPDD C 1 RPDD C 0 A_JumpIfInventory("RPDAmmo",1,3) RPDD C 1 A_ReFire RPDC D 2 A_ReFire goto Ready+14 RPDD C 0 A_JumpIfNoAmmo("ReloadStart") RPDD C 1 A_ReFire RPDC D 2 A_ReFire goto Ready+14 HoldAim: RPDD A 0 A_PlayWeaponSound("rpd/fire") RPDD A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,4) RPDD A 0 BRIGHT A_GunFlash RPDD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") RPDD A 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 24, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: RPDD B 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDD B 1 RPDD C 1 RPDD C 0 A_JumpIfInventory("RPDAmmo",1,3) RPDD C 1 A_ReFire RPDC D 2 A_ReFire goto Ready+14 RPDD C 0 A_JumpIfNoAmmo("ReloadStart") RPDD C 1 A_ReFire RPDC D 2 A_ReFire goto Ready+14 Fire_SteadyAim: RPDA H 0 A_PlayWeaponSound("rpd/fire") RPDA H 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,6,4) RPDA H 0 BRIGHT A_GunFlash RPDA H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") RPDA H 1 BRIGHT A_FireBullets (3.5, 3.5, -1, 24, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: RPDB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDB A 1 RPDB B 1 RPDB B 0 A_JumpIfInventory("RPDAmmo",1,3) RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 RPDB B 0 A_JumpIfNoAmmo("ReloadStart") RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 Hold_SteadyAim: RPDA H 0 A_PlayWeaponSound("rpd/fire") RPDA H 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,6,4) RPDA H 0 BRIGHT A_GunFlash RPDA H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") RPDA H 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 24, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: RPDB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RPDB A 1 RPDB B 1 RPDB B 0 A_JumpIfInventory("RPDAmmo",1,3) RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 RPDB B 0 A_JumpIfNoAmmo("ReloadStart") RPDB B 1 A_ReFire RPDB C 2 A_ReFire goto Ready+8 FireCoop: RPDA H 1 BRIGHT A_FireCustomMissile("HHCBRPDG", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireCont HoldCoop: RPDA H 1 BRIGHT A_FireCustomMissile("HHCBRPDG", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: RPDD A 1 BRIGHT A_FireCustomMissile("HHCBRPDG", random(-150,150)/100.00, 1, 0, 4, 0, random(-150,150)/100.00) goto FireAimCont HoldAimCoop: RPDD A 1 BRIGHT A_FireCustomMissile("HHCBRPDG", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto HoldAimCont Fire_SteadyAimCoop: RPDA H 1 BRIGHT A_FireCustomMissile("HHCBRPDG", random(-350,350)/100.00, 1, 0, 4, 0, random(-350,350)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: RPDA H 1 BRIGHT A_FireCustomMissile("HHCBRPDG", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Hold_SteadyAimCont } } actor RPDGrip : Inventory { inventory.amount 0 inventory.maxamount 1 } actor RPDPickup : CustomInventory { inventory.pickupmessage "You got the RPD light machinegun." inventory.pickupsound "hbar/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEP2 M -1 stop Pickup: WEP2 M 0 WEP2 M 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEP2 M 0 A_JumpIfInventory("RPD",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEP2 M 0 A_JumpIfInventory("RPD Ex Mags",1,"AmmoPickup") WEP2 M 0 A_JumpIfInventory("RPD Grip",1,"AmmoPickup") WEP2 M 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEP2 M 0 ACS_ExecuteWithResult(618,39,0,0) stop PickupStay: WEP2 M 0 WEP2 M 0 A_JumpIfInventory("RPD",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEP2 M 0 A_JumpIfInventory("RPD Ex Mags",1,"FailPickup") WEP2 M 0 A_JumpIfInventory("RPD Grip",1,"FailPickup") WEP2 M 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEP2 M 0 ACS_ExecuteWithResult(618,39,0,0) WEP2 M 0 ACS_ExecuteAlways(597,0,39,0,0) WEP2 M 0 A_PlaySound("hbar/bolt") fail AmmoPickup: WEP2 M 0 WEP2 M 0 A_JumpIfInventory("RPDAmmo",0,"FailPickup") WEP2 M 0 A_GiveInventory("RPDAmmo",100) stop FailPickup: WEP2 M 1 fail FailPickup2: WEP2 M 1 WEP2 M 0 ACS_ExecuteAlways(620,0,3,0,0) fail } } actor RPDDrop : RPDPickup { States { Spawn: WEP2 M 3500 WEP2 M 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEP2 M 0 WEP2 M 0 A_JumpIfInventory("RPD",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEP2 M 0 A_JumpIfInventory("RPD Ex Mags",1,"AmmoPickup") WEP2 M 0 A_JumpIfInventory("RPD Grip",1,"AmmoPickup") WEP2 M 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEP2 M 0 ACS_ExecuteWithResult(618,39,0,0) stop } } actor HHCBRPD : HHBulletCoop { damage (22) Speed 400 damagetype "LMG" States { Spawn: TNT1 A 15 stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } actor HHCBRPDG : HHCBRPD { damage (24) } //from d_dropsp actor RPDPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("RPDDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor "Steyr TMP" : RGUWeapon { obituary "%k stopped %o with the TMP." inventory.pickupmessage "You got the Steyr TMP submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 10 weapon.ammotype "TMPClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "TMPAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: TNT1 A 4 A_PlaySoundEx("weapon/draw","SoundSlot5") TMPA ABCDE 4 A_WeaponReady(WRF_NOPRIMARY) TMPA F 0 A_JumpIfNoAmmo("Reload") TMPA F 0 A_JumpIfInventory("Aiming",1,5) TMPA F 0 A_JumpIfInventory("Reloading",1,"Reload") TMPA F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TMPA F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPA F 1 A_WeaponReady goto Ready+6 TMPC D 0 A_JumpIfInventory("Reloading",1,"Reload") TMPC D 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TMPC D 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPC D 1 A_WeaponReady(WRF_NOBOB) goto Ready+12 Deselect: TMPA F 0 A_PlaySoundEx("weapon/down","SoundSlot5") TMPA F 0 A_TakeInventory("Aiming",1) TMPA F 0 ACS_ExecuteAlways(602,0,0,0,0) TMPA F 0 A_TakeInventory("Reloading",1) TMPA F 0 A_ZoomFactor(1.0) TMPA F 0 A_Lower TMPA F 1 A_Lower goto Deselect+3 Select: TNT1 A 0 A_Raise loop Fire: TMPB A 0 A_JumpIfInventory("Aiming",1,"FireAim") TMPB A 0 A_JumpIfNoAmmo("ReloadStart") TMPB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") TMPB A 0 A_PlayWeaponSound("mp5k/fire") TMPB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,2) TMPB A 0 BRIGHT A_GunFlash TMPB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") TMPB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: TMPB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPB A 0 A_JumpIfNoAmmo("FireEmpty") TMPB B 1 TMPB C 0 A_JumpIfInventory("TMPAmmo",1,3) TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 TMPB C 0 A_JumpIfNoAmmo("ReloadStart") TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 Hold: TMPB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") TMPB A 0 A_JumpIfNoAmmo("ReloadStart") TMPB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") TMPB A 0 A_PlayWeaponSound("mp5k/fire") TMPB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,2) TMPB A 0 BRIGHT A_GunFlash TMPB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") TMPB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: TMPB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPB A 0 A_JumpIfNoAmmo("FireEmpty") TMPB B 1 TMPB C 0 A_JumpIfInventory("TMPAmmo",1,3) TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 TMPB C 0 A_JumpIfNoAmmo("ReloadStart") TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 FireEmpty: TMPB C 1 TMPA F 1 TMPA F 1 A_GiveInventory("TMPBolt",1) TMPA F 0 A_JumpIfInventory("TMPAmmo",1,2) TMPA F 0 A_ReFire goto Ready+6 TMPA F 0 A_JumpIfNoAmmo("ReloadStart") TMPA F 0 A_ReFire goto Ready+6 FireAim: TMPD A 0 A_PlayWeaponSound("mp5k/fire") TMPD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) TMPD A 0 BRIGHT A_GunFlash TMPD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") TMPD A 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: TMPD A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPD A 0 A_JumpIfNoAmmo("FireAimEmpty") TMPD B 1 TMPC D 0 A_JumpIfInventory("TMPAmmo",1,3) TMPC DD 1 A_ReFire goto Ready+12 TMPC D 0 A_JumpIfNoAmmo("ReloadStart") TMPC DD 1 A_ReFire goto Ready+12 HoldAim: TMPD A 0 A_PlayWeaponSound("mp5k/fire") TMPD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) TMPD A 0 BRIGHT A_GunFlash TMPD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") TMPD A 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: TMPD A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPD A 0 A_JumpIfNoAmmo("FireAimEmpty") TMPD B 1 TMPC D 0 A_JumpIfInventory("TMPAmmo",1,3) TMPC DD 1 A_ReFire goto Ready+12 TMPC D 0 A_JumpIfNoAmmo("ReloadStart") TMPC DD 1 A_ReFire goto Ready+12 FireAimEmpty: TMPC DD 1 TMPC D 1 A_GiveInventory("TMPBolt",1) TMPC D 0 A_JumpIfInventory("TMPAmmo",1,2) TMPC D 0 A_ReFire goto Ready+12 TMPC D 0 A_JumpIfNoAmmo("ReloadStart") TMPC D 0 A_ReFire goto Ready+12 Reload: //AltFire: TMPE A 0 A_JumpIfInventory("TMPClip",20,2) TMPE A 0 A_JumpIfInventory("TMPAmmo",1,"ReloadStart") TMPE A 0 A_TakeInventory("Reloading",1) goto Ready+9 ReloadStart: TMPE A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") TMPE A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") TMPE AB 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE C 4 A_PlaySoundEx("tmp/clipout","SoundSlot5") TMPE DE 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE FGHIJ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPE K 4 A_PlaySoundEx("tmp/clipin","SoundSlot5") TMPE L 5 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: TMPE L 0 A_JumpIfInventory("TMPClip",20,"ReloadEnd") TMPE L 0 A_JumpIfInventory("TMPAmmo",1,1) goto ReloadEnd TMPE L 0 A_GiveInventory("TMPClip",1) TMPE L 0 A_TakeInventory("TMPAmmo",1) goto ReloadAmmo ReloadEnd: TMPE M 5 TMPE O 4 A_JumpIfInventory("TMPBolt",1,"ReloadEndBolt") TMPE PQ 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE R 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPA F 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPE R 0 A_ReFire goto Ready+6 ReloadEndBolt: TMPE O 4 A_TakeInventory("TMPBolt",1) TMPE S 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE T 4 A_PlaySoundEx("tmp/bolt","SoundSlot5") TMPE UVWX 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE YZ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPF AB 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPG V 0 A_ReFire goto Ready+6 AltFire: TMPA F 0 A_JumpIfInventory("Aiming",1,"AltFire2") TMPA F 0 A_ZoomFactor(1.2) TMPA F 1 TMPC ABCD 1 TMPC D 0 A_GiveInventory("Aiming",1) TMPC D 0 ACS_ExecuteAlways(602,0,0,0,0) TMPC D 0 A_Refire goto Ready+12 AltFire2: TMPC D 0 A_ZoomFactor(1.0) TMPC DCBA 1 TMPA F 1 TMPA F 0 A_TakeInventory("Aiming",1) TMPA F 0 ACS_ExecuteAlways(602,0,0,0,0) TMPA F 0 A_Refire goto Ready+6 AltHold: TMPA F 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") TMPA F 1 A_ReFire goto Ready+6 AltHoldAim: TMPC D 1 TMPC D 1 A_ReFire goto Ready+12 ReloadStartAim: TMPC D 0 A_ZoomFactor(1.0) TMPC DCBA 1 TMPA F 1 TMPA F 0 A_TakeInventory("Aiming",1) TMPA F 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEP2 N 0 WEP2 N 0 A_SpawnItemEx("TMPPickup") stop ReloadStart_SOH: TMPE AB 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE C 3 A_PlaySoundEx("tmp/clipout","SoundSlot5") TMPE DE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE FGHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPE K 3 A_PlaySoundEx("tmp/clipin","SoundSlot5") TMPE L 4 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: TMPE L 0 A_JumpIfInventory("TMPClip",20,"ReloadEnd_SOH") TMPE L 0 A_JumpIfInventory("TMPAmmo",1,1) goto ReloadEnd_SOH TMPE L 0 A_GiveInventory("TMPClip",1) TMPE L 0 A_TakeInventory("TMPAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: TMPE M 4 TMPE O 3 A_JumpIfInventory("TMPBolt",1,"ReloadEndBolt_SOH") TMPE PQ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE R 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPA F 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPE R 0 A_ReFire goto Ready+6 ReloadEndBolt_SOH: TMPE O 3 A_TakeInventory("TMPBolt",1) TMPE S 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE T 3 A_PlaySoundEx("tmp/bolt","SoundSlot5") TMPE UVWX 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE YZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPF AB 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPG V 0 A_ReFire goto Ready+6 Fire_SteadyAim: TMPB A 0 A_PlayWeaponSound("mp5k/fire") TMPB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,2) TMPB A 0 BRIGHT A_GunFlash TMPB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") TMPB A 1 BRIGHT A_FireBullets (4.25, 4.25, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: TMPB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPB A 0 A_JumpIfNoAmmo("FireEmpty") TMPB B 1 TMPB C 0 A_JumpIfInventory("TMPAmmo",1,3) TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 TMPB C 0 A_JumpIfNoAmmo("ReloadStart") TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 Hold_SteadyAim: TMPB A 0 A_PlayWeaponSound("mp5k/fire") TMPB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,2) TMPB A 0 BRIGHT A_GunFlash TMPB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") TMPB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: TMPB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPB A 0 A_JumpIfNoAmmo("FireEmpty") TMPB B 1 TMPB C 0 A_JumpIfInventory("TMPAmmo",1,3) TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 TMPB C 0 A_JumpIfNoAmmo("ReloadStart") TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 FragGrenade: U45F A 0 A_ZoomFactor(1.0) U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("Reloading",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"FragGrenade_SOH") GRNA ABC 2 GRNA D 2 A_PlaySound("grenade/pinpull") GRNA EFGH 2 TNT1 A 15 TNT1 A 0 A_PlaySound("grenade/throw") GRNA A 0 A_PlaySoundEx("us/grenades","Voice") GRNA IJK 2 GRNA L 0 A_TakeInventory("GrenadeAmmo",1) GRNA L 0 A_TakeInventory("ThrowingGrenade",1) U45A L 0 A_TakeInventory("Aiming",1) GRNA L 0 A_TakeInventory("KnifeAttack",1) GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade") GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade") GRNA L 0 A_JumpIfInventory("CoopCheck",1,"CoopGrenade") GRNA L 2 A_FireCustomMissile("FragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 FragGrenade_SOH: GRNA ABC 1 GRNA D 1 A_PlaySound("grenade/pinpull") GRNA EFGH 1 TNT1 A 10 TNT1 A 0 A_PlaySound("grenade/throw") GRNA A 0 A_PlaySoundEx("us/grenades","Voice") GRNA IJK 1 GRNA L 0 A_TakeInventory("GrenadeAmmo",1) GRNA L 0 A_TakeInventory("ThrowingGrenade",1) U45A L 0 A_TakeInventory("Aiming",1) GRNA L 0 A_TakeInventory("KnifeAttack",1) GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade_SOH") GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade_SOH") GRNA L 0 A_JumpIfInventory("CoopCheck",1,"CoopGrenade_SOH") GRNA L 1 A_FireCustomMissile("FragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 KnifeAttack: U45F A 0 A_ZoomFactor(1.0) U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("Reloading",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH") U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando") KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",96) KNFA DEFGHIJKL 1 TNT1 A 20 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_Commando: KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160) KNFA DEFGHIJKL 1 TNT1 A 20 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_SOH: U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_SOH_Commando") KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",96) KNFA DEFGHIJKL 1 TNT1 A 10 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 KnifeAttack_SOH_Commando: KNFA A 0 ACS_ExecuteAlways(599,0,0,0,0) KNFA AB 1 KNFA B 0 A_PlaySound("knife/swing") KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160) KNFA DEFGHIJKL 1 TNT1 A 10 GRNA L 0 A_TakeInventory("KnifeAttack",1) goto Ready+1 FireCoop: TMPB A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont HoldCoop: TMPB A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: TMPD A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto FireAimCont HoldAimCoop: TMPD A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto HoldAimCont Fire_SteadyAimCoop: TMPB A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-425,425)/100.00, 1, 0, 4, 0, random(-425,425)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: TMPB A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Hold_SteadyAimCont CoopGrenade: GRNA L 2 A_FireCustomMissile("CoopFragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 CoopGrenade_SOH: GRNA L 1 A_FireCustomMissile("CoopFragGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 StunGrenade: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 2 A_FireCustomMissile("StunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 GRNA L 2 A_FireCustomMissile("CoopStunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 IncGrenade: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 2 A_FireCustomMissile("IncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 GRNA L 2 A_FireCustomMissile("CoopIncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 2 goto Ready+1 StunGrenade_SOH: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 1 A_FireCustomMissile("StunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 GRNA L 1 A_FireCustomMissile("CoopStunGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 IncGrenade_SOH: GRNA L 0 A_JumpIfInventory("CoopCheck",1,4) GRNA L 1 A_FireCustomMissile("IncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 GRNA L 1 A_FireCustomMissile("CoopIncGrenade",random(-200,200)/100.00,0,0,16,0,random(-150,150)/100.00) GRNA MN 1 goto Ready+1 } } actor TMPClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 20 ammo.backpackamount 0 ammo.backpackmaxamount 20 +IGNORESKILL } actor TMPBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Steyr TMP Ex Mags" : "Steyr TMP" { obituary "%k stopped %o with the TMP." inventory.pickupmessage "You got the Steyr TMP submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 10 weapon.ammotype "TMPClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "TMPAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: TNT1 A 4 A_PlaySoundEx("weapon/draw","SoundSlot5") TMPA ABCDE 4 A_WeaponReady(WRF_NOPRIMARY) TMPA F 0 A_JumpIfNoAmmo("Reload") TMPA F 0 A_JumpIfInventory("Aiming",1,5) TMPA F 0 A_JumpIfInventory("Reloading",1,"Reload") TMPA F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TMPA F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPA F 1 A_WeaponReady goto Ready+6 TMPC D 0 A_JumpIfInventory("Reloading",1,"Reload") TMPC D 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") TMPC D 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPC D 1 A_WeaponReady(WRF_NOBOB) goto Ready+12 Fire: TMPB A 0 A_JumpIfInventory("Aiming",1,"FireAim") TMPB A 0 A_JumpIfNoAmmo("ReloadStart") TMPB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") TMPB A 0 A_PlayWeaponSound("mp5k/fire") TMPB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,2) TMPB A 0 BRIGHT A_GunFlash TMPB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") TMPB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: TMPB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPB A 0 A_JumpIfNoAmmo("FireEmpty") TMPB B 1 TMPB C 0 A_JumpIfInventory("TMPAmmo",1,3) TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 TMPB C 0 A_JumpIfNoAmmo("ReloadStart") TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 Hold: TMPB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") TMPB A 0 A_JumpIfNoAmmo("ReloadStart") TMPB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") TMPB A 0 A_PlayWeaponSound("mp5k/fire") TMPB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,2) TMPB A 0 BRIGHT A_GunFlash TMPB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") TMPB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: TMPB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPB A 0 A_JumpIfNoAmmo("FireEmpty") TMPB B 1 TMPB C 0 A_JumpIfInventory("TMPAmmo",1,3) TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 TMPB C 0 A_JumpIfNoAmmo("ReloadStart") TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 FireEmpty: TMPB C 1 TMPA F 1 TMPA F 1 A_GiveInventory("TMPBolt",1) TMPA F 0 A_JumpIfInventory("TMPAmmo",1,2) TMPA F 0 A_ReFire goto Ready+6 TMPA F 0 A_JumpIfNoAmmo("ReloadStart") TMPA F 0 A_ReFire goto Ready+6 FireAim: TMPD A 0 A_PlayWeaponSound("mp5k/fire") TMPD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) TMPD A 0 BRIGHT A_GunFlash TMPD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") TMPD A 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: TMPD A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPD A 0 A_JumpIfNoAmmo("FireAimEmpty") TMPD B 1 TMPC D 0 A_JumpIfInventory("TMPAmmo",1,3) TMPC DD 1 A_ReFire goto Ready+12 TMPC D 0 A_JumpIfNoAmmo("ReloadStart") TMPC DD 1 A_ReFire goto Ready+12 HoldAim: TMPD A 0 A_PlayWeaponSound("mp5k/fire") TMPD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) TMPD A 0 BRIGHT A_GunFlash TMPD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") TMPD A 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: TMPD A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPD A 0 A_JumpIfNoAmmo("FireAimEmpty") TMPD B 1 TMPC D 0 A_JumpIfInventory("TMPAmmo",1,3) TMPC DD 1 A_ReFire goto Ready+12 TMPC D 0 A_JumpIfNoAmmo("ReloadStart") TMPC DD 1 A_ReFire goto Ready+12 FireAimEmpty: TMPC DD 1 TMPC D 1 A_GiveInventory("TMPBolt",1) TMPC D 0 A_JumpIfInventory("TMPAmmo",1,2) TMPC D 0 A_ReFire goto Ready+12 TMPC D 0 A_JumpIfNoAmmo("ReloadStart") TMPC D 0 A_ReFire goto Ready+12 Reload: //AltFire: TMPE A 0 A_JumpIfInventory("TMPClip2",30,2) TMPE A 0 A_JumpIfInventory("TMPAmmo",1,"ReloadStart") TMPE A 0 A_TakeInventory("Reloading",1) goto Ready+9 ReloadStart: TMPE A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") TMPE A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") TMPE AB 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE C 4 A_PlaySoundEx("tmp/clipout","SoundSlot5") TMPE DE 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE FGHIJ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPE K 4 A_PlaySoundEx("tmp/clipin","SoundSlot5") TMPE L 5 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: TMPE L 0 A_JumpIfInventory("TMPClip2",30,"ReloadEnd") TMPE L 0 A_JumpIfInventory("TMPAmmo",1,1) goto ReloadEnd TMPE L 0 A_GiveInventory("TMPClip2",1) TMPE L 0 A_TakeInventory("TMPAmmo",1) goto ReloadAmmo ReloadEnd: TMPE M 5 TMPE O 4 A_JumpIfInventory("TMPBolt",1,"ReloadEndBolt") TMPE PQ 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE R 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPA F 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPE R 0 A_ReFire goto Ready+6 ReloadEndBolt: TMPE O 4 A_TakeInventory("TMPBolt",1) TMPE S 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE T 4 A_PlaySoundEx("tmp/bolt","SoundSlot5") TMPE UVWX 4 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE YZ 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPF AB 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPG V 0 A_ReFire goto Ready+6 ReloadStartAim: TMPC D 0 A_ZoomFactor(1.0) TMPC DCBA 1 TMPA F 1 TMPA F 0 A_TakeInventory("Aiming",1) TMPA F 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: TMPE AB 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE C 3 A_PlaySoundEx("tmp/clipout","SoundSlot5") TMPE DE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE FGHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPE K 3 A_PlaySoundEx("tmp/clipin","SoundSlot5") TMPE L 4 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: TMPE L 0 A_JumpIfInventory("TMPClip2",30,"ReloadEnd_SOH") TMPE L 0 A_JumpIfInventory("TMPAmmo",1,1) goto ReloadEnd_SOH TMPE L 0 A_GiveInventory("TMPClip2",1) TMPE L 0 A_TakeInventory("TMPAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: TMPE M 4 TMPE O 3 A_JumpIfInventory("TMPBolt",1,"ReloadEndBolt_SOH") TMPE PQ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE R 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPA F 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPE R 0 A_ReFire goto Ready+6 ReloadEndBolt_SOH: TMPE O 3 A_TakeInventory("TMPBolt",1) TMPE S 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE T 3 A_PlaySoundEx("tmp/bolt","SoundSlot5") TMPE UVWX 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TMPE YZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPF AB 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TMPG V 0 A_ReFire goto Ready+6 Fire_SteadyAim: TMPB A 0 A_PlayWeaponSound("mp5k/fire") TMPB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,2) TMPB A 0 BRIGHT A_GunFlash TMPB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") TMPB A 1 BRIGHT A_FireBullets (4.25, 4.25, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: TMPB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPB A 0 A_JumpIfNoAmmo("FireEmpty") TMPB B 1 TMPB C 0 A_JumpIfInventory("TMPAmmo",1,3) TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 TMPB C 0 A_JumpIfNoAmmo("ReloadStart") TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 Hold_SteadyAim: TMPB A 0 A_PlayWeaponSound("mp5k/fire") TMPB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,2) TMPB A 0 BRIGHT A_GunFlash TMPB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") TMPB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: TMPB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("TMPClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") TMPB A 0 A_JumpIfNoAmmo("FireEmpty") TMPB B 1 TMPB C 0 A_JumpIfInventory("TMPAmmo",1,3) TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 TMPB C 0 A_JumpIfNoAmmo("ReloadStart") TMPB C 1 A_ReFire TMPA F 1 A_ReFire goto Ready+6 FireCoop: TMPB A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont HoldCoop: TMPB A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: TMPD A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto FireAimCont HoldAimCoop: TMPD A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto HoldAimCont Fire_SteadyAimCoop: TMPB A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-425,425)/100.00, 1, 0, 4, 0, random(-425,425)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: TMPB A 1 BRIGHT A_FireCustomMissile("HHCBTMP", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Hold_SteadyAimCont } } actor TMPClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor TMPExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor TMPPickup : CustomInventory { inventory.pickupmessage "You got the Steyr TMP submachinegun." inventory.pickupsound "vector/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.16 States { Spawn: WEP2 N -1 stop Pickup: WEP2 N 0 WEP2 N 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEP2 N 0 A_JumpIfInventory("Steyr TMP",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEP2 N 0 A_JumpIfInventory("Steyr TMP Ex Mags",1,"AmmoPickup") WEP2 N 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEP2 N 0 ACS_ExecuteWithResult(618,40,0,0) stop PickupStay: WEP2 N 0 WEP2 N 0 A_JumpIfInventory("Steyr TMP",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEP2 N 0 A_JumpIfInventory("Steyr TMP Ex Mags",1,"FailPickup") WEP2 N 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEP2 N 0 ACS_ExecuteWithResult(618,40,0,0) WEP2 N 0 ACS_ExecuteAlways(597,0,40,0,0) WEP2 N 0 A_PlaySound("vector/bolt") fail AmmoPickup: WEP2 N 0 WEP2 N 0 A_JumpIfInventory("TMPAmmo",0,"FailPickup") WEP2 N 0 A_GiveInventory("TMPAmmo",30) stop FailPickup: WEP2 N 1 fail FailPickup2: WEP2 N 1 WEP2 N 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor TMPDrop : TMPPickup { States { Spawn: WEP2 N 3500 WEP2 N 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEP2 N 0 WEP2 N 0 A_JumpIfInventory("Steyr TMP",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEP2 N 0 A_JumpIfInventory("Steyr TMP Ex Mags",1,"AmmoPickup") WEP2 N 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEP2 N 0 ACS_ExecuteWithResult(618,40,0,0) stop } } actor HHCBTMP : HHBulletCoop { damage (16) Speed 300 States { Spawn: TNT1 A 20 stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } //from d_dropsp actor TMPPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("TMPDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } }//Fake weapons, spawn into real weapons. actor USP45PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("USP45Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor 44MagnumPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("44MagnumDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor FAMASPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("FAMASDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor FALPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("FALDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor SPASPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("SPASDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor AA12PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("AA12Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor UMP45PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("UMP45Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor VectorPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("VectorDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor MiniUziPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("MiniUziDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor P90PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("P90Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor ThumperPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("ThumperDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor ACRPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("ACRDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor AT4PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("AT4Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor InterventionPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("InterventionDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor BarrettPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("BarrettDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor MG4PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("MG4Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor G18PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("G18Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor PP2000PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("PP2000Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor SCARHPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("SCARHDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor M4A1PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("M4A1Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor RangerPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("RangerDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor F2000PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("F2000Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor TARPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("TARDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor MP5PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("MP5Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor M93RPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("M93RDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor M16PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("M16Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor AK47PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("AK47Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor StrikerPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("StrikerDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor AUGHBARPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("AUGHBARDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor WA2000PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("WA2000Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor M9PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("M9Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor DeaglePickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("DeagleDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor M1014PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("M1014Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor M240PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("M240Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor L86PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("L86Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor RPGPickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("RPGDrop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor M1887PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("M1887Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor M14PickupSpawn { +NOCLIP +NOBLOCKMAP Radius 1 Height 1 States { Spawn: TNT1 A 175 TNT1 A 0 A_PlayWeaponSound("misc/spawn") TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) TNT1 A 0 A_SpawnItemEx("M14Drop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } }actor GrenadeAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 2 inventory.maxamount 2 ammo.backpackamount 2 ammo.backpackmaxamount 4 inventory.pickupmessage "Picked up some grenades!" States { Spawn: CLIP A -1 Stop } } actor FamasAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 13 inventory.maxamount 125 ammo.backpackamount 25 ammo.backpackmaxamount 225 inventory.pickupmessage "Picked up some FAMAS-F1 rounds!" States { Spawn: CLIP A -1 Stop } } actor FALAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 10 inventory.maxamount 100 ammo.backpackamount 20 ammo.backpackmaxamount 160 inventory.pickupmessage "Picked up some FAL rounds!" States { Spawn: CLIP A -1 Stop } } actor ACRAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 150 ammo.backpackamount 30 ammo.backpackmaxamount 240 inventory.pickupmessage "Picked up some ACR rounds!" States { Spawn: CLIP A -1 Stop } } actor P90Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 25 inventory.maxamount 200 ammo.backpackamount 50 ammo.backpackmaxamount 350 inventory.pickupmessage "Picked up some P90 rounds!" States { Spawn: CLIP A -1 Stop } } actor UMP45Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 13 inventory.maxamount 125 ammo.backpackamount 25 ammo.backpackmaxamount 225 inventory.pickupmessage "Picked up some UMP45 rounds!" States { Spawn: CLIP A -1 Stop } } actor MiniUziAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 16 inventory.maxamount 160 ammo.backpackamount 32 ammo.backpackmaxamount 256 inventory.pickupmessage "Picked up some Mini-UZI rounds!" States { Spawn: CLIP A -1 Stop } } actor VectorAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 150 ammo.backpackamount 30 ammo.backpackmaxamount 240 inventory.pickupmessage "Picked up some Vector rounds!" States { Spawn: CLIP A -1 Stop } } actor InterventionAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 7 inventory.maxamount 35 ammo.backpackamount 12 ammo.backpackmaxamount 56 inventory.pickupmessage "Picked up some Intervention rounds!" States { Spawn: CLIP A -1 Stop } } actor BarrettAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 5 inventory.maxamount 30 ammo.backpackamount 10 ammo.backpackmaxamount 60 inventory.pickupmessage "Picked up some Barrett rounds!" States { Spawn: CLIP A -1 Stop } } actor WA2000Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 6 inventory.maxamount 42 ammo.backpackamount 12 ammo.backpackmaxamount 66 inventory.pickupmessage "Picked up some WA 2000 rounds!" States { Spawn: CLIP A -1 Stop } } actor M14Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 5 inventory.maxamount 40 ammo.backpackamount 10 ammo.backpackmaxamount 70 inventory.pickupmessage "Picked up some M14 rounds!" States { Spawn: CLIP A -1 Stop } } actor USP45Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 6 inventory.maxamount 60 ammo.backpackamount 12 ammo.backpackmaxamount 96 inventory.pickupmessage "Picked up some USP45 rounds!" States { Spawn: CLIP A -1 Stop } } actor 44MagnumAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 3 inventory.maxamount 30 ammo.backpackamount 6 ammo.backpackmaxamount 48 inventory.pickupmessage "Picked up some .44 Magnum rounds!" States { Spawn: CLIP A -1 Stop } } actor M9Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 8 inventory.maxamount 75 ammo.backpackamount 15 ammo.backpackmaxamount 120 inventory.pickupmessage "Picked up some M9 rounds!" States { Spawn: CLIP A -1 Stop } } actor DeagleAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 4 inventory.maxamount 35 ammo.backpackamount 7 ammo.backpackmaxamount 56 inventory.pickupmessage "Picked up some Desert Eagle rounds!" States { Spawn: CLIP A -1 Stop } } actor SPAS12Ammo : Ammo { inventory.icon "SHELA0" inventory.amount 4 inventory.maxamount 24 ammo.backpackamount 8 ammo.backpackmaxamount 48 inventory.pickupmessage "Picked up some SPAS-12 shells!" States { Spawn: SHEL A -1 Stop } } actor AA12Ammo : Ammo { inventory.icon "SHELA0" inventory.amount 6 inventory.maxamount 36 ammo.backpackamount 12 ammo.backpackmaxamount 68 inventory.pickupmessage "Picked up some AA-12 shells!" States { Spawn: SHEL A -1 Stop } } actor RangerAmmo : Ammo { inventory.icon "SHELA0" inventory.amount 6 inventory.maxamount 24 ammo.backpackamount 12 ammo.backpackmaxamount 48 inventory.pickupmessage "Picked up some Ranger shells!" States { Spawn: SHEL A -1 Stop } } actor StrikerAmmo : Ammo { inventory.icon "SHELA0" inventory.amount 6 inventory.maxamount 32 ammo.backpackamount 12 ammo.backpackmaxamount 64 inventory.pickupmessage "Picked up some Striker shells!" States { Spawn: SHEL A -1 Stop } } actor M1014Ammo : Ammo { inventory.icon "SHELA0" inventory.amount 5 inventory.maxamount 28 ammo.backpackamount 10 ammo.backpackmaxamount 56 inventory.pickupmessage "Picked up some M1014 shells!" States { Spawn: SHEL A -1 Stop } } actor M1887Ammo : Ammo { inventory.icon "SHELA0" inventory.amount 4 inventory.maxamount 28 ammo.backpackamount 7 ammo.backpackmaxamount 49 inventory.pickupmessage "Picked up some Model 1887 shells!" States { Spawn: SHEL A -1 Stop } } actor MG4Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 50 inventory.maxamount 200 ammo.backpackamount 100 ammo.backpackmaxamount 300 inventory.pickupmessage "Picked up some MG4 rounds!" States { Spawn: CLIP A -1 Stop } } actor AUGHBARAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 36 inventory.maxamount 210 ammo.backpackamount 72 ammo.backpackmaxamount 336 inventory.pickupmessage "Picked up some AUG HBAR rounds!" States { Spawn: CLIP A -1 Stop } } actor M240Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 50 inventory.maxamount 200 ammo.backpackamount 100 ammo.backpackmaxamount 300 inventory.pickupmessage "Picked up some M240 rounds!" States { Spawn: CLIP A -1 Stop } } actor RPDAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 50 inventory.maxamount 200 ammo.backpackamount 100 ammo.backpackmaxamount 300 inventory.pickupmessage "Picked up some RPD rounds!" States { Spawn: CLIP A -1 Stop } } actor L86Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 42 inventory.maxamount 252 ammo.backpackamount 84 ammo.backpackmaxamount 378 inventory.pickupmessage "Picked up some L86 rounds!" States { Spawn: CLIP A -1 Stop } } actor G18Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 16 inventory.maxamount 99 ammo.backpackamount 33 ammo.backpackmaxamount 165 inventory.pickupmessage "Picked up some Glock 18 rounds!" States { Spawn: CLIP A -1 Stop } } actor PP2000Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 10 inventory.maxamount 60 ammo.backpackamount 20 ammo.backpackmaxamount 100 inventory.pickupmessage "Picked up some PP-2000 rounds!" States { Spawn: CLIP A -1 Stop } } actor SCARHAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 10 inventory.maxamount 120 ammo.backpackamount 20 ammo.backpackmaxamount 180 inventory.pickupmessage "Picked up some SCAR-H rounds!" States { Spawn: CLIP A -1 Stop } } actor M4A1Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 150 ammo.backpackamount 30 ammo.backpackmaxamount 240 inventory.pickupmessage "Picked up some M4A1 rounds!" States { Spawn: CLIP A -1 Stop } } actor F2000Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 150 ammo.backpackamount 30 ammo.backpackmaxamount 240 inventory.pickupmessage "Picked up some F2000 rounds!" States { Spawn: CLIP A -1 Stop } } actor TARAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 150 ammo.backpackamount 30 ammo.backpackmaxamount 240 inventory.pickupmessage "Picked up some TAR-21 rounds!" States { Spawn: CLIP A -1 Stop } } actor MP5Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 150 ammo.backpackamount 30 ammo.backpackmaxamount 240 inventory.pickupmessage "Picked up some MP5K rounds!" States { Spawn: CLIP A -1 Stop } } actor TMPAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 140 ammo.backpackamount 30 ammo.backpackmaxamount 220 inventory.pickupmessage "Picked up some TMP rounds!" States { Spawn: CLIP A -1 Stop } } actor M93RAmmo : Ammo { inventory.icon "CLIPA0" inventory.amount 10 inventory.maxamount 60 ammo.backpackamount 20 ammo.backpackmaxamount 100 inventory.pickupmessage "Picked up some M93 Raffica rounds!" States { Spawn: CLIP A -1 Stop } } actor M16Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 150 ammo.backpackamount 30 ammo.backpackmaxamount 240 inventory.pickupmessage "Picked up some M16A4 rounds!" States { Spawn: CLIP A -1 Stop } } actor AK47Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 15 inventory.maxamount 120 ammo.backpackamount 30 ammo.backpackmaxamount 210 inventory.pickupmessage "Picked up some AK47 rounds!" States { Spawn: CLIP A -1 Stop } } //Assault Rifle ammo pickup actor AssaultRifleAmmo : CustomInventory { inventory.pickupmessage "Picked up some AR mags!" inventory.pickupsound "cursor/select" +INVENTORY.AUTOACTIVATE scale 0.8 States { Spawn: AMMO A -1 stop Pickup: BKPK A 0 A_JumpIfInventory("Perk1_Scavenger",1,"PickupScav") BKPK A 0 A_GiveInventory("FamasAmmo",15) BKPK A 0 A_GiveInventory("FALAmmo",10) BKPK A 0 A_GiveInventory("ACRAmmo",15) BKPK A 0 A_GiveInventory("M4A1Ammo",15) BKPK A 0 A_GiveInventory("SCARHAmmo",11) BKPK A 0 A_GiveInventory("F2000Ammo",15) BKPK A 0 A_GiveInventory("TARAmmo",15) BKPK A 0 A_GiveInventory("M16Ammo",15) BKPK A 0 A_GiveInventory("AK47Ammo",13) stop PickupScav: BKPK A 0 A_GiveInventory("FamasAmmo",22) BKPK A 0 A_GiveInventory("FALAmmo",15) BKPK A 0 A_GiveInventory("ACRAmmo",22) BKPK A 0 A_GiveInventory("M4A1Ammo",22) BKPK A 0 A_GiveInventory("SCARHAmmo",17) BKPK A 0 A_GiveInventory("F2000Ammo",22) BKPK A 0 A_GiveInventory("TARAmmo",22) BKPK A 0 A_GiveInventory("M16Ammo",22) BKPK A 0 A_GiveInventory("AK47Ammo",19) BKPK A 0 A_JumpIfInventory("Perk1_Scavenger_PRO",1,"PickupScavPro") stop PickupScavPro: BKPK A 0 A_GiveInventory("MP5Ammo",4) BKPK A 0 A_GiveInventory("TMPAmmo",4) BKPK A 0 A_GiveInventory("MiniUziAmmo",4) BKPK A 0 A_GiveInventory("UMP45Ammo",3) BKPK A 0 A_GiveInventory("VectorAmmo",4) BKPK A 0 A_GiveInventory("P90Ammo",6) BKPK A 0 A_GiveInventory("AA12Ammo",2) BKPK A 0 A_GiveInventory("RangerAmmo",1) BKPK A 0 A_GiveInventory("SPAS12Ammo",1) BKPK A 0 A_GiveInventory("StrikerAmmo",2) BKPK A 0 A_GiveInventory("M1014Ammo",2) BKPK A 0 A_GiveInventory("M1887Ammo",1) BKPK A 0 A_GiveInventory("USP45Ammo",2) BKPK A 0 A_GiveInventory("44MagnumAmmo",2) BKPK A 0 A_GiveInventory("DeagleAmmo",2) BKPK A 0 A_GiveInventory("M9Ammo",3) BKPK A 0 A_GiveInventory("G18Ammo",5) BKPK A 0 A_GiveInventory("PP2000Ammo",4) BKPK A 0 A_GiveInventory("M93RAmmo",4) BKPK A 0 A_GiveInventory("MG4Ammo",10) BKPK A 0 A_GiveInventory("AUGHBARAmmo",6) BKPK A 0 A_GiveInventory("M240Ammo",10) BKPK A 0 A_GiveInventory("RPDAmmo",10) BKPK A 0 A_GiveInventory("L86Ammo",8) BKPK A 0 A_GiveInventory("InterventionAmmo",1) BKPK A 0 A_GiveInventory("BarrettAmmo",2) BKPK A 0 A_GiveInventory("WA2000Ammo",1) BKPK A 0 A_GiveInventory("M14Ammo",2) stop } } //SMG ammo pickup actor SMGAmmo : CustomInventory { inventory.pickupmessage "Picked up some SMG mags!" inventory.pickupsound "cursor/select" +INVENTORY.AUTOACTIVATE scale 0.8 States { Spawn: AMMO B -1 stop Pickup: BKPK A 0 A_JumpIfInventory("Perk1_Scavenger",1,"PickupScav") BKPK A 0 A_GiveInventory("MP5Ammo",15) BKPK A 0 A_GiveInventory("TMPAmmo",15) BKPK A 0 A_GiveInventory("MiniUziAmmo",16) BKPK A 0 A_GiveInventory("UMP45Ammo",13) BKPK A 0 A_GiveInventory("VectorAmmo",15) BKPK A 0 A_GiveInventory("P90Ammo",25) stop PickupScav: BKPK A 0 A_GiveInventory("MP5Ammo",22) BKPK A 0 A_GiveInventory("TMPAmmo",22) BKPK A 0 A_GiveInventory("MiniUziAmmo",24) BKPK A 0 A_GiveInventory("UMP45Ammo",20) BKPK A 0 A_GiveInventory("VectorAmmo",22) BKPK A 0 A_GiveInventory("P90Ammo",37) BKPK A 0 A_JumpIfInventory("Perk1_Scavenger_PRO",1,"PickupScavPro") stop PickupScavPro: BKPK A 0 A_GiveInventory("AA12Ammo",2) BKPK A 0 A_GiveInventory("RangerAmmo",1) BKPK A 0 A_GiveInventory("SPAS12Ammo",1) BKPK A 0 A_GiveInventory("StrikerAmmo",2) BKPK A 0 A_GiveInventory("M1014Ammo",2) BKPK A 0 A_GiveInventory("M1887Ammo",1) BKPK A 0 A_GiveInventory("USP45Ammo",2) BKPK A 0 A_GiveInventory("44MagnumAmmo",2) BKPK A 0 A_GiveInventory("DeagleAmmo",2) BKPK A 0 A_GiveInventory("M9Ammo",3) BKPK A 0 A_GiveInventory("G18Ammo",5) BKPK A 0 A_GiveInventory("PP2000Ammo",4) BKPK A 0 A_GiveInventory("M93RAmmo",4) BKPK A 0 A_GiveInventory("MG4Ammo",10) BKPK A 0 A_GiveInventory("AUGHBARAmmo",6) BKPK A 0 A_GiveInventory("M240Ammo",10) BKPK A 0 A_GiveInventory("RPDAmmo",10) BKPK A 0 A_GiveInventory("L86Ammo",8) BKPK A 0 A_GiveInventory("FamasAmmo",4) BKPK A 0 A_GiveInventory("FALAmmo",3) BKPK A 0 A_GiveInventory("ACRAmmo",4) BKPK A 0 A_GiveInventory("M4A1Ammo",4) BKPK A 0 A_GiveInventory("SCARHAmmo",3) BKPK A 0 A_GiveInventory("F2000Ammo",4) BKPK A 0 A_GiveInventory("TARAmmo",4) BKPK A 0 A_GiveInventory("M16Ammo",4) BKPK A 0 A_GiveInventory("AK47Ammo",3) BKPK A 0 A_GiveInventory("InterventionAmmo",1) BKPK A 0 A_GiveInventory("BarrettAmmo",2) BKPK A 0 A_GiveInventory("WA2000Ammo",1) BKPK A 0 A_GiveInventory("M14Ammo",2) stop } } //Shell ammo pickup actor ShotgunAmmo : CustomInventory { inventory.pickupmessage "Picked up some Shotgun shells!" inventory.pickupsound "cursor/select" +INVENTORY.AUTOACTIVATE scale 0.8 States { Spawn: SBOX A -1 stop Pickup: BKPK A 0 A_JumpIfInventory("Perk1_Scavenger",1,"PickupScav") BKPK A 0 A_GiveInventory("AA12Ammo",6) BKPK A 0 A_GiveInventory("RangerAmmo",4) BKPK A 0 A_GiveInventory("SPAS12Ammo",4) BKPK A 0 A_GiveInventory("StrikerAmmo",6) BKPK A 0 A_GiveInventory("M1014Ammo",5) BKPK A 0 A_GiveInventory("M1887Ammo",4) stop PickupScav: BKPK A 0 A_GiveInventory("AA12Ammo",9) BKPK A 0 A_GiveInventory("RangerAmmo",6) BKPK A 0 A_GiveInventory("SPAS12Ammo",6) BKPK A 0 A_GiveInventory("StrikerAmmo",8) BKPK A 0 A_GiveInventory("M1014Ammo",7) BKPK A 0 A_GiveInventory("M1887Ammo",6) BKPK A 0 A_JumpIfInventory("Perk1_Scavenger_PRO",1,"PickupScavPro") stop PickupScavPro: BKPK A 0 A_GiveInventory("MP5Ammo",4) BKPK A 0 A_GiveInventory("TMPAmmo",4) BKPK A 0 A_GiveInventory("MiniUziAmmo",4) BKPK A 0 A_GiveInventory("UMP45Ammo",3) BKPK A 0 A_GiveInventory("VectorAmmo",4) BKPK A 0 A_GiveInventory("P90Ammo",6) BKPK A 0 A_GiveInventory("USP45Ammo",2) BKPK A 0 A_GiveInventory("44MagnumAmmo",2) BKPK A 0 A_GiveInventory("DeagleAmmo",2) BKPK A 0 A_GiveInventory("M9Ammo",3) BKPK A 0 A_GiveInventory("G18Ammo",5) BKPK A 0 A_GiveInventory("PP2000Ammo",4) BKPK A 0 A_GiveInventory("M93RAmmo",4) BKPK A 0 A_GiveInventory("MG4Ammo",10) BKPK A 0 A_GiveInventory("AUGHBARAmmo",6) BKPK A 0 A_GiveInventory("M240Ammo",10) BKPK A 0 A_GiveInventory("RPDAmmo",10) BKPK A 0 A_GiveInventory("L86Ammo",8) BKPK A 0 A_GiveInventory("FamasAmmo",4) BKPK A 0 A_GiveInventory("FALAmmo",3) BKPK A 0 A_GiveInventory("ACRAmmo",4) BKPK A 0 A_GiveInventory("M4A1Ammo",4) BKPK A 0 A_GiveInventory("SCARHAmmo",3) BKPK A 0 A_GiveInventory("F2000Ammo",4) BKPK A 0 A_GiveInventory("TARAmmo",4) BKPK A 0 A_GiveInventory("M16Ammo",4) BKPK A 0 A_GiveInventory("AK47Ammo",3) BKPK A 0 A_GiveInventory("InterventionAmmo",1) BKPK A 0 A_GiveInventory("BarrettAmmo",2) BKPK A 0 A_GiveInventory("WA2000Ammo",1) BKPK A 0 A_GiveInventory("M14Ammo",2) stop } } //Handgun ammo pickup actor HandgunAmmo : CustomInventory { inventory.pickupmessage "Picked up some Handgun rounds!" inventory.pickupsound "cursor/select" +INVENTORY.AUTOACTIVATE scale 0.6 States { Spawn: AMMO D -1 stop Pickup: BKPK A 0 A_JumpIfInventory("Perk1_Scavenger",1,"PickupScav") BKPK A 0 A_GiveInventory("USP45Ammo",6) BKPK A 0 A_GiveInventory("44MagnumAmmo",3) BKPK A 0 A_GiveInventory("DeagleAmmo",4) BKPK A 0 A_GiveInventory("M9Ammo",8) BKPK A 0 A_GiveInventory("G18Ammo",16) BKPK A 0 A_GiveInventory("PP2000Ammo",10) BKPK A 0 A_GiveInventory("M93RAmmo",10) stop PickupScav: BKPK A 0 A_GiveInventory("USP45Ammo",9) BKPK A 0 A_GiveInventory("44MagnumAmmo",4) BKPK A 0 A_GiveInventory("DeagleAmmo",5) BKPK A 0 A_GiveInventory("M9Ammo",12) BKPK A 0 A_GiveInventory("G18Ammo",24) BKPK A 0 A_GiveInventory("PP2000Ammo",15) BKPK A 0 A_GiveInventory("M93RAmmo",15) BKPK A 0 A_JumpIfInventory("Perk1_Scavenger_PRO",1,"PickupScavPro") stop PickupScavPro: BKPK A 0 A_GiveInventory("MP5Ammo",2) BKPK A 0 A_GiveInventory("TMPAmmo",2) BKPK A 0 A_GiveInventory("MiniUziAmmo",2) BKPK A 0 A_GiveInventory("UMP45Ammo",2) BKPK A 0 A_GiveInventory("VectorAmmo",2) BKPK A 0 A_GiveInventory("P90Ammo",3) BKPK A 0 A_GiveInventory("AA12Ammo",1) BKPK A 0 A_GiveInventory("RangerAmmo",1) BKPK A 0 A_GiveInventory("SPAS12Ammo",1) BKPK A 0 A_GiveInventory("StrikerAmmo",1) BKPK A 0 A_GiveInventory("M1014Ammo",1) BKPK A 0 A_GiveInventory("M1887Ammo",1) BKPK A 0 A_GiveInventory("MG4Ammo",5) BKPK A 0 A_GiveInventory("AUGHBARAmmo",3) BKPK A 0 A_GiveInventory("M240Ammo",5) BKPK A 0 A_GiveInventory("RPDAmmo",5) BKPK A 0 A_GiveInventory("L86Ammo",4) BKPK A 0 A_GiveInventory("FamasAmmo",2) BKPK A 0 A_GiveInventory("FALAmmo",1) BKPK A 0 A_GiveInventory("ACRAmmo",2) BKPK A 0 A_GiveInventory("M4A1Ammo",2) BKPK A 0 A_GiveInventory("SCARHAmmo",2) BKPK A 0 A_GiveInventory("F2000Ammo",2) BKPK A 0 A_GiveInventory("TARAmmo",2) BKPK A 0 A_GiveInventory("M16Ammo",2) BKPK A 0 A_GiveInventory("AK47Ammo",2) BKPK A 0 A_GiveInventory("InterventionAmmo",1) BKPK A 0 A_GiveInventory("BarrettAmmo",2) BKPK A 0 A_GiveInventory("WA2000Ammo",1) BKPK A 0 A_GiveInventory("M14Ammo",2) stop } } //Sniper ammo pickup actor SniperAmmo : CustomInventory { inventory.pickupmessage "Picked up some Sniper rounds!" inventory.pickupsound "cursor/select" +INVENTORY.AUTOACTIVATE scale 0.8 States { Spawn: AMMO C -1 stop Pickup: BKPK A 0 A_JumpIfInventory("Perk1_Scavenger",1,"PickupScav") BKPK A 0 A_GiveInventory("InterventionAmmo",7) BKPK A 0 A_GiveInventory("BarrettAmmo",10) BKPK A 0 A_GiveInventory("WA2000Ammo",6) BKPK A 0 A_GiveInventory("M14Ammo",10) stop PickupScav: BKPK A 0 A_GiveInventory("InterventionAmmo",10) BKPK A 0 A_GiveInventory("BarrettAmmo",15) BKPK A 0 A_GiveInventory("WA2000Ammo",9) BKPK A 0 A_GiveInventory("M14Ammo",15) BKPK A 0 A_JumpIfInventory("Perk1_Scavenger_PRO",1,"PickupScavPro") stop PickupScavPro: BKPK A 0 A_GiveInventory("MP5Ammo",4) BKPK A 0 A_GiveInventory("TMPAmmo",4) BKPK A 0 A_GiveInventory("MiniUziAmmo",4) BKPK A 0 A_GiveInventory("UMP45Ammo",3) BKPK A 0 A_GiveInventory("VectorAmmo",4) BKPK A 0 A_GiveInventory("P90Ammo",6) BKPK A 0 A_GiveInventory("AA12Ammo",2) BKPK A 0 A_GiveInventory("RangerAmmo",1) BKPK A 0 A_GiveInventory("SPAS12Ammo",1) BKPK A 0 A_GiveInventory("StrikerAmmo",2) BKPK A 0 A_GiveInventory("M1014Ammo",2) BKPK A 0 A_GiveInventory("M1887Ammo",1) BKPK A 0 A_GiveInventory("USP45Ammo",2) BKPK A 0 A_GiveInventory("44MagnumAmmo",2) BKPK A 0 A_GiveInventory("DeagleAmmo",2) BKPK A 0 A_GiveInventory("M9Ammo",3) BKPK A 0 A_GiveInventory("G18Ammo",5) BKPK A 0 A_GiveInventory("PP2000Ammo",4) BKPK A 0 A_GiveInventory("M93RAmmo",4) BKPK A 0 A_GiveInventory("MG4Ammo",10) BKPK A 0 A_GiveInventory("AUGHBARAmmo",6) BKPK A 0 A_GiveInventory("M240Ammo",10) BKPK A 0 A_GiveInventory("RPDAmmo",10) BKPK A 0 A_GiveInventory("L86Ammo",8) BKPK A 0 A_GiveInventory("FamasAmmo",4) BKPK A 0 A_GiveInventory("FALAmmo",3) BKPK A 0 A_GiveInventory("ACRAmmo",4) BKPK A 0 A_GiveInventory("M4A1Ammo",4) BKPK A 0 A_GiveInventory("SCARHAmmo",3) BKPK A 0 A_GiveInventory("F2000Ammo",4) BKPK A 0 A_GiveInventory("TARAmmo",4) BKPK A 0 A_GiveInventory("M16Ammo",4) BKPK A 0 A_GiveInventory("AK47Ammo",3) stop } } //Explosive ammo pickup actor ExplosiveAmmo : CustomInventory { inventory.pickupmessage "Picked up some Explosives!" inventory.pickupsound "weapon/draw1" +INVENTORY.AUTOACTIVATE scale 0.65 States { Spawn: BROK A -1 stop Pickup: BKPK A 0 A_JumpIfInventory("Perk1_Scavenger_PRO",1,"PickupScav") BKPK A 0 A_GiveInventory("GrenadeAmmo",1) BKPK A 0 A_GiveInventory("M203Ammo",1) BKPK A 0 A_GiveInventory("ThumperAmmo",1) BKPK A 0 A_GiveInventory("AT4Ammo",1) BKPK A 0 A_GiveInventory("RPGAmmo",1) BKPK A 0 A_GiveInventory("InterventionAmmo",4) BKPK A 0 A_GiveInventory("BarrettAmmo",5) BKPK A 0 A_GiveInventory("WA2000Ammo",3) BKPK A 0 A_GiveInventory("M14Ammo",5) stop PickupScav: BKPK A 0 A_GiveInventory("GrenadeAmmo",2) BKPK A 0 A_GiveInventory("M203Ammo",2) BKPK A 0 A_GiveInventory("ThumperAmmo",2) BKPK A 0 A_GiveInventory("AT4Ammo",2) BKPK A 0 A_GiveInventory("RPGAmmo",2) BKPK A 0 A_GiveInventory("InterventionAmmo",7) BKPK A 0 A_GiveInventory("BarrettAmmo",10) BKPK A 0 A_GiveInventory("WA2000Ammo",6) BKPK A 0 A_GiveInventory("M14Ammo",10) stop } } //LMG ammo pickup actor LMGAmmo : CustomInventory { inventory.pickupmessage "Picked up some LMG rounds!" inventory.pickupsound "g2/bolt" +INVENTORY.AUTOACTIVATE scale 1.0 States { Spawn: AMMO E -1 stop Pickup: BKPK A 0 A_JumpIfInventory("Perk1_Scavenger",1,"PickupScav") BKPK A 0 A_GiveInventory("MG4Ammo",50) BKPK A 0 A_GiveInventory("AUGHBARAmmo",36) BKPK A 0 A_GiveInventory("M240Ammo",50) BKPK A 0 A_GiveInventory("RPDAmmo",50) BKPK A 0 A_GiveInventory("L86Ammo",42) stop PickupScav: BKPK A 0 A_GiveInventory("MG4Ammo",75) BKPK A 0 A_GiveInventory("AUGHBARAmmo",54) BKPK A 0 A_GiveInventory("M240Ammo",75) BKPK A 0 A_GiveInventory("RPDAmmo",75) BKPK A 0 A_GiveInventory("L86Ammo",63) BKPK A 0 A_JumpIfInventory("Perk1_Scavenger_PRO",1,"PickupScavPro") stop PickupScavPro: BKPK A 0 A_GiveInventory("MP5Ammo",4) BKPK A 0 A_GiveInventory("TMPAmmo",4) BKPK A 0 A_GiveInventory("MiniUziAmmo",4) BKPK A 0 A_GiveInventory("UMP45Ammo",3) BKPK A 0 A_GiveInventory("VectorAmmo",4) BKPK A 0 A_GiveInventory("P90Ammo",6) BKPK A 0 A_GiveInventory("AA12Ammo",2) BKPK A 0 A_GiveInventory("RangerAmmo",1) BKPK A 0 A_GiveInventory("SPAS12Ammo",1) BKPK A 0 A_GiveInventory("StrikerAmmo",2) BKPK A 0 A_GiveInventory("M1014Ammo",2) BKPK A 0 A_GiveInventory("M1887Ammo",1) BKPK A 0 A_GiveInventory("USP45Ammo",2) BKPK A 0 A_GiveInventory("44MagnumAmmo",2) BKPK A 0 A_GiveInventory("DeagleAmmo",2) BKPK A 0 A_GiveInventory("M9Ammo",3) BKPK A 0 A_GiveInventory("G18Ammo",5) BKPK A 0 A_GiveInventory("PP2000Ammo",4) BKPK A 0 A_GiveInventory("M93RAmmo",4) BKPK A 0 A_GiveInventory("FamasAmmo",4) BKPK A 0 A_GiveInventory("FALAmmo",3) BKPK A 0 A_GiveInventory("ACRAmmo",4) BKPK A 0 A_GiveInventory("M4A1Ammo",4) BKPK A 0 A_GiveInventory("SCARHAmmo",3) BKPK A 0 A_GiveInventory("F2000Ammo",4) BKPK A 0 A_GiveInventory("TARAmmo",4) BKPK A 0 A_GiveInventory("M16Ammo",4) BKPK A 0 A_GiveInventory("AK47Ammo",3) BKPK A 0 A_GiveInventory("InterventionAmmo",1) BKPK A 0 A_GiveInventory("BarrettAmmo",2) BKPK A 0 A_GiveInventory("WA2000Ammo",1) BKPK A 0 A_GiveInventory("M14Ammo",2) stop } }actor GunAmmoSpawner : RandomSpawner { DropItem "AssaultRifleAmmo", 255, 6 DropItem "SMGAmmo", 255, 4 DropItem "ShotgunAmmo", 255, 4 DropItem "SniperAmmo", 255, 2 DropItem "ExplosiveAmmo" DropItem "HandgunAmmo", 255, 2 DropItem "LMGAmmo", 255, 2 } actor HeavyAmmoSpawner : RandomSpawner { DropItem "AssaultRifleAmmo" DropItem "SMGAmmo", 255, 2 DropItem "ShotgunAmmo", 255, 2 DropItem "SniperAmmo" DropItem "HandgunAmmo" } actor LauncherAmmoSpawner : RandomSpawner { DropItem "AssaultRifleAmmo", 255, 2 DropItem "LMGAmmo", 255, 2 DropItem "ExplosiveAmmo" DropItem "SniperAmmo", 255, 2 } actor RareAmmoSpawner : RandomSpawner { DropItem "LMGAmmo" DropItem "ExplosiveAmmo", 255, 3 DropItem "SniperAmmo" } actor GunAmmoSpawner1 : HeavyAmmoSpawner replaces Clip {} actor GunAmmoSpawner2 : GunAmmoSpawner replaces ClipBox {} actor GunAmmoSpawner3 : HeavyAmmoSpawner replaces Shell {} actor GunAmmoSpawner4 : GunAmmoSpawner replaces ShellBox {} actor GunAmmoSpawner5 : RareAmmoSpawner replaces RocketAmmo {} actor GunAmmoSpawner6 : RareAmmoSpawner replaces RocketBox {} actor GunAmmoSpawner7 : LauncherAmmoSpawner replaces Cell {} actor GunAmmoSpawner8 : LauncherAmmoSpawner replaces CellPack {} actor GunSpawner : RandomSpawner { DropItem "TacticalInsertionPickup" } actor GunSpawner1 : GunSpawner replaces Chainsaw { DropItem "USP45Pickup" DropItem "44MagnumPickup" DropItem "G18Pickup" DropItem "PP2000Pickup" DropItem "M93RPickup" DropItem "DeaglePickup" DropItem "M9Pickup" } actor GunSpawner2 : GunSpawner1 replaces Pistol{ } actor GunSpawner3 : GunSpawner replaces Shotgun{ DropItem "SPASPickup" DropItem "AA12Pickup" DropItem "RangerPickup" DropItem "StrikerPickup" DropItem "M1014Pickup" DropItem "M1887Pickup" DropItem "UMP45Pickup" DropItem "VectorPickup" DropItem "MiniUziPickup" DropItem "P90Pickup" DropItem "MP5Pickup" DropItem "TMPPickup" //DropItem "USP45Pickup" //DropItem "44MagnumPickup" //DropItem "G18Pickup" //DropItem "PP2000Pickup" //DropItem "M93RPickup" //DropItem "DeaglePickup" //DropItem "M9Pickup" } actor GunSpawner4 : GunSpawner replaces SuperShotgun{ DropItem "ACRPickup" DropItem "SCARHPickup" DropItem "M4A1Pickup" DropItem "F2000Pickup" DropItem "TARPickup" DropItem "SPASPickup" DropItem "AA12Pickup" DropItem "RangerPickup" DropItem "StrikerPickup" DropItem "M1014Pickup" DropItem "M1887Pickup" DropItem "UMP45Pickup" DropItem "VectorPickup" DropItem "MiniUziPickup" DropItem "P90Pickup" DropItem "MP5Pickup" DropItem "TMPPickup" } actor GunSpawner5 : GunSpawner replaces Chaingun{ DropItem "FAMASPickup" DropItem "FALPickup" DropItem "ACRPickup" DropItem "SCARHPickup" DropItem "M4A1Pickup" DropItem "F2000Pickup" DropItem "TARPickup" DropItem "M16Pickup" DropItem "AK47Pickup" DropItem "SPASPickup" DropItem "AA12Pickup" DropItem "RangerPickup" DropItem "StrikerPickup" DropItem "M1014Pickup" DropItem "M1887Pickup" DropItem "UMP45Pickup" DropItem "VectorPickup" DropItem "MiniUziPickup" DropItem "P90Pickup" DropItem "MP5Pickup" DropItem "TMPPickup" } actor GunSpawner7 : GunSpawner replaces RocketLauncher{ //DropItem "AUGHBARPickup" //DropItem "MG4Pickup" //DropItem "M240Pickup" //DropItem "L86Pickup" DropItem "ThumperPickup", 255, 2 DropItem "AT4Pickup", 255, 3 DropItem "RPGPickup", 255, 3 } actor GunSpawner9 : GunSpawner replaces PlasmaRifle{ DropItem "FAMASPickup", 255, 3 DropItem "FALPickup", 255, 3 DropItem "M16Pickup", 255, 3 DropItem "AK47Pickup", 255, 3 DropItem "InterventionPickup" DropItem "BarrettPickup" DropItem "WA2000Pickup" DropItem "M14Pickup" } actor GunSpawner11 : GunSpawner replaces BFG9000{ DropItem "AUGHBARPickup" DropItem "MG4Pickup" DropItem "M240Pickup" DropItem "L86Pickup" DropItem "RPDPickup" //DropItem "InterventionPickup" //DropItem "BarrettPickup" //DropItem "WA2000Pickup" //DropItem "M14Pickup" //DropItem "ThumperPickup" //DropItem "AT4Pickup" //DropItem "RPGPickup" } actor HealthBonus_2 : HealthBonus replaces HealthBonus { +RANDOMIZE Scale 0.7 Inventory.Pickupsound "pickup/healthbonus" Inventory.Amount 2 States { Spawn: BON5 ABCDCB 6 loop } } actor HealthBonus_3 : HealthBonus { Scale 1.1 +INVENTORY.QUIET States { Spawn: BON1 ABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCB 6 BON1 ABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCB 6 BON1 ABCDCB 6 BON1 A 0 A_FadeOut (0.05) goto Spawn+120 } } actor ArmorBonus_2 : ArmorBonus replaces ArmorBonus { +RANDOMIZE inventory.pickupsound "pickup/armorbonus" Armor.SaveAmount 2 States { Spawn: BON2 ABCDCB 6 loop } } actor GreenArmor_2 : GreenArmor replaces GreenArmor { inventory.pickupsound "pickup/armor" } actor BlueArmor_2 : BlueArmor replaces BlueArmor { inventory.pickupsound "pickup/armor" } actor Backpack_2 : Backpack replaces Backpack { inventory.pickupsound "pickup/backpack" } actor RadSuit_2 : RadSuit replaces RadSuit { inventory.pickupsound "pickup/armor" } actor InvulSphere : InvulnerabilitySphere replaces InvulnerabilitySphere { Inventory.RespawnTics 2100 powerup.color GoldMap } actor Soulsphere2 : Soulsphere replaces Soulsphere { Inventory.Amount 100 Inventory.MaxAmount 300 } actor Soulsphere3 : Soulsphere2 { Inventory.Amount 100 Inventory.MaxAmount 300 States { Spawn: SOUL ABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCB 6 SOUL ABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCBABCDCB 6 SOUL ABCDCBABCDCB 6 SOUL A 0 A_FadeOut (0.05) goto Spawn+120 } } ACTOR Megasphere2 : Megasphere replaces Megasphere { States { Spawn: MEGA ABCD 6 BRIGHT Loop Pickup: TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1) TNT1 A 0 A_GiveInventory("MegasphereHealth2", 1) Stop } } ACTOR MegasphereHealth2 : MegasphereHealth replaces MegasphereHealth { Inventory.Amount 300 Inventory.MaxAmount 300 } actor HandgunSpawner : RandomSpawner { DropItem "HandgunAmmo" 255 10 DropItem "SMGAmmo" 255 5 DropItem "USP45Drop" 200 3 DropItem "MagnumDrop" 200 2 } actor ShotgunSpawner : RandomSpawner { DropItem "ShotgunAmmo" 255 10 DropItem "SPASDrop" 200 2 DropItem "AA12Drop" 200 1 } actor ARSpawner : RandomSpawner { DropItem "ACRDrop" DropItem "SCARHDrop" DropItem "M4A1Drop" DropItem "F2000Drop" DropItem "TARDrop" } actor SniperSpawner : RandomSpawner { DropItem "InterventionDrop" DropItem "BarrettDrop" DropItem "WA2000Drop" DropItem "M14Drop" } actor LauncherSpawner : RandomSpawner { DropItem "ThumperDrop" DropItem "AT4Drop" DropItem "RPGDrop" } actor MachineGunSpawner : RandomSpawner { DropItem "AUGHBARDrop" DropItem "MG4Drop" DropItem "M240Drop" DropItem "L86Drop" DropItem "RPDDrop" } actor SniperRifleSpawner : RandomSpawner { DropItem "SniperAmmo" 255 10 DropItem "InterventionDrop" 210 3 DropItem "BarrettDrop" 210 2 }Actor RGAMonster { +DONTHURTSPECIES DamageFactor "Bullet", 1.2 DamageFactor "Shotgun", 1.0 DamageFactor "Dragon", 1.2 DamageFactor "Rifle", 1.4 DamageFactor "Sniper", 1.6 DamageFactor "Knife", 2.15 DamageFactor "LMG", 1.7 DamageFactor "BigPistol", 1.9 DamageFactor "Cybermissile", 3.0 DamageFactor "Explosion", 1.6 DamageFactor "Stun", 1.6 DamageFactor "Stun2", 1.6 DamageFactor "Stun3", 1.6 DamageFactor "BarrelBoom", 3.0 DamageFactor "Step", 10.0 Species "Monsters" } actor ResurrectionFire { renderstyle Add alpha 0.75 +NOCLIP +NOINTERACTION +FORCEXYBILLBOARD +CLIENTSIDEONLY scale 0.65 states { Spawn: FIER A 1 BRIGHT FIER BAB 1 BRIGHT FIER C 1 BRIGHT FIER BCBCDCDCDEDED 1 BRIGHT FIER E 1 BRIGHT FIER FEFEFGHGHGH 1 BRIGHT stop } } actor ZombieMan_Spawner : RandomSpawner replaces ZombieMan { +ISMONSTER DropItem "ZombieMan_2", 255, 3 DropItem "ZombieMan_3", 255, 3 DropItem "ZombieMan_4", 255, 2 DropItem "ZombieMan_5", 255, 2 DropItem "ZombieMan_6", 255, 2 DropItem "DrDude", 255, 2 DropItem "DrDude2", 255, 2 } actor ShotgunGuy_Spawner : RandomSpawner replaces ShotgunGuy { +ISMONSTER DropItem "ShotgunGuy_2", 255, 6 DropItem "ShotgunGuy_3", 255, 1 DropItem "ShotgunGuy_4", 255, 1 DropItem "SuperShotgunGuy_2", 255, 3 } actor ChaingunGuy_Spawner : RandomSpawner replaces ChaingunGuy { +ISMONSTER DropItem "ChaingunGuy_2", 255, 5 DropItem "ChaingunGuy_3", 255, 5 DropItem "DoubleChaingunGuy_2", 255, 3 DropItem "DoubleChaingunGuy_3", 255, 3 DropItem "GrenadeGuy_2", 255, 3 } actor DoomImp_Spawner : RandomSpawner replaces DoomImp { +ISMONSTER DropItem "DoomImp_2", 255, 13 DropItem "DarkImp_2", 255, 8 DropItem "ImpBoy", 255, 6 } actor Demon_Spawner : RandomSpawner replaces Demon { +ISMONSTER DropItem "Demon_2", 255, 9 DropItem "BloodDemon_2", 255, 5 DropItem "StoneDemon", 255, 2 } actor Spectre_Spawner : RandomSpawner replaces Spectre { +ISMONSTER DropItem "Spectre_2", 255, 9 DropItem "SpectreBlood", 255, 5 DropItem "SpectreStone", 255, 2 } actor LostSoul_Spawner : RandomSpawner replaces LostSoul { +ISMONSTER DropItem "LostSoul_2", 255, 8 DropItem "KamikazeSoul", 255, 3 } actor PainElemental_Spawner : RandomSpawner replaces PainElemental { +ISMONSTER DropItem "PainElemental_2", 255, 8 DropItem "KamikazePainElemental", 255, 3 } actor Revenant_Spawner : RandomSpawner replaces Revenant { +ISMONSTER DropItem "Revenant_2", 255, 17 DropItem "GoldRevenant", 255, 8 DropItem "GreenRevenant", 255, 2 DropItem "GreenRevenant2", 255, 2 DropItem "GreenRevenant3", 255, 2 } actor HellKnight_Spawner : RandomSpawner replaces HellKnight { +ISMONSTER DropItem "HellKnight_2", 255, 3 DropItem "SpectreHellKnight", 255, 1 DropItem "StoneKnight", 255, 1 } actor Cacodemon_Spawner : RandomSpawner replaces Cacodemon { +ISMONSTER DropItem "Cacodemon_2", 255, 17 DropItem "Cacolantern_2", 255, 7 DropItem "BlueCacodemon", 255, 5 } actor DeadMarine_REF : DeadMarine { } actor DeadPlayer_Spawner : RandomSpawner replaces DeadMarine { +ISMONSTER DropItem "DeadMarine_REF", 255, 3 DropItem "ZombieMarine" } actor GibbedMarine_REF : GibbedMarine { } actor GibbedMarineExtra_REF : GibbedMarineExtra { } actor DeadPlayer2_Spawner : RandomSpawner replaces GibbedMarine { +ISMONSTER DropItem "GibbedMarine_REF", 255, 5 DropItem "ZombieMarine2" DropItem "GibbedChainGunguy" } actor DeadPlayer3_Spawner : RandomSpawner replaces GibbedMarineExtra { +ISMONSTER DropItem "GibbedMarineExtra_REF", 255, 5 DropItem "ZombieMarine2" DropItem "GibbedChainGunguy" } actor Gibs_REF : Gibs { } actor RaisingChaingunGuy_Spawner : RandomSpawner replaces Gibs { +ISMONSTER DropItem "Gibs_REF", 255, 52 DropItem "RaisingChaingunGuy", 255, 5 DropItem "RaisingChaingunGuy_3", 255, 5 DropItem "RaisingDoubleChainGuy", 255, 3 DropItem "RaisingDoubleChainGuy_3", 255, 3 DropItem "RaisingGrenadeGuy", 255, 3 } actor BaronOfHell_Spawner : RandomSpawner replaces BaronOfHell { +ISMONSTER DropItem "BaronOfHell_2", 255, 5 DropItem "Belphegor_2", 255, 2 DropItem "Cybruiser", 255, 1 } actor Fatso_Spawner : RandomSpawner replaces Fatso { +ISMONSTER DropItem "Fatso_2", 255, 36 DropItem "Hectebus_2", 255, 19 DropItem "Acubus", 255, 9 } actor Archvile_Spawner : RandomSpawner replaces Archvile { +ISMONSTER DropItem "Archvile_2", 255, 5 DropItem "DarkArchvile", 255, 2 } actor Arachnotron_Spawner : RandomSpawner replaces Arachnotron { +ISMONSTER DropItem "Arachnotron_2", 255, 7 DropItem "SpectreArachnotron", 255, 3 DropItem "Arachnobaron", 255, 2 } actor Cyberdemon_Spawner : RandomSpawner replaces Cyberdemon { +ISMONSTER DropItem "Cyberdemon_2", 255, 5 DropItem "Cyberlord", 255, 2 } actor SpiderMastermind_Spawner : RandomSpawner replaces SpiderMastermind { +ISMONSTER DropItem "SpiderMastermind_2", 255, 5 DropItem "CyberMastermind", 255, 2 } actor WolfensteinSS_Spawner : RandomSpawner replaces WolfensteinSS { +ISMONSTER DropItem "SpaceNazi", 255, 5 DropItem "UziGuy", 255, 2 } actor ZombieStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(2,16,0) stop } } actor DemonStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(2,26,0) stop } } actor GoatStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(3,20,0) stop } } actor FatStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(4,44,0) stop } } actor ArachStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(4,60,0) stop } } actor SpiderStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(20,96,0) stop } } actor CyberStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(25,38,0) stop } } actor LastStandHP : Inventory { inventory.amount 0 inventory.maxamount 50 } actor CyberXP : CustomInventory { inventory.maxamount 9999 +ALWAYSPICKUP states { Spawn: TNT1 A 5 stop Pickup: TNT1 A 5 ACS_ExecuteAlways(627,0,random(20,25),0,0) stop } } actor CyberXP2 : CustomInventory { inventory.maxamount 9999 +ALWAYSPICKUP states { Spawn: TNT1 A 5 stop Pickup: TNT1 A 5 ACS_ExecuteAlways(627,0,random(40,50),0,0) stop } }actor ZombieMan_2 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("u45/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(45, 4.6, 1, 9, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 5 POS2 E 0 A_Jump(160,"See") goto MissileBlind+1 Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("u45/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 9, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("u45/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 9, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(128,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("u45/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 9, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("USP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("USP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("USP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand2alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("USP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_3 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(5, 4.6, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 5 POS2 E 0 A_Jump(128,"See") goto MissileBlind+1 Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("M9Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("M9Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("M9Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand3alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("M9Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_4 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +MISSILEMORE +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 1 POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 1 POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 6 goto See Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25, 2.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25, 2.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25, 2.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 6 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("M93RDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("M93RDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("M93RDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand4",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand4alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("M93RDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_5 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.5, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 2 POS2 E 0 A_Jump(116,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(47, 5.5, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 2 POS2 E 0 A_Jump(116,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(49, 6.5, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 6 goto See Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(23.5, 2.8, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(24.5, 3.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25.5, 3.8, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(26.5, 4.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(27.5, 4.8, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 6 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("PP2000Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("PP2000Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("PP2000Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand5",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand5alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("PP2000Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_6 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.5, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 1 POS2 E 0 A_Jump(128,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(47, 6.5, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 1 POS2 E 0 A_Jump(129,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(49, 8.5, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 6 goto See Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(23.5, 2.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(24.5, 3.3, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25.5, 3.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(26.5, 4.3, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(27.5, 4.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 6 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("G18Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("G18Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("G18Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand6",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand6alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("G18Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_LastStand2 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "u45/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE -SOLID DropItem "USP45Drop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(216,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(144,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_2") stop } } actor ZombieMan_LastStand2alt : ZombieMan_LastStand2 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor ZombieMan_LastStand3 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "m93r/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE -SOLID DropItem "M9Drop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_3") stop } } actor ZombieMan_LastStand3alt : ZombieMan_LastStand3 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor ZombieMan_LastStand4 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "m93r/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE +MISSILEEVENMORE -SOLID DropItem "M93RDrop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 2 BRIGHT A_CustomBulletAttack(13, 4, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 1 LST2 B 2 BRIGHT A_CustomBulletAttack(13, 4, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 1 LST2 B 2 BRIGHT A_CustomBulletAttack(13, 4, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_4") stop } } actor ZombieMan_LastStand4alt : ZombieMan_LastStand4 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor ZombieMan_LastStand5 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "pp2000/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE -SOLID DropItem "PP2000Drop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 2 BRIGHT A_CustomBulletAttack(15, 6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 2 LST2 A 0 A_Jump(132,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(19, 8, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 2 LST2 A 0 A_Jump(132,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(23, 10, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(7.5, 3, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(8.5, 3.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(9.5, 4, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(10.5, 4.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(11.5, 5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(12.5, 5.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_5") stop } } actor ZombieMan_LastStand5alt : ZombieMan_LastStand5 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor ZombieMan_LastStand6 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "g18/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE -SOLID DropItem "G18Drop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 2 BRIGHT A_CustomBulletAttack(17, 6, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 1 LST2 A 0 A_Jump(144,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(21, 8, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 1 LST2 A 0 A_Jump(144,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(25, 10, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(8.5, 3, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(9.5, 3.5, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(10.5, 4, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(11.5, 4.5, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(12.5, 5, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(13.5, 5.5, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_6") stop } } actor ZombieMan_LastStand6alt : ZombieMan_LastStand6 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor DrDude : RGAMonster { obituary "%o was capped by a scientist." hitobituary "%o was given brain surgery by a scientist." health 70 radius 20 height 56 mass 100 speed 7 painchance 175 painchance "Dragon", 88 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "heavy/sight" painsound "grunt/pain" deathsound "heavy/death" activesound "heavy/active" MONSTER +FLOORCLIP Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239" Scale 1.12 states { Spawn: DRDO A 0 DRDO A 0 Thing_SetSpecial(0,226,613,0,random(6,12)) Idle: DRDO A 10 A_Look Loop See2: DRDO F 2 See: DRDO A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") DRDO A 0 A_JumpIfCloser(2048,2) DRDO A 0 A_Jump(240,1) goto SeeFar DRDO AABBCCDDAABBCCDD 3 A_Chase DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: DRDO A 0 A_Jump(160,2) DRDO A 0 A_JumpIfCloser(1536,"See") DRDO AAB 2 A_Chase("Melee","") DRDO B 2 A_Chase DRDO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) DRDO CCD 2 A_Chase("Melee","") DRDO D 2 A_Chase DRDO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) DRDO AAB 2 A_Chase("Melee","") DRDO B 2 A_Chase DRDO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) DRDO CCD 2 A_Chase("Melee","") DRDO D 2 A_Chase DRDO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: DRDO A 0 A_Jump(160,"SeeBlind2","MissileBlind") DRDO AAB 3 A_Wander DRDO B 0 A_Jump(192,2) DRDO B 0 A_Pain DRDO B 3 A_Wander DRDO A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 DRDO CCDD 3 A_Wander DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: DRDO A 0 A_Jump(256,1,2,3) DRDO AAA 3 DRDO A 0 A_Jump(192,2) DRDO A 0 A_Pain DRDO A 3 DRDO A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 DRDO A 0 A_Jump(256,1,2,3,4) DRDO AAAA 3 goto See MissileBlind: DRDO EF 10 DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(21, 7, 1, 13, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) DRDO F 6 DRDO F 0 A_Jump(192,"See") goto MissileBlind+2 Missile: DRDO EF 10 A_FaceTarget DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(10.5, 3.5, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 6 A_FaceTarget DRDO F 0 A_Jump(168,"See2") DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(10.5, 3.5, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 8 goto See Melee: DRDO EF 5 A_FaceTarget DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(9, 3, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 4 A_FaceTarget DRDO F 0 A_Jump(152,"See2") DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(9, 3, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 8 goto See Pain.Stun3: DRDO H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: DRDO H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: DRDO H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: DRDO H 3 DRDO H 3 A_Pain goto See Death: DRDO I 0 DRDO I 5 A_Jump(48,"Death2") DRDO J 5 A_Scream DRDO J 0 A_SpawnItemEx("44MagnumDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death.Knife: DRDO I 5 DRDO J 5 DRDO J 0 A_SpawnItemEx("44MagnumDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO L 0 A_PlaySound("body/splats") DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death.BarrelBoom: Death.Explosion: DRDO I 5 A_JumpIfHealthLower(-70, "XDeath") DRDO J 5 A_Scream DRDO J 0 A_SpawnItemEx("44MagnumDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death2: DRDO I 5 DRDO J 5 A_Pain DRDO K 5 A_NoBlocking DRDO LM 5 DRDO N 15 TNT1 A 10 A_SpawnItemEx("DrDude_LastStand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop XDeath: POSS O 7 POSS P 7 A_XScream POSS P 0 A_SpawnItemEx("44MagnumDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) POSS P 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) POSS Q 7 A_NoBlocking POSS RST 6 POSS U -1 stop Raise: DRDO NMLKJI 5 goto See } } actor DrDude2 : RGAMonster { obituary "%o was capped by a scientist." hitobituary "%o was given brain surgery by a scientist." health 70 radius 20 height 56 mass 100 speed 7 painchance 175 painchance "Dragon", 88 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "heavy/sight" painsound "grunt/pain" deathsound "heavy/death" activesound "heavy/active" MONSTER +FLOORCLIP Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239" Scale 1.12 states { Spawn: DRDO A 0 DRDO A 0 Thing_SetSpecial(0,226,613,0,random(6,12)) Idle: DRDO A 10 A_Look Loop See2: DRDO F 4 See: DRDO A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") DRDO A 0 A_JumpIfCloser(2048,2) DRDO A 0 A_Jump(240,1) goto SeeFar DRDO AABBCCDDAABBCCDD 3 A_Chase DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: DRDO A 0 A_Jump(160,2) DRDO A 0 A_JumpIfCloser(1536,"See") DRDO AAB 2 A_Chase("Melee","") DRDO B 2 A_Chase DRDO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) DRDO CCD 2 A_Chase("Melee","") DRDO D 2 A_Chase DRDO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) DRDO AAB 2 A_Chase("Melee","") DRDO B 2 A_Chase DRDO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) DRDO CCD 2 A_Chase("Melee","") DRDO D 2 A_Chase DRDO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: DRDO A 0 A_Jump(160,"SeeBlind2","MissileBlind") DRDO AAB 3 A_Wander DRDO B 0 A_Jump(192,2) DRDO B 0 A_Pain DRDO B 3 A_Wander DRDO A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 DRDO CCDD 3 A_Wander DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: DRDO A 0 A_Jump(256,1,2,3) DRDO AAA 3 DRDO A 0 A_Jump(192,2) DRDO A 0 A_Pain DRDO A 3 DRDO A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 DRDO A 0 A_Jump(256,1,2,3,4) DRDO AAAA 3 goto See MissileBlind: DRDO EF 8 DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(27, 9, 1, 11, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) DRDO F 5 DRDO F 0 A_Jump(192,"See") goto MissileBlind+2 Missile: DRDO EF 8 A_FaceTarget DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(13.5, 4.5, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 4 A_FaceTarget DRDO F 0 A_Jump(168,"See2") DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(13.5, 4.5, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 8 goto See Melee: DRDO EF 4 A_FaceTarget DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(12, 4, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 4 A_FaceTarget DRDO F 0 A_Jump(152,"See2") DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(12, 4, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 8 goto See Pain.Stun3: DRDO H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: DRDO H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: DRDO H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: DRDO H 3 DRDO H 3 A_Pain goto See Death: DRDO I 0 DRDO I 5 A_Jump(48,"Death2") DRDO J 5 A_Scream DRDO J 0 A_SpawnItemEx("DeagleDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death.Knife: DRDO I 5 DRDO J 5 DRDO J 0 A_SpawnItemEx("DeagleDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO L 0 A_PlaySound("body/splats") DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death.BarrelBoom: Death.Explosion: DRDO I 5 A_JumpIfHealthLower(-70, "XDeath") DRDO J 5 A_Scream DRDO J 0 A_SpawnItemEx("DeagleDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death2: DRDO I 5 DRDO J 5 A_Pain DRDO K 5 A_NoBlocking DRDO LM 5 DRDO N 15 TNT1 A 10 A_SpawnItemEx("DrDude2_LastStand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop XDeath: POSS O 7 POSS P 7 A_XScream POSS P 0 A_SpawnItemEx("DeagleDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) POSS P 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) POSS Q 7 A_NoBlocking POSS RST 6 POSS U -1 stop Raise: DRDO NMLKJI 5 goto See } } actor DrDude_LastStand : RGAMonster { obituary "%o was killed by a last stand scientist!" health 45 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 175 painchance "Dragon", 88 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "44magnum/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP Scale 1.12 -SOLID DropItem "44MagnumDrop" 48 DropItem "HandgunAmmo" 120 states { Spawn: LST5 A 6 A_Look LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 A 6 A_Look loop See2: LST5 A 2 See: LST5 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST5 AA 3 A_Chase LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 AA 3 A_Chase loop SeeBlind: LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 3 A_Jump(32,"MissileBlind") goto See Die: LST5 A 0 A_Die goto Death MissileBlind: LST5 AA 10 LST5 B 8 BRIGHT A_CustomBulletAttack(13, 2, 1, 13, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST5 A 8 goto See Missile: LST5 AA 10 A_FaceTarget LST5 B 8 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) LST5 A 6 A_FaceTarget LST5 A 0 A_Jump(160,"See2") LST5 B 8 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) LST5 A 8 goto See Pain.Stun3: LST5 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST5 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST5 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST5 A 3 LST5 A 3 A_Pain goto See Death: LST5 A 5 A_Scream DRDO M 5 A_NoBlocking DRDO NN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: DRDO N 1 DRDO NMLKJI 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("DrDude",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) stop } } actor DrDude2_LastStand : RGAMonster { obituary "%o was killed by a last stand scientist!" health 45 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 175 painchance "Dragon", 88 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "deagle/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE Scale 1.12 -SOLID DropItem "DeagleDrop" 48 DropItem "HandgunAmmo" 120 states { Spawn: LST5 A 6 A_Look LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 A 6 A_Look loop See2: LST5 A 4 See: LST5 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST5 AA 3 A_Chase LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 AA 3 A_Chase loop SeeBlind: LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 3 A_Jump(32,"MissileBlind") goto See Die: LST5 A 0 A_Die goto Death MissileBlind: LST5 AA 8 LST5 B 8 BRIGHT A_CustomBulletAttack(14, 3, 1, 11, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST5 A 8 goto See Missile: LST5 AA 8 A_FaceTarget LST5 B 8 BRIGHT A_CustomBulletAttack(7, 1.5, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) LST5 A 4 A_FaceTarget LST5 A 0 A_Jump(160,"See2") LST5 B 8 BRIGHT A_CustomBulletAttack(7, 1.5, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) LST5 A 8 goto See Pain.Stun3: LST5 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST5 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST5 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST5 A 3 LST5 A 3 A_Pain goto See Death: LST5 A 5 A_Scream DRDO M 5 A_NoBlocking DRDO NN 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: DRDO N 1 DRDO NMLKJI 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("DrDude2",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) stop } } actor ShotgunGuy_2 : RGAMonster { obituary "%o was shot by a sergeant." health 75 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: SPOS A 0 SPOS A 0 Thing_SetSpecial(0,226,613,0,random(6,12)) Idle: SPOS A 10 A_Look Loop See: SPOS A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") SPOS A 0 A_JumpIfCloser(2048,2) SPOS A 0 A_Jump(240,1) goto SeeFar SPOS AABBCCDDAABBCCDD 3 A_Chase SPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: SPOS A 0 A_Jump(160,2) SPOS A 0 A_JumpIfCloser(1536,"See") SPOS AAB 2 A_Chase("Melee","") SPOS B 2 A_Chase SPOS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) SPOS CCD 2 A_Chase("Melee","") SPOS D 2 A_Chase SPOS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) SPOS AAB 2 A_Chase("Melee","") SPOS B 2 A_Chase SPOS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) SPOS CCD 2 A_Chase("Melee","") SPOS D 2 A_Chase SPOS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) SPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: SPOS A 0 A_Jump(160,"SeeBlind2","MissileBlind") SPOS AAB 3 A_Wander SPOS B 0 A_Jump(192,2) SPOS B 0 A_Pain SPOS B 3 A_Wander SPOS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 SPOS CCDD 3 A_Wander SPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: SPOS A 0 A_Jump(256,1,2,3) SPOS AAA 3 SPOS A 0 A_Jump(192,2) SPOS A 0 A_Pain SPOS A 3 SPOS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 SPOS A 0 A_Jump(256,1,2,3,4) SPOS AAAA 3 goto See MissileBlind: SPOS E 6 SPOS F 0 BRIGHT A_PlayWeaponSound("spas/fire") SPOS F 10 BRIGHT A_CustomBulletAttack(45, 4.6, 5, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) SPOS E 10 goto See Melee: Missile: SPOS E 6 A_FaceTarget SPOS F 0 BRIGHT A_PlayWeaponSound("spas/fire") SPOS F 10 BRIGHT A_CustomBulletAttack(22.5, 2.3, 5, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) SPOS E 10 goto See Pain.Stun3: SPOS G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: SPOS G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: SPOS G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: SPOS G 3 SPOS G 3 A_Pain goto See Death: SPOS H 0 SPOS H 5 A_Jump(48,"Death2","Death3") SPOS I 5 A_Scream SPOS I 0 A_SpawnItemEx("SPASDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,205) SPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) SPOS J 5 A_NoBlocking SPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop Death.Knife: SPOS H 5 SPOS I 5 SPOS I 0 A_SpawnItemEx("SPASDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,205) SPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) SPOS J 5 A_NoBlocking SPOS J 0 A_PlaySound("body/splats") SPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop Death.BarrelBoom: Death.Explosion: SPOS H 5 A_JumpIfHealthLower(-70, "XDeath") SPOS I 5 A_Scream SPOS I 0 A_SpawnItemEx("SPASDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,205) SPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) SPOS J 5 A_NoBlocking SPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop Death2: SPOS H 5 SPOS I 5 A_Pain SPOS J 5 A_NoBlocking SPOS K 5 SPOS L 15 TNT1 A 10 A_SpawnItemEx("ShotgunGuy_LastStand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death3: SPOS H 5 SPOS I 5 A_Pain SPOS J 5 A_NoBlocking SPOS K 5 SPOS L 15 TNT1 A 10 A_SpawnItemEx("ShotgunGuy_LastStand2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: SPOS M 5 SPOS N 5 A_XScream SPOS N 0 A_SpawnItemEx("SPASDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,205) SPOS N 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) SPOS O 5 A_NoBlocking SPOS PQRST 5 SPOS U -1 stop Raise: SPOS LKJIH 5 goto See } } actor ShotgunGuy_3 : RGAMonster { obituary "%o was hosed by a lieutenant." health 85 GibHealth 80 radius 20 height 56 mass 100 speed 8 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" Translation "128:141=105:111", "142:143=5:6", "144:149=108:111", "150:151=5:6", "152:157=107:111", "158:159=5:6", "112:123=107:111", "124:127=5:6", "1:2=5:6", "73:76=108:111", "77:79=5:7", "236:239=5:6", "20:47=30:47" MONSTER +FLOORCLIP +MISSILEMORE states { Spawn: POSS A 0 POSS A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: POSS A 10 A_Look Loop See2: POSS E 5 See: POSS A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POSS A 0 A_JumpIfCloser(2048,2) POSS A 0 A_Jump(240,1) goto SeeFar POSS AABBCCDDAABBCCDD 3 A_Chase POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POSS A 0 A_Jump(160,2) POSS A 0 A_JumpIfCloser(1536,"See") POSS AAB 2 A_Chase("Melee","") POSS B 2 A_Chase POSS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POSS CCD 2 A_Chase("Melee","") POSS D 2 A_Chase POSS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POSS AAB 2 A_Chase("Melee","") POSS B 2 A_Chase POSS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POSS CCD 2 A_Chase("Melee","") POSS D 2 A_Chase POSS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POSS A 0 A_Jump(160,"SeeBlind2","MissileBlind") POSS AAB 3 A_Wander POSS B 0 A_Jump(192,2) POSS B 0 A_Pain POSS B 3 A_Wander POSS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POSS CCDD 3 A_Wander POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POSS A 0 A_Jump(256,1,2,3) POSS AAA 3 POSS A 0 A_Jump(192,2) POSS A 0 A_Pain POSS A 3 POSS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POSS A 0 A_Jump(256,1,2,3,4) POSS AAAA 3 goto See MissileBlind: POSS E 8 POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(35.0, 3.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 1 POSS E 0 A_Jump(48,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(35.0, 3.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 1 POSS E 0 A_Jump(96,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(35.0, 3.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 1 POSS E 0 A_Jump(144,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(35.0, 3.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 6 goto See Melee: Missile: POSS E 8 A_FaceTarget POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(32,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(64,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(96,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(128,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(160,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(192,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(224,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 2 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 6 goto See Pain.Stun3: POSS G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POSS G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POSS G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POSS G 3 POSS G 3 A_Pain goto See Death: POSS H 0 POSS H 5 A_Jump(48,"Death2") POSS I 5 A_Scream POSS I 0 A_SpawnItemEx("VectorDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death.Knife: POSS H 5 POSS I 5 POSS I 0 A_SpawnItemEx("VectorDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS J 0 A_PlaySound("body/splats") POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death.BarrelBoom: Death.Explosion: POSS H 5 A_JumpIfHealthLower(-80, "XDeath") POSS I 5 A_Scream POSS I 0 A_SpawnItemEx("VectorDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death2: POSS H 5 POSS I 5 A_Pain POSS J 5 A_NoBlocking POSS K 5 POSS L 15 TNT1 A 10 A_SpawnItemEx("ShotgunGuy_LastStand3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("VectorDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS N 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POSS KJIH 5 goto See } } actor ShotgunGuy_4 : RGAMonster { obituary "%o was hosed by a lieutenant." health 85 GibHealth 80 radius 20 height 56 mass 100 speed 8 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" Translation "128:141=105:111", "142:143=5:6", "144:149=108:111", "150:151=5:6", "152:157=107:111", "158:159=5:6", "112:123=107:111", "124:127=5:6", "1:2=5:6", "73:76=108:111", "77:79=5:7", "236:239=5:6", "20:47=30:47" MONSTER +FLOORCLIP +MISSILEMORE states { Spawn: POSS A 0 POSS A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: POSS A 10 A_Look Loop See2: POSS E 5 See: POSS A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POSS A 0 A_JumpIfCloser(2048,2) POSS A 0 A_Jump(240,1) goto SeeFar POSS AABBCCDDAABBCCDD 3 A_Chase POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POSS A 0 A_Jump(160,2) POSS A 0 A_JumpIfCloser(1536,"See") POSS AAB 2 A_Chase("Melee","") POSS B 2 A_Chase POSS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POSS CCD 2 A_Chase("Melee","") POSS D 2 A_Chase POSS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POSS AAB 2 A_Chase("Melee","") POSS B 2 A_Chase POSS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POSS CCD 2 A_Chase("Melee","") POSS D 2 A_Chase POSS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POSS A 0 A_Jump(160,"SeeBlind2","MissileBlind") POSS AAB 3 A_Wander POSS B 0 A_Jump(192,2) POSS B 0 A_Pain POSS B 3 A_Wander POSS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POSS CCDD 3 A_Wander POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POSS A 0 A_Jump(256,1,2,3) POSS AAA 3 POSS A 0 A_Jump(192,2) POSS A 0 A_Pain POSS A 3 POSS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POSS A 0 A_Jump(256,1,2,3,4) POSS AAAA 3 goto See MissileBlind: POSS E 8 POSS F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") POSS F 1 BRIGHT A_CustomBulletAttack(30.0, 3.2, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 1 POSS E 0 A_Jump(48,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") POSS F 1 BRIGHT A_CustomBulletAttack(30.0, 3.2, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 1 POSS E 0 A_Jump(96,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") POSS F 1 BRIGHT A_CustomBulletAttack(30.0, 3.2, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 6 goto See Melee: Missile: POSS E 8 A_FaceTarget POSS F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") POSS F 1 BRIGHT A_CustomBulletAttack(15.0, 1.6, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(32,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") POSS F 1 BRIGHT A_CustomBulletAttack(15.0, 1.6, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(64,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") POSS F 1 BRIGHT A_CustomBulletAttack(15.0, 1.6, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(96,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") POSS F 1 BRIGHT A_CustomBulletAttack(15.0, 1.6, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(128,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") POSS F 1 BRIGHT A_CustomBulletAttack(15.0, 1.6, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 6 goto See Pain.Stun3: POSS G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POSS G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POSS G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POSS G 3 POSS G 3 A_Pain goto See Death: POSS H 0 POSS H 5 A_Jump(48,"Death2") POSS I 5 A_Scream POSS I 0 A_SpawnItemEx("TMPDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death.Knife: POSS H 5 POSS I 5 POSS I 0 A_SpawnItemEx("TMPDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS J 0 A_PlaySound("body/splats") POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death.BarrelBoom: Death.Explosion: POSS H 5 A_JumpIfHealthLower(-80, "XDeath") POSS I 5 A_Scream POSS I 0 A_SpawnItemEx("TMPDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death2: POSS H 5 POSS I 5 A_Pain POSS J 5 A_NoBlocking POSS K 5 POSS L 15 TNT1 A 10 A_SpawnItemEx("ShotgunGuy_LastStand4",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("TMPDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS N 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POSS KJIH 5 goto See } } actor ShotgunGuy_LastStand : RGAMonster { obituary "%o was shot by a last stand sergeant!" health 40 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "u45/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "AA12Drop" 72 DropItem "ShotgunAmmo" 128 states { Spawn: LST3 A 6 A_Look LST3 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST3 A 0 A_GiveInventory("LastStandHP",1) LST3 A 6 A_Look loop See: LST3 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST3 AA 3 A_Chase LST3 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST3 A 0 A_GiveInventory("LastStandHP",1) LST3 AA 3 A_Chase loop Die: LST3 A 0 A_Die goto Death SeeBlind: LST3 A 3 A_Jump(32,"MissileBlind") LST3 A 3 A_Jump(32,"MissileBlind") LST3 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST3 A 0 A_GiveInventory("LastStandHP",1) LST3 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST3 A 3 A_Jump(32,"MissileBlind") LST3 A 3 A_Jump(32,"MissileBlind") goto See MissileBlind: LST3 A 8 LST3 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST3 A 5 LST3 A 0 A_Jump(168,"See") LST3 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST3 A 5 LST3 A 0 A_Jump(216,"See") LST3 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST3 A 6 goto See Missile: LST3 A 8 A_FaceTarget LST3 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST3 A 5 A_FaceTarget LST3 A 0 A_Jump(112,"See") LST3 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST3 A 5 A_FaceTarget LST3 A 0 A_Jump(144,"See") LST3 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST3 A 6 goto See Pain.Stun3: LST3 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST3 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST3 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST3 A 3 LST3 A 3 A_Pain goto See Death: LST3 A 5 A_Scream SPOS K 5 A_NoBlocking SPOS LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop XDeath: SPOS R 5 SPOS S 5 A_XScream SPOS T 5 A_NoBlocking SPOS U -1 stop Raise: SPOS K 1 SPOS KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ShotgunGuy_2") stop } } actor ShotgunGuy_LastStand2 : RGAMonster { obituary "%o was shot by a last stand sergeant!" health 40 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "aa12/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "AA12Drop" 72 DropItem "ShotgunAmmo" 128 states { Spawn: LST4 A 6 A_Look LST4 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST4 A 0 A_GiveInventory("LastStandHP",1) LST4 A 6 A_Look loop See: LST4 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST4 AA 3 A_Chase LST4 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST4 A 0 A_GiveInventory("LastStandHP",1) LST4 AA 3 A_Chase loop Die: LST4 A 0 A_Die goto Death SeeBlind: LST4 A 3 A_Jump(32,"MissileBlind") LST4 A 3 A_Jump(32,"MissileBlind") LST4 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST4 A 0 A_GiveInventory("LastStandHP",1) LST4 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST4 A 3 A_Jump(32,"MissileBlind") LST4 A 3 A_Jump(32,"MissileBlind") goto See MissileBlind: LST4 A 8 LST4 B 10 BRIGHT A_CustomBulletAttack(45, 4.6, 4, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST4 A 8 goto See Missile: LST4 A 8 A_FaceTarget LST4 B 10 BRIGHT A_CustomBulletAttack(22.5, 2.3, 4, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) LST4 A 8 goto See Pain.Stun3: LST4 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST4 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST4 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST4 A 3 LST4 A 3 A_Pain goto See Death: LST4 A 5 A_Scream SPOS K 5 A_NoBlocking SPOS LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop XDeath: SPOS R 5 SPOS S 5 A_XScream SPOS T 5 A_NoBlocking SPOS U -1 stop Raise: SPOS K 1 SPOS KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ShotgunGuy_2") stop } } actor ShotgunGuy_LastStand3 : RGAMonster { obituary "%o was shot by a last stand lieutenant!" health 50 Gibhealth 65 radius 20 height 32 mass 200 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "u45/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID Translation "128:141=105:111", "142:143=5:6", "144:149=108:111", "150:151=5:6", "152:157=107:111", "158:159=5:6", "112:123=107:111", "124:127=5:6", "1:2=5:6", "73:76=108:111", "77:79=5:7", "236:239=5:6", "20:47=30:47" dropitem "VectorDrop" 32 dropitem "SMGAmmo" 96 states { Spawn: LST2 A 6 A_Look LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop Die: LST2 A 0 A_Die goto Death SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See MissileBlind: LST2 A 8 LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(216,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(144,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST2 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST2 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST2 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST2 A 3 LST2 A 3 A_Pain goto See Death: LST2 A 5 A_Scream POSS K 5 A_NoBlocking POSS LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POSS K 1 POSS KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ShotgunGuy_3") stop } } actor ShotgunGuy_LastStand4 : RGAMonster { obituary "%o was shot by a last stand lieutenant!" health 50 Gibhealth 65 radius 20 height 32 mass 200 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "u45/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID Translation "128:141=105:111", "142:143=5:6", "144:149=108:111", "150:151=5:6", "152:157=107:111", "158:159=5:6", "112:123=107:111", "124:127=5:6", "1:2=5:6", "73:76=108:111", "77:79=5:7", "236:239=5:6", "20:47=30:47" dropitem "TMPDrop" 32 dropitem "SMGAmmo" 96 states { Spawn: LST2 A 6 A_Look LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop Die: LST2 A 0 A_Die goto Death SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See MissileBlind: LST2 A 8 LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(216,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(144,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST2 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST2 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST2 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST2 A 3 LST2 A 3 A_Pain goto See Death: LST2 A 5 A_Scream POSS K 5 A_NoBlocking POSS LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POSS K 1 POSS KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ShotgunGuy_4") stop } } actor SuperShotgunGuy_2 : RGAMonster { obituary "%o was jacked by a captain." scale 0.9 health 120 GibHealth 100 radius 20 height 56 mass 110 speed 4 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "heavy/sight" painsound "grunt/pain" deathsound "heavy/death" activesound "heavy/active" MONSTER +FLOORCLIP States { Spawn: GPOS A 0 GPOS A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: GPOS A 10 A_Look Loop See2: GPOS DDDD 2 A_Chase("","") See: GPOS A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") GPOS A 2 A_Chase GPOS AA 2 A_Chase("Melee","") GPOS AB 2 A_Chase GPOS BB 2 A_Chase("Melee","") GPOS BC 2 A_Chase GPOS CC 2 A_Chase("Melee","") GPOS CD 2 A_Chase GPOS DD 2 A_Chase("Melee","") GPOS DA 2 A_Chase GPOS AA 2 A_Chase("Melee","") GPOS AB 2 A_Chase GPOS BB 2 A_Chase("Melee","") GPOS BC 2 A_Chase GPOS CC 2 A_Chase("Melee","") GPOS CD 2 A_Chase GPOS DD 2 A_Chase("Melee","") GPOS D 2 A_Chase GPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) Loop SeeBlind: GPOS A 0 A_Jump(160,"SeeBlind2","MissileBlind") GPOS AAAABB 2 A_Wander GPOS B 0 A_Jump(192,2) GPOS B 0 A_Pain GPOS BB 2 A_Wander GPOS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+9 GPOS CCCCDDDD 2 A_Wander GPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: GPOS A 0 A_Jump(256,1,2,3) GPOS AAA 4 GPOS A 0 A_Jump(192,2) GPOS A 0 A_Pain GPOS A 4 GPOS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 GPOS A 0 A_Jump(256,1,2,3,4) GPOS AAAA 4 goto See MissileBlind: GPOS E 14 GPOS F 0 BRIGHT A_PlayWeaponSound("ranger/fire") GPOS F 2 BRIGHT A_CustomBulletAttack(43, 15, 4, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) GPOS E 3 GPOS F 0 BRIGHT A_PlayWeaponSound("ranger/fire") GPOS F 7 BRIGHT A_CustomBulletAttack(43, 15, 4, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) GPOS E 8 goto See2 Melee: Missile: GPOS E 14 A_FaceTarget GPOS F 0 BRIGHT A_PlayWeaponSound("ranger/fire") GPOS F 2 BRIGHT A_CustomBulletAttack(21.5, 7.5, 4, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) GPOS E 3 A_FaceTarget GPOS F 0 BRIGHT A_PlayWeaponSound("ranger/fire") GPOS F 7 BRIGHT A_CustomBulletAttack(21.5, 7.5, 4, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) GPOS E 8 Goto See2 Pain.Stun3: GPOS G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: GPOS G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: GPOS G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: GPOS G 3 GPOS G 9 A_Pain Goto See2 Death: GPOS H 0 GPOS H 5 A_Jump(48,"Death2","Death3") GPOS I 5 A_Scream GPOS I 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS J 5 A_NoBlocking GPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS LM 5 GPOS N -1 Stop Death.Knife: GPOS H 5 GPOS I 5 GPOS I 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS J 5 A_NoBlocking GPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS L 5 GPOS M 5 A_PlaySound("body/splats") GPOS N -1 Stop Death.BarrelBoom: Death.Explosion: GPOS H 5 A_JumpIfHealthLower(-100, "XDeath") GPOS I 5 A_Scream GPOS I 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS J 5 A_NoBlocking GPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS LM 5 GPOS N -1 Stop Death2: GPOS H 5 GPOS I 5 A_Pain GPOS J 5 A_NoBlocking GPOS KLM 5 GPOS N 15 TNT1 A 10 A_SpawnItemEx("SuperShotgunGuy_LastStand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death3: GPOS H 5 GPOS I 5 A_Pain GPOS J 5 A_NoBlocking GPOS KLM 5 GPOS N 15 TNT1 A 10 A_SpawnItemEx("SuperShotgunGuy_LastStand2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: GPOS O 5 GPOS P 5 A_XScream GPOS P 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS P 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS Q 5 A_NoBlocking GPOS RS 5 GPOS T -1 Stop Raise: GPOS NMLKJIH 5 Goto See } } actor SuperShotgunGuy_LastStand : RGAMonster { obituary "%o was jacked by a last stand captain!" scale 0.9 health 50 GibHealth 100 radius 20 height 32 mass 220 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "deagle/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "StrikerDrop" 104 DropItem "ShotgunAmmo" 160 states { Spawn: GPOS U 6 A_Look GPOS U 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS U 0 A_GiveInventory("LastStandHP",1) GPOS U 6 A_Look loop See2: GPOS U 4 See: GPOS U 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") GPOS UU 3 A_Chase GPOS U 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS U 0 A_GiveInventory("LastStandHP",1) GPOS UU 3 A_Chase loop Die: GPOS U 0 A_Die goto Death SeeBlind: GPOS U 3 A_Jump(32,"MissileBlind") GPOS U 3 A_Jump(32,"MissileBlind") GPOS U 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS U 0 A_GiveInventory("LastStandHP",1) GPOS U 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 GPOS U 3 A_Jump(32,"MissileBlind") GPOS U 3 A_Jump(32,"MissileBlind") goto See MissileBlind: GPOS UU 6 GPOS V 8 BRIGHT A_CustomBulletAttack(14, 3, 1, 13, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) GPOS U 8 goto See Missile: GPOS UU 6 A_FaceTarget GPOS V 8 BRIGHT A_CustomBulletAttack(7, 1.5, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) GPOS U 4 A_FaceTarget GPOS U 0 A_Jump(160,"See2") GPOS V 8 BRIGHT A_CustomBulletAttack(7, 1.5, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) GPOS U 8 goto See Pain.Stun3: GPOS U 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: GPOS U 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: GPOS U 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: GPOS U 3 GPOS U 3 A_Pain goto See Death: GPOS U 5 A_Scream GPOS M 5 A_NoBlocking GPOS NN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS N -1 stop XDeath: GPOS Q 5 GPOS R 5 A_XScream GPOS S 5 A_NoBlocking GPOS T -1 Stop Raise: GPOS N 1 GPOS NMLKJIH 5 TNT1 A 10 A_SpawnItemEx("SuperShotgunGuy_2") stop } } actor SuperShotgunGuy_LastStand2 : RGAMonster { obituary "%o was jacked by a Last stand captain!" scale 0.9 health 50 Gibhealth 100 radius 20 height 32 mass 220 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "striker/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "StrikerDrop" 104 DropItem "ShotgunAmmo" 160 states { Spawn: GPOS W 6 A_Look GPOS W 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS W 0 A_GiveInventory("LastStandHP",1) GPOS W 6 A_Look loop See: GPOS W 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") GPOS WW 3 A_Chase GPOS W 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS W 0 A_GiveInventory("LastStandHP",1) GPOS WW 3 A_Chase loop Die: GPOS W 0 A_Die goto Death SeeBlind: GPOS W 3 A_Jump(32,"MissileBlind") GPOS W 3 A_Jump(32,"MissileBlind") GPOS W 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS W 0 A_GiveInventory("LastStandHP",1) GPOS W 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 GPOS W 3 A_Jump(32,"MissileBlind") GPOS W 3 A_Jump(32,"MissileBlind") goto See MissileBlind: GPOS W 8 GPOS X 10 BRIGHT A_CustomBulletAttack(44.6, 4.4, 4, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) GPOS W 8 goto See Missile: GPOS W 8 A_FaceTarget GPOS X 10 BRIGHT A_CustomBulletAttack(22.3, 2.2, 4, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) GPOS W 8 goto See Pain.Stun3: GPOS W 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: GPOS W 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: GPOS W 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: GPOS W 3 GPOS W 6 A_Pain goto See Death: GPOS W 5 A_Scream GPOS M 5 A_NoBlocking GPOS NN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS N -1 stop XDeath: GPOS Q 5 GPOS R 5 A_XScream GPOS S 5 A_NoBlocking GPOS T -1 Stop Raise: GPOS N 1 GPOS NMLKJIH 5 TNT1 A 10 A_SpawnItemEx("SuperShotgunGuy_2") stop } }ACSl FO>  Oi ͧᓧOO4  ᓧOuOᓧᓧFO4ᓧᓧFO?Bᓧ ᓧFO5 4aᓧ ᓧFOa ?B ᓧ ᓧFO4ᓧ ᓧFO?BᓧOᓧᓧFO4ᓧᓧFO?BᓧO0ᓧᓧGOQj6ͧᓧᓧFO4ᓧOᓧᓧFO ᓧO!ᓧ"ᓧFO##ᓧO8$ᓧᓧFOX%ᓧOm&ᓧ'ᓧFO(ᓧO)ᓧᓧFO*ᓧO+ᓧ ᓧFO,ᓧO -ᓧ ᓧFO,.ᓧOA/ᓧᓧFOa0ᓧOv1ᓧ2ᓧFO3ᓧO4ᓧᓧFO5ᓧO67ᓧO8ᓧO 9:O(;<OB=>O\?@OvABOCDOE4D2OFGOH4G2OIJOKLO6M#7ENOPQRSTUVW#X#YfᓧO4 [[GOZO8[4A[dFOc^f&O}f&\ᓧOz4[]O 4^O \NOPQRSTVW#X#YᓧO4_UP9W(3s[[GO] ZO [4 [dFO+ ^f&OE f&\ᓧOV 4 []O 4 ^O \`7P7$7FO2 a[[GKO2 UbWXcWlHKO 7JFTᓧF[[GF9FO T7wO df4 wO ef4 wO ff4 wO gf#7ThVᓧO f&(iO@ UjWWkO[ lmnO oSᓧO ߧGpGqGO @@4   O  $[\ 74 7O5  $[\ 74 9OOᓧONkXWᓧXᓧFHFO VO rf4 sfW#2ᓧO 74 7WX4=WᓧOᓧFO=HKO Wᓧ ON VO@ tf4I uf4 WᓧWᓧ FO VO vf4 wf4 WᓧO VO xf4 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Step back, take cover or even hide\nwhile you recover from your injuries.Bullets make a lot of noise. A blade does not.\nYou may find some enemies much easier to take down with a knife.Faced with masses of opponents? Throw a grenade.\nWith some quick thinking, you can get a grenade around a corner or through a doorway.Situational Awareness is pretty cool.\nWhen playing coop, you should select a VOICE to let your friends know what's up.Do you spend too much time reloading?\nReload faster with the SLEIGHT OF HAND perk.Never a medikit or stimpak around when you need one?\nTake the EXTREME CONDITIONING perk, and get back on your feet fast.Find that you just can't have enough weapons?\nThen get the ONE MAN ARMY perk - you'll have more guns than you'll ever need.Out of ammo? Get the SCAVENGER perk\nand you'll never run out of bullets again.With the STOPPING POWER perk, you'll be able\nto take down more enemies with less ammunition.Are explosions your thing?\nMake your grenades, rockets and missiles count with the DANGER CLOSE perk.Get fatally injured too often? Want to soak more bullets?\nThen JUGGERNAUT may be the perk for you.Some times, the silent method is the best method.\nWith the COLD BLOODED perk, they'll never hear you coming.If you don't have the time to line up your weapon's sights\non your target, then the STEADY AIM perk will help you.Some people prefer the elegance of a blade to the brute force of a bullet.\nif you're one of those people, COMMANDO is your perk.Your enemy got the drop on you? Pull out your handgun and a grenade,\nand teach him a lesson before you die with the LAST STAND perk.The H&K USP45 is the jack of all trades of handguns.\nIt sports decent accuracy, capacity and power.Got a Beretta M9? It's not as powerful as\nother handguns, but has excellent capacity.The Glock 18 is a fully automatic handgun featuring a hefty 33 round magazine.\nIt has the least power of any handgun though.Looking for an easy to wield handgun?\nThe PP-2000 sports full auto, decent capacity and adequate power.The only burst fire handgun around,\nthe Beretta M93 Raffica brings with it decent accuracy and capacity.Power and Accuracy is what the .44 Magnum Revolver excels at.\nIt's only drawback is it's limited capacity.The King of Power, the Israel Military Industries Desert Eagle spits out death at\nan incredible rate. It's recoil leaves something to be desired though.Want some quick 12-gauge action? Look no further than the Benelli M4.\nIt's limited capacity belies it's potent punch, and it's easy to reload.The Sentinel Arms Striker-12 packs a fast-firing punch and\nthe greatest capacity of any shotgun. It's slow to reload however.A fully automatic, 12-gauge platform of destruction,\nthe Atchisson AA-12 Assault Shotgun is magazine-fed for quick, repeated strikes.The Franchi SPAS-12 is the only pump-action shotgun in your arsenal.\nSlow to reload, it deals tremendous damage.The Sears Ranger sawed-off double-barreled shotgun may not have much\nin the way of capacity, but firing both barrels at once leaves little standing.The first truly successful repeater shotgun,\nthe lever-action Winchester Model 1887 delivers death one 12-gauge shell at a time.The Mini-UZI is known for two things: an extreme rate of fire\nand little accuracy. Two of them moreso.With it's front grip, the H&K MP5K sports excellent accuracy\nand a strong rate of fire. Great as a fallback weapon.Though the 5.7mm may not pack much of a punch, the FN P90's good accuracy,\nextreme capacity and ease of reload makes it a potent weapon.Firing the .45ACP, the H&K UMP45 hits hard and accurately.\nIt's rate of fire is fairly low, however.Even with it's trademark recoil system and front grip,\n keeping the deadly, rapidfire KRISS Vector on target limits this powerhouse to the strongest of users.Death is unavoidable.\nChoose where you will return with the TACTICAL INSERTION kit.Your friend calling for help? In need of a medikit?\nSolve all these problems and more with the LAST STAND PRO REVIVAL KIT.Does your weapon simply not hold enough bullets?\nGet some EXTENDED MAGAZINES for it, and keep on firing.Put a GRIP on that shotgun or light machinegun,\nand you'll never miss your mark again.Tune up that submachinegun of yours with RAPID FIRE,\nand watch the bullets fly.Do you dream of Fire? With DRAGON'S BREATH for shotguns,\nEXPLOSIVE rounds for sniper rifles and even INCENDIARY munitions\nfor launcher weapons, your dreams will come true.One handgun not enough for you?\nGo AKIMBO, because two is simply better than one.Can't ready your handgun fast enough after using your blade?\nGet a TAC KNIFE, and become a master at stabbing.Too dark when you're out hunting with your sniper rifle?\nWith a THERMAL SIGHT, your victims will light up like fireworks.The Jack of all trades, the Colt M4A1 is light, sturdy\nand somewhat unremarkable, but capable of holding it's own against most enemies.The only full-auto rifle capable of an RPM above 900, the FN F2000\ncan take down any target quickly. Keeping your aim on the target is the bigger challenge.The Advanced Combat Rifle packs a sturdy punch and excellent,\nsustained accuracy. A great choice for long range fighting.Sporting an underslung M203 grenade launcher,\nthe FAMAS-F1 offers accurate burst fire and explosive backup.After several revisions, the classic Colt M16A4\n sports great stopping power in the form of accurate burst fire.Tried and true, the Kalashnikov AK-47 provides excellent and reliable power,\nat the cost of sustained accuracy. It's weight is also a concern.Though it suffers from low capacity and less than admirable sustained accuracy,\nthe FN Scar-H is the most powerful automatic rifle in your arsenal.The semi-auto FN FAL Battle Rifle may be hindered by it's limited magazine size,\nbut it delivers a devastating punch at pinpoint accuracy.The assault rifle of light machineguns, the Steyr AUG HBAR\nis accurate and powerful. It doesn't have the capacity of it's peers, however.Produced by H&K, the MG4 delivers accurate, low-recoil suppression fire\nwhereever, whenever. It doesn't deal a lot of damage thoughThough accurate, the sheer rate of fire of the L86 Light Squad Weapon\nresults in a fair bit of recoil. Easy to reload, though.The FN M240 delivers high speed, high power suppression fire.\nTo achieve this, it sacrifices accuracy and stability.A classic choice, the M14 EBR may not pack the biggest punch\nof it's peers, but it offers good capacity and sustained fire accuracy.While the Walther WA 2000 may not have much in the way of capacity,\n it nevertheless combines good stability, power and accuracy in a (relatively) small package.Even for an Anti-Materiel Rifle, the Barrett M82 .50cal\nis awfully effective at putting semi-auto craters in your prey. Kicks like a mule, too.The one and only bolt-action rifle around, the Intervention\nis the One Hit Wonder of sniper rifles. Just mind the low rate of fire.The popular M79 break-action grenade launcher fires a quite potent 40mm shell.\nA great tool for disposing of groups.Light and easy to reload, the RPG7\nis well known for it's powerful, if inaccurate, punch.84 milimetres of armourpiercing Death - that's what the AT4-CS Recoilless Gun\nbrings to the table. You may have to carry several of these monsters though.Though the much lower damage is a definite tradeoff, the STUN GRENADES\nperk will keep those pesky enemies blinded and off your back.For maximum area of denial effect, the INCENDIARY GRENADES\nperk will close off those corridors for you in no time.Jenova is the Best Ever!A Bullpup design, the Israel Military Industries TAVOR offers reliable firepower\nin a compact design. The modern day Assault Rifle.As durable as it is deadly, the RPD is a veteran\nwith a whopping 70 years of service behind it.The Steyr TMP's tiny profile and magazine belies\nit's blinding rate of fire and ease of reload.\ca\cb\cc\cd\ce\cf\cg\ch\ci\cj\ck\cl\cm\cn\co\cp\cq\cr\cs\ct\cu\cvOops. You found a bugged pickup string.You got the CheyTac Intervention sniper rifle.You got the Barrett M82 anti-materiel rifle. Let's pop some skulls!You got the H&K USP45. So Boss!You got the .44 Magnum. Do you feel lucky, Punk?You got the FAMAS-F1. Look at that M203!You got the FN FAL battle rifle. Line'em up, Knock'em down!You got the Franchi SPAS-12 dual-mode shotgun.You got the Atchisson AA-12 automatic shotgun.You got the H&K UMP45 submachinegun.You got the KRISS Vector submachinegun.You got the Mini-UZI. Akimbo anyone?You got the FN P90. Shredding time.You got the Bushmaster Adaptive Combat Rifle.You got the H&K MG4 light machinegun.You got the Glock 18. Spray'em.You got the PP-2000 automatic pistol.You got the FN SCAR-H battle rifle.You got the Colt M4A1 carbine. Fast and light.You got the Sears Ranger sawed-off shotgun.You got the FN F2000 assault rifle.You got the H&K MP5K submachinegun.You got the Beretta M93 Raffica automatic pistol.You got the M79 Thumper. Pop'em!You got the AT4-CS. Blow'em up!You got the Colt M16A4 assault rifle. Hooah!Da tovarishch, Vy poluchili AK-47!You got the Striker-12 semi-auto shotgun. Please the crowd.You got the AUG HBAR light machinegun.You got the priceless Walther WA 2000 sniper rifle.You got the IMI Desert Eagle. Bring the pain.You got the Beretta M9 pistol.You got the Benelli M4 semi-auto shotgun.You got the FN M240 light machinegun.You got the L86 Light Squad Weapon. Time to Dakka!You got the RPG-7. For the motherland!You got the Model 1887 lever-action shotgun. Terminate them all!You got the M14 enhanced battle rifle. They can't hide from you now.You got the IMI TAR-21 assault rifle.You got the RPD light machinegun.You got the Steyr TMP submachinegun.H&K USP45USP45AmmoMaxWeaponsFilled_HandgunBeretta M9M9AmmoBeretta M93 RafficaM93RAmmoPP-2000PP2000AmmoIMI TAR-21TARAmmoMaxWeaponsFilled_ARFAMAS-F1FAMASAmmoFN SCAR-HSCARHAmmoFN FALFALAmmoFranchi SPAS-12SPAS12AmmoMaxWeaponsFilled_SubSears RangerRangerAmmoStriker-12StrikerAmmoH&K MP5KMP5AmmoH&K UMP45UMP45AmmoSteyr TMPTMPAmmoWalther WA 2000WA2000AmmoMaxWeaponsFilled_HeavyFN F2000F2000AmmoBushmaster ACRACRAmmoAK-47AK47AmmoColt M4A1M4A1AmmoAtchisson AA-12AA12AmmoAUG HBARAUGHBARAmmoFAMAS-F1 AutoFN FAL AutoColt M16A4 AutoM16AmmoFN P90P90AmmoPerk1_SOHPerk1_ExtremeConditioningPerk1_OneManArmyPerk1_ScavengerPerk2_StoppingPowerPerk2_DangerClosePerk2_JuggernautPerk2_ColdbloodedPerk3_SteadyAimPerk3_CommandoPerk3_LastStandExtendedMagsAttachmentKnifeAttachmentAkimboAttachmentRapidFireAttachmentThermalAttachmentGripAttachmentDragonBreathAttachmentTacticalInsertionPerk4_StunPerk4_IncH&K USP45 Tac Knife24120USP45Knife\cdYou are Assault!Glock 18G18Ammo66FN SCAR-H Ex Mags100SCARHExMags\cdYou are Juggernaut!H&K USP45 Akimbo48CheyTac InterventionInterventionAmmo28USP45Akimbo\cdYou are Sniper!IMI Desert EagleDeagleAmmo14Benelli M4M1014Ammo16Perk2_ColdBlooded\cdYou are CQC!40FN P90 Ex Mags200Perk3_LastStand_PROP90ExMags\cdYou are Medic!M14 EBRM14AmmoPerk3_SteadyAim_PRO\cdYou are Scout Sniper!3075Perk1_Scavenger_PRO\cdYou are Grenadier!Beretta M9 Tac KnifeMini-UziMiniUziAmmo128Perk1_ExtremeConditioning_PROM9Knife\cdYou are Recon!Perk1_SOH_PRO\cdYou are Rifleman!RankexperiencePerk1_OneManArmy_ProBackpackPerk2_StoppingPower_ProPerk2_StoppingPowerEffectPerk2_StoppingPowerEffectPowerPerk2_StoppingPowerEffectProPerk2_DangerClose_ProPerk2_DangerCloseEffectPerk2_DangerCloseEffectPowerPerk2_DangerCloseEffectProPerk2_Juggernaut_ProPerk2_JuggernautEffectPerk2_JuggernautEffectPowerPerk2_JuggernautEffectProPerk2_ColdBlooded_ProPerk2_ColdBloodedEffectProPerk3_Commando_ProPerk3_CommandoEffectPerk3_CommandoEffectPowerPerk3_CommandoEffectProLastStandSaveMenuRandomThingMegasphereAwardPerk4_StunAwardPerk4_IncAwardPerk4_RemoveAwardPerk1_SOHAwardPerk1_SOH_ProPerk1_SOH_ProAwardPerk1_ExtremeConditioningAwardPerk1_ExtremeConditioning_ProPerk1_ExtremeConditioning_ProAwardPerk1_OMAAwardPerk1_OMA_ProAwardPerk1_ScavengerAwardPerk1_Scavenger_ProPerk1_Scavenger_ProAwardPerk2_StoppingPowerAwardPerk2_StoppingPower_ProAwardPerk2_DangerCloseAwardPerk2_DangerClose_ProAwardPerk2_JuggernautAwardPerk2_Juggernaut_ProAwardPerk2_ColdBloodedAwardPerk2_ColdBlooded_ProAwardPerk3_SteadyAimAwardPerk3_SteadyAim_ProPerk3_SteadyAim_ProAwardPerk3_CommandoAwardPerk3_Commando_ProAwardPerk3_LastStandAwardPerk3_LastStand_ProPerk3_LastStand_ProAwardPerkX_TacticalInsertionAwardsv_nodropsv_nodrop 1alwaysapplydmflagsalwaysapplydmflags 1compat_soundslotscompat_soundslots 0compat_nocrosshaircompat_nocrosshair 1compat_soundtargetcompat_soundtarget 0sv_xpmultiplyset sv_xpmultiply 1set sv_xpmultiply 50sv_regenrateset sv_regenrate 1set sv_regenrate 50sv_novoiceset sv_novoice 0lmsallowedweaponslmsallowedweapons 0FistAimingReloadingReloadingShotThrowingGrenadeKnifeAttackSpeakingReadyRegenBlindCheckHoldBreathBreathWaitPowerLightAmpteamdamageCoopCheckInLastStandBuckshotInstagibSMALLFONTBIGFONT\ccYour killer's Health:\cg %russian/killus/killbrazil/killopfor/killsv_weaponstaymsgmsg0colorrgh_hitsoundset rgh_hitsound 0archivecvar rgh_hitsoundhud_scalehud_scale 0.44 Magnum Tac KnifeIMI Desert Eagle Tac Knifeplayer/fholdbreathplayer/holdbreathplayer/fexhale1player/exhale1player/fexhale2player/exhale2player/fexhale3player/exhale3player/heartbeatCONFONT\ccHold \cf+speed \ccto steady aim\cc[\cfbind key +speed \ccif unbound]CheyTac Intervention ThermalBarrett M82 ThermalWalther WA2000 ThermalM14 EBR ThermalIMI TAR-21 ThermalCheyTac Intervention Ex MagsCheyTac Intervention ExplosiveBarrett M82Barrett M82 Ex MagsBarrett M82 ExplosiveH&K USP45 Ex MagsBeretta M9 Ex MagsBeretta M9 Akimbo.44 Magnum.44 Magnum AkimboIMI Desert Eagle Ex MagsIMI Desert Eagle AkimboFN FAL Ex MagsFAMAS-F1 Ex MagsFranchi SPAS-12 Ex MagsFranchi SPAS-12 DragonFranchi SPAS-12 Rapid FireFranchi SPAS-12 GripFAMAS-F1 M203FAMAS-F1 M203 IncendiaryFAMAS-F1 M203 StunM79 ThumperM79 Thumper IncendiaryM79 Thumper StunAT4-CSAT4-CS IncendiarySears Ranger DragonRPG-7RPG-7 IncendiaryModel 1887Model 1887 Ex MagsModel 1887 Fine TunedModel 1887 Solid SlugsModel 1887 DragonSteadyAimAtchisson AA-12 Ex MagsAtchisson AA-12 GripAtchisson AA-12 DragonStriker-12 GripStriker-12 DragonStriker-12 Ex MagsBenelli M4 GripBenelli M4 DragonBenelli M4 Ex MagsH&K UMP45 Ex MagsBushmaster ACR Ex MagsColt M4A1 Ex MagsH&K MG4 GripH&K MP5K Ex MagsSteyr TMP Ex MagsH&K MG4H&K MG4 Ex MagsFN M240FN M240 Ex MagsL86 LSW GripGlock 18 Ex MagsGlock 18 AkimboFN F2000 Ex MagsH&K UMP45 Rapid FireFN P90 Rapid FireH&K MP5K Rapid FireAK-47 Ex MagsAUG HBAR Ex MagsRPD GripL86 LSWL86 LSW Ex MagsRPDRPD Ex MagsKRISS VectorKRISS Vector Ex MagsMini-UZIMini-UZI Ex MagsMini-UZI AkimboPP-2000 Ex MagsPP-2000 AkimboBeretta M93 Raffica Ex MagsBeretta M93 Raffica AutoAUG HBAR GripColt M16A4 Ex MagsIMI TAR-21 Ex MagsFN M240 GripCheyTac Intervention Fine TunedWalther WA 2000 ThermalWalther WA 2000 Ex MagsWalther WA 2000 ExplosiveM14 EBR Ex MagsM14 EBR ExplosiveFireSwitchUSP45ClipUSP45Clip2USP45Clip344MagnumClip44MagnumAmmo44MagnumClip2SPASClipSPASClip2AA12ClipAA12Clip2UMP45ClipUMP45Clip2VectorClipVectorAmmoVectorClip2MiniUziClipMiniUziClip2MiniUziClip3P90ClipP90Clip2ACRClipACRClip2InterventionClipInterventionClip2BarrettClipBarrettAmmoBarrettClip2MG4ClipMG4AmmoMG4Clip2G18ClipG18Clip2G18Clip3PP2000ClipPP2000Clip2PP2000Clip3SCARHClipSCARHClip2M4A1ClipM4A1Clip2M93RClipM93RClip2M16ClipM16Clip2AK47ClipAK47Clip2StrikerClipStrikerClip2AUGHBARClipAUGHBARClip2WA2000ClipWA2000Clip2DeagleClipDeagleClip2DeagleClip3M9ClipM9Clip2M9Clip3M1014ClipM1014Clip2M240ClipM240AmmoM240Clip2RPDClipRPDAmmoRPDClip2L86ClipL86AmmoL86Clip2RangerClipM1887ClipM1887AmmoM1887Clip2M14Clip2M14ClipThumperClipThumperAmmoAT4ClipAT4AmmoRPGClipRPGAmmoM203ClipM203AmmoF2000ClipF2000Clip2TARClipTARClip2MP5ClipMP5Clip2TMPClipTMPClip2FamasClipFamasAmmoFamasClip2FALClipFALClip2GrenadeAmmoaimingreloadingTUBEXHARaInCombatplayer/hurtlowplayer/fhurtlowplayer/hurtnormalplayer/fhurtnormalplayer/okayplayer/fokayHealthHITINDICHITINDI2generic/fleshhitExperience\cd+\cfVoiceseal/killtf141/killzoey/killAwardLockAwardCount Awards are available!\cdAn Award is available!\cdUse \cfInventory Item Keys \cdto select one.\caThis notice will not display past rank 15!game/rankyou have been promoted to rank ! \cdwas promoted to rank InterventionThermalInterventionExMagsInterventionRapidFireInterventionExplosiveBarrettThermalBarrettExMagsBarrettExplosiveUSP45ExMagsMagnumAkimboMagnumKnifeFamasExMagsFamasRapidFireFamasIncFamasStunFALExMagsFalRapidFireSPASGripSPASExMagsSPASRapidFireSPASDragonAA12GripAA12ExMagsAA12DragonUMP45RapidFireUMP45ExMagsVectorExMagsMiniUziExMagsMiniUziAkimboP90RapidFireACRExMagsMG4GripMG4ExMagsG18ExMagsG18AkimboPP2000ExMagsPP2000AkimboM4A1ExMagsRangerDragonF2000ExMagsMP5RapidFireMP5ExMagsM93RRapidFireM93RExMagsThumperIncThumperStunMaxWeaponsFilled_ExplosiveAT4IncM16ExMagsM16RapidFireAK47ExMagsStrikerGripStrikerDragonStrikerExMagsAUGHBARGripAUGHBARExMagsWA2000ThermalWA2000ExMagsWA2000ExplosiveDeagleExMagsDeagleAkimboDeagleKnifeM9ExMagsM9AkimboM1014GripM1014DragonM1014ExMagsM240GripM240ExMagsL86GripL86ExMagsRpgIncModel1887ExMagsModel1887RapidFireModel1887SolidModel1887DragonM14ThermalM14ExMagsM14ExplosiveTARExMagsTARThermalRPDGripRPDExMagsTMPExMagsgame/attachGrip attached to Atchisson AA-12!Grip attached to Franchi SPAS-12!Grip attached to H&K MG4!Grip attached to Striker-12!Grip attached to AUG HBAR!Grip attached to Benelli M4!Grip attached to FN M240!Grip attached to L86 LSW!Grip attached to RPD!Solid Slugs added to Model 1887!Stun munitions added to FAMAS-F1 M203!Stun munitions added to M79 Thumper!You can't attach Grip on that!Rapid Fire attached to H&K UMP45!Rapid Fire attached to FN P90!Rapid Fire attached to H&K MP5K!Rapid Fire attached to Beretta M93 Raffica!Rapid Fire attached to Franchi SPAS-12!Rapid Fire attached to Colt M16A4!FALRapidFireRapid Fire attached to FN FAL!Rapid Fire attached to FAMAS-F1!Rapid Fire attached to Model 1887!Rapid Fire attached to CheyTac Intervention!You can't attach Rapid Fire on that!Extended Mags attached to H&K USP45!Extended Mags attached to PP-2000!Extended Mags attached to Glock 18!Extended Mags attached to Franchi SPAS-12!Extended Mags attached to Atchisson AA-12!Extended Mags attached to Model 1887!Extended Mags attached to H&K UMP45!Extended Mags attached to KRISS Vector!Extended Mags attached to Mini-UZI!Extended Mags attached to FN P90!Extended Mags attached to Colt M4A1!Extended Mags attached to FAMAS-F1!Extended Mags attached to FN SCAR-H!Extended Mags attached to FN FAL!Extended Mags attached to Bushmaster ACR!Extended Mags attached to FN F2000!Extended Mags attached to IMI TAR-21!Extended Mags attached to CheyTac Intervention!Extended Mags attached to Barrett M82!Extended Mags attached to H&K MG4!Extended Mags attached to H&K MP5K!Extended Mags attached to Steyr TMP!Extended Mags attached to Beretta M93 Raffica!Extended Mags attached to Colt M16A4!Extended Mags attached to AK-47!Extended Mags attached to Striker-12!Extended Mags attached to AUG HBAR!Extended Mags attached to Walther WA 2000!Extended Mags attached to Beretta M9!Extended Mags attached to Benelli M4!Extended Mags attached to FN M240!Extended Mags attached to RPD!Extended Mags attached to IMI Desert Eagle!Extended Mags attached to L86 LSW!Extended Mags attached to M14 EBR!You can't attach Extended Mags on that!Thermal Scope attached to CheyTac Intervention!Thermal Scope attached to Barrett M82!Thermal Scope attached to Walther WA 2000!Thermal Scope attached to M14 EBR!Thermal Scope attached to IMI TAR-21!You can't attach a Thermal Scope on that!Akimbo attached to H&K USP45!Akimbo attached to IMI Desert Eagle!Akimbo attached to .44 Magnum!Akimbo attached to Glock 18!Akimbo attached to PP-2000!Akimbo attached to Beretta M9!Akimbo attached to Mini-UZI!You can't attach Akimbo on that!Tactical Knife attached to H&K USP45!Tactical Knife attached to IMI Desert Eagle!Tactical Knife attached to .44 Magnum!Tactical Knife attached to Beretta M9!You can't attach a Tactical Knife on that!Dragon's Breath rounds added to Franchi SPAS-12!Dragon's Breath rounds added to Striker-12!Dragon's Breath rounds added to Benelli M4!Dragon's Breath rounds added to Atchisson AA-12!Dragon's Breath rounds added to Model 1887!Dragon's Breath rounds added to Sears Ranger!Explosive Tipped rounds added to M14 EBR!Explosive Tipped rounds added to CheyTac Intervention!Explosive Tipped rounds added to Walther WA 2000!Explosive Tipped rounds added to Barrett M82!Incendiary munitions added to FAMAS-F1 M203!Incendiary munitions added to M79 Thumper!Incendiary munitions added to RPG-7!Incendiary munitions added to AT4-CS!You can't attach Incendiary Ammo on that!Max \cf2 Assault Rifles\cd.Max \cf1 Assault Rifle\cd.Max \cf2 Shotguns/SMGs\cd.Max \cf1 Shotgun/SMG\cd.Max \cf1 Handgun\cd.Max \cf1 Heavy Weapon\cd.Max \cf1 Explosive Weapon\cd.\cdPress \cfdropcurrent\cd to \cgdrop \cdthe weapon in your hands.\cc[\cfbind key dropcurrent \ccif unbound]BrutalPistolOhGodWhatIsThisUSP45PickupSpawn44MagnumPickupSpawnFAMASPickupSpawnFALPickupSpawnSPASPickupSpawnAA12PickupSpawnUMP45PickupSpawnVectorPickupSpawnMiniUziPickupSpawnP90PickupSpawnThumperPickupSpawnACRPickupSpawnAT4PickupSpawnInterventionPickupSpawnBarrettPickupSpawnMG4PickupSpawnG18PickupSpawnPP2000PickupSpawnSCARHPickupSpawnM4A1PickupSpawnRangerPickupSpawnF2000PickupSpawnTARPickupSpawnMP5PickupSpawnTMPPickupSpawnM93RPickupSpawnM16PickupSpawnAK47PickupSpawnStrikerPickupSpawnAUGHBARPickupSpawnWA2000PickupSpawnDeaglePickupSpawnM9PickupSpawnM1014PickupSpawnM240PickupSpawnRPDPickupSpawnL86PickupSpawnRPGPickupSpawnM1887PickupSpawnM14PickupSpawngame/challenge\cvSLEIGHT OF HANDFaster reload!\cvEXTREME CONDITIONINGDoubled regeneration!\cvONE MAN ARMYExtra AR and Shotgun/SMG + ammo fill!\cgSTOPPING POWER+15% Bullet Damage!\cgDANGER CLOSE+15% Explosive Damage!\cgJUGGERNAUT+15% damage resistance!\cdSTEADY AIMIncreased hip-fire accuracy!\cdCOMMANDOIncreased knife range and damage!\cdLAST STANDFight a little longer before death!\cvSLEIGHT OF HAND PRO+ Faster grenade throwing and knife recovery!\cvEXTREME CONDITIONING PROIncreased regen rate and running speed!\cvONE MAN ARMY PRO+ Carry extra mags!\cgSTOPPING POWER PRO+10% Bullet Damage!\cgDANGER CLOSE PRO+10% Explosive Damage!\cgJUGGERNAUT PRO+10% damage resistance!\cdSTEADY AIM PRO+ Increased scoped accuracy and hold breath!Revival Kit\cdLAST STAND PRO+ Use a Revival Kit to help out allied players!\cvSCAVENGER+50% ammo from pickups + ammo fill!\cvSCAVENGER PRO+ Ammo pickups are mini-backpacks!\cvTACTICAL INSERTIONChoose where to respawn!\cdCOMMANDO PROFurther increased knife damage!\cgCOLD BLOODEDNo pain recoil & silent footsteps!\cgCOLD BLOODED PROInvisible to seeking weapons!\cnSTUN GRENADESThrown grenades will now stun enemies!\cgINCENDIARY GRENADESThrown grenades are now incendiary!game/deleteGrenade Perk Removed!misc/p_pkupMegasphere2\cnInstant MegasphereSMALLONT\cdLast Stand \cfwon't work if\cfyou don't have a \cghandgun! \cdneeds a \ccrevival!game/laststand\cdYou survived!\cnAmerican [US Rangers]\caRussian [Spetsnaz]\cdBrazilian [Militia]\ceArabic [OpFor]\cnAmerican [Navy Seals]\chBritish [TF141]\cnAmerican [\cgZoey?\cn]DOOMFONT\ciVoices disabled by Server\cqVoice disabled\cdVoice changed to TacticalInsertionPlacedRevivalKitAmmo\cfTactical Insertion Removed\cfYou've already placed one!\cgTactical Insertion destroyed!lastmanstandingteamlmssurvivalRGULastStandPlayer_USPExNoFlashRGULastStandPlayer_USPAkimboRGULastStandPlayer_USPKnifeRGULastStandPlayerRGULastStandPlayer_44MagnumAkimboRGULastStandPlayer_44MagnumKnifeRGULastStandPlayer_44MagnumRGULastStandPlayer_M9ExRGULastStandPlayer_M9AkimboRGULastStandPlayer_M9KnifeRGULastStandPlayer_M9RGULastStandPlayer_DeagleExRGULastStandPlayer_DeagleAkimboRGULastStandPlayer_DeagleKnifeRGULastStandPlayer_DeagleRGULastStandPlayer_G18ExRGULastStandPlayer_G18AkimboRGULastStandPlayer_G18RGULastStandPlayer_PP2000ExRGULastStandPlayer_PP2000AkimboRGULastStandPlayer_PP2000RGULastStandPlayer_M93RExRGULastStandPlayer_M93RAutoRGULastStandPlayer_M93R\cdYou're being revived!\cdYou've been revived!P_SOHPP_SOHP_EXCONPP_EXCONDPerk1_OneManArmy_PROP_OMAPP_OMAP_SCAVEPP_SCAVENPerk2_Juggernaut_PROP_JUGGEPP_JUGGERPerk2_StoppingPower_PROP_POWERPP_POWERPerk2_DangerClose_PROP_DANGEPP_DANGERPerk2_ColdBlooded_PROP_COLDPP_COLDP_STEADPP_STEADYPerk3_Commando_PROP_COMMPP_COMMP_LASTAPP_LASTANP_GRNSTUP_GRNINCMenuPlacesv_norespawninvulJH_LOGOI_F2000I_SCAR-HI_INTERVI_M1014I_FNP90I_M14EBRI_FAMASI_UZII_ACRI_USP45I_M9I_M93RI_PP2000I_TARI_FALI_SPAS12I_RANGERI_STRIKEI_MP5KI_UMP45I_TMPI_WA2000PERK1SOHPERK1EXCPERK1OMAPERK1SCAPERK2POWPERK2DNGPERK2JUGPERK2COLPERK3STDPERK3COMPERK3LSTA_EXMAGSA_KNIFEA_AKIMBOA_RAPIDA_THERMAA_GRIPA_DRAGONA_TACINSPERK7STUPERK7INC \cfV\ciersion \cg1.27c \cfStand\cialone\n \cgBladeHunter90\cc's \cfA\ciddonFN F2000 and USP45 Tac KnifeFN SCAR-H Ex Mags and G18Intervention and USP45 AkimboBenelli M4 and D. EagleFN P90 Ex Mags and M93RM14 EBR and PP-2000FAMAS-F1 M203 and M9Mini-UZI and M9 Tac KnifeBushmaster ACR and USP45 Refined by: -\cfJ\cie\cgs\cc-\n RGA2 by: \cvVoltlocK\cvOne Man Army, \cgStopping Power,\n\cdCommando\cvEx. Conditioning, \cgJuggernaut,\n\cdLast Stand\csTac Insertion, \cgStopping Power,\n\cdSteady Aim\csTac Insertion, \cvEx. Conditioning,\n\cgCold Blooded, \cdSteady Aim\cvEx. Conditioning, \cdLast Stand Pro -\n\cqRevival Kit\cvSleight of Hand, \cgCold Blooded,\n\cdSteady Aim Pro\cvScavenger Pro, \cgDanger Close,\n\cdSteady Aim\cvEx. Conditioning Pro, \cdCommando\cvSleight of Hand Pro, \cvScavenger,\n\cdSteady Aim Additional Content:\n \ciMatej Zabsky\cc, \cgBladeHunter90A good combat class\nClose the gap with the F2000\nFinish with your Tac KnifeWell armed and durable\nThe SCAR-H hits slow but hard\nG18 spam for Last StandHeavy Sniper\nAkimbo USP45 tackle rushers\nIntervention leaves little standingThe Melee Class\nThe M4 spams 12-gauge death\nA Desert Eagle will remove the restThe Team Player\nP90 with Ex Mags: massive capacity\nThe Revival Kit saves your friendsQuiet and nimble\nThe M14 EBR has fast, good dps\nA PP-2000 delivers stable backupExplosive Fun\nFAMAS-F1 - AR and Launcher in one\nScavenge extra ammo with PROFast but Deadly Scout\nPepper targets with your Mini-UZI\nthen Backstab with the Tac KnifeA steady and resourceful class\nThe ACR is highly accurate\nVery adaptablePower: 24 Acc: HighPower: 21 Acc: Medium-HighPower: 17 Acc: Medium-HighPower: 16 Acc: MediumCap: 12 ROF: Semi-AutoCap: 15 ROF: Semi-AutoCap: 20 ROF: Burst HighCap: 20 ROF: Auto MediumAttach: Ex Mags, Tac Knife, AkimboAttach: Ex Mags, Rapid FireAttach: Ex Mags, AkimboPower: 20 Acc: Medium-HighPower: 26 Acc: HighPower: 34 Acc: V. HighPower:170 Spread: Medium LowPower:162 Spread: HighPower: 120 Spread: MediumPower: 16 Acc: Medium-HighPower: 18 Acc: HighPower: 16 Acc: HighPower:130 Acc: V. HighCap: 30 ROF: AutoCap: 25 ROF: Burst HighCap: 20 ROF: Auto LowCap: 20 ROF: Semi-AutoCap: 8 ROF: Pump-ActionCap: 2 ROF: Break-ActionCap: 25 ROF: Auto LowCap: 20 ROF: Auto HighCap: 6 ROF: Semi-AutoAttach: Ex MagsAttach: Ex Mags, Grip,\nRapid Fire, Dragon's BreathAttach: Dragon's BreathAttach: Ex Mags, Grip,\nDragon's BreathAttach: Ex Mags, Thermal Sight,\nExplosive Rounds+33% Faster reloadingDoubled health regenerationExtra AR and Shotgun/SMG + ammo fill+50% ammo from pickups + ammo fillPro: Faster grenade throwing,\nknife recoveryPro: Faster, Sooner health regen,\n+10% Running speedPro: Carry extra magsPro: Ammo pickups are mini-backpacksAll Bullet and Shell weapons\ndeal +15% damageAll Rockets and Grenades\ndeal +15% damageAll damage taken is reduced by +15%\nNo pain recoil,\nQuiet footstepsPro: +10% additional damagePro: +10% additional reductionPro: Invisible to seeking weapons+20% Increased hip-fire accuracyIncreased knife distance,\n+15% knife damagePull out your handgun before dyingPro: Increased scoped accuracy\nwhile moving, +25% hold breath\ntime for Sniper riflesPro: +15% additional knife damagePro: Revival Kit, brings back\nlast standers,\ndispenses medikitsIncreased magazine sizeFaster knifing for handgunsWield two of the\nsame weapon at onceIncreased rate of fireIlluminates targets in a\ntwo-step stabilized scopeIncreased accuracy,\nstability and damage\nAdds Stun munitions to Launchers \n\nShotguns: Dragon's Breath splash\n\nSnipers: Explosive Tipped rounds\n\nLaunchers: Incendiary munitions \nDeploys a flare letting you respawn\nat that point when you die \n \nThrown grenades stun enemies\n\nDazes Zombies & Imps\nBlinds enemy Marines \n \nThrown grenades are Incendiary\n\nCoats an area in fire\nthat does lasting damageFits on: All but launchers,\n.44 Magnum, RangerFits on: Semi-Auto handgunsFits on: Semi-Auto handguns,\nPP-2000, G18, Mini-UZIFits on: Burst weapons, SPAS-12,\nModel 1887, MP5K, UMP45, P90,\nFN FAL, InterventionFits on: Snipers, IMI-TAR 21Fits on: Shotguns, LMGs\nM203, Thumper, but NOT Ranger\n\nFits on: Shotguns, Snipers,\nLaunchers\cgCannot be used\n\cgeffectively in Single Player\cgDoes not affect larger beasts\n\cgor zombies with head- or eyewearJH_MENUMenuCursor\cfUp\cj, \cfDown\cj,\n\cfAltfire\n\cjscrolls\n\n\cfFire\cj, \cfRight\n\cjselects\n\n\cfLeft\n\cjreturns\ckPresets \cjor\n\ckmake your ownMake your own!AssaultJuggernautSniperCQCMedicScout SniperGrenadierReconRifleman> Make your own!> Assault> Juggernaut> Sniper> CQC> Medic> Scout Sniper> Grenadier> Recon> Riflemanpuke 637 0puke 637 2puke 637 3Choose a\n\ckhandgun> H&K USP45> Beretta M9> M93 RafficaM93 Raffica> PP-2000> BackBackpuke 637 1Choose a\n\ckprimary weapon> IMI Tar-21IMI Tar-21> FAMAS-F1> FN SCAR-H> FN FAL> Franchi SPAS-12> Sears Ranger> Striker-12> H&K MP5K> H&K UMP45> Steyr TMP> Walther WA 2000Choose a\n\cvTier 1 perk> \ckSleight of Hand\cvSleight of Hand> \ckEx. Conditioning\cvEx. Conditioning> \ckOne Man Army\cvOne Man Army> \ckScavenger\cvScavengerChoose a\n\cgTier 2 perk> \ckStopping Power\cgStopping Power> \ckDanger Close\cgDanger Close> \ckJuggernaut\cgJuggernaut> \ckCold Blooded\cgCold BloodedChoose a\n\cdTier 3 perk> \ckSteady Aim\cdSteady Aim> \ckCommando\cdCommando> \ckLast Stand\cdLast StandChoose an \ckextra\n\cguse before\n\cgrank upExtended MagsTactical KnifeAkimboRapid FireThermal ScopeGripIncendiary AmmoTac InsertionStun GrenadesInc. Grenades> Extended Mags> Tactical Knife> Akimbo> Rapid Fire> Thermal Scope> Grip> Incendiary Ammo> Tac Insertion> Stun Grenades> Inc. GrenadesCursor/SelectCursor/ScrollEnablePickupDisablePickupPerkX_GamemodeEffect\cdBuckshot Mode!RailGunFN Fal AutoFalClip\cdInstagib Mode!You will get to redo your class on respawn.To redo your class in non-competitive gametypes, you must spectate and rejoin.russian/reloadus/reloadbrazil/reloadopfor/reloadseal/reloadtf141/reloadzoey/reloadrussian/grenadeus/grenadebrazil/grenadeopfor/grenadeseal/grenadetf141/grenadezoey/grenaderussian/downus/downbrazil/downopfor/downseal/downtf141/downzoey/downplayer/fhurtcommando/deathASTR MEXP|".@HQ]jvkillersidkillershealthkillersgunrgatipmsgcolorsrgapickupmenugunsmenuperksclassbuildrankerxpmultiplyregenratenovoicetacticalinsertionvoiceselecthandgunhandgunammohandgunammoamountprimaryprimary2primaryammoprimaryammo2primarytypeprimaryammoamountperk1perk2perk3perk4gotclassmenudisplayARAYQ)dl > A@@@@@@@@@@@@@@AINIH  !"#$%&'()*+,-./0123456789:;<=>?@ABCCDEFAINI\GHIJKLMNOPQRSTUVWXYZ[\AINI]^_`abcdefghijklmnopqrstuvwxyz{|}~AINI((xKdP  xdPxxZx(~dPxAINIXAINIAINI d,gjmpsvy| ppXX@@(#(#''**..2AINI<edfgPQRAINI``````````     ````````` !"#```````$$%&```````''()*+,-./0123456 1789:%:%;<=%%:>?@AB```````CDEF```````GHIJ```````KKLM```````NOP````````QRS````````TUVWXYZ[\]`^_`abcdef``ALIBtACSe#library "RGAREF" #include "zcommon.acs" //KILL CAM script source. //Function: It changes view to killer's view, and displays killer's health. int KillersID; int KillersHealth; str KillersGun; str RGATip[81] = { "Colt M16A4", // ACS thinks first string in my tip print array is an item. seriously! It keeps complaining about this. "Don't know what keys to press?\nCheck your binds under Options->Customize Controls.", "Don't know what keys to press?\nCheck your binds under Options->Customize Controls.", "Don't know what keys to press?\nCheck your binds under Options->Customize Controls.", "Don't know what keys to press?\nCheck your binds under Options->Customize Controls.", "Target Hit sounds can be enabled by rgh_hitsound 1 into your console. 0 will disable them.", "Target Hit sounds can be enabled by rgh_hitsound 1 into your console. 0 will disable them.", "If you find an ally in last stand, quickly switch to your revival kit\nand use it on them (simply point and click) to bring them back.", "If you find an ally in last stand, quickly switch to your revival kit\nand use it on them (simply point and click) to bring them back.", "Injured? Step back, take cover or even hide\nwhile you recover from your injuries.", "Injured? Step back, take cover or even hide\nwhile you recover from your injuries.", "Bullets make a lot of noise. A blade does not.\nYou may find some enemies much easier to take down with a knife.", "Bullets make a lot of noise. A blade does not.\nYou may find some enemies much easier to take down with a knife.", "Faced with masses of opponents? Throw a grenade.\nWith some quick thinking, you can get a grenade around a corner or through a doorway.", "Faced with masses of opponents? Throw a grenade.\nWith some quick thinking, you can get a grenade around a corner or through a doorway.", "Situational Awareness is pretty cool.\nWhen playing coop, you should select a VOICE to let your friends know what's up.", "Situational Awareness is pretty cool.\nWhen playing coop, you should select a VOICE to let your friends know what's up.", "Do you spend too much time reloading?\nReload faster with the SLEIGHT OF HAND perk.", "Never a medikit or stimpak around when you need one?\nTake the EXTREME CONDITIONING perk, and get back on your feet fast.", "Find that you just can't have enough weapons?\nThen get the ONE MAN ARMY perk - you'll have more guns than you'll ever need.", "Out of ammo? Get the SCAVENGER perk\nand you'll never run out of bullets again.", "With the STOPPING POWER perk, you'll be able\nto take down more enemies with less ammunition.", "Are explosions your thing?\nMake your grenades, rockets and missiles count with the DANGER CLOSE perk.", "Get fatally injured too often? Want to soak more bullets?\nThen JUGGERNAUT may be the perk for you.", "Some times, the silent method is the best method.\nWith the COLD BLOODED perk, they'll never hear you coming.", "If you don't have the time to line up your weapon's sights\non your target, then the STEADY AIM perk will help you.", "Some people prefer the elegance of a blade to the brute force of a bullet.\nif you're one of those people, COMMANDO is your perk.", "Your enemy got the drop on you? Pull out your handgun and a grenade,\nand teach him a lesson before you die with the LAST STAND perk.", "The H&K USP45 is the jack of all trades of handguns.\nIt sports decent accuracy, capacity and power.", "Got a Beretta M9? It's not as powerful as\nother handguns, but has excellent capacity.", "The Glock 18 is a fully automatic handgun featuring a hefty 33 round magazine.\nIt has the least power of any handgun though.", "Looking for an easy to wield handgun?\nThe PP-2000 sports full auto, decent capacity and adequate power.", "The only burst fire handgun around,\nthe Beretta M93 Raffica brings with it decent accuracy and capacity.", "Power and Accuracy is what the .44 Magnum Revolver excels at.\nIt's only drawback is it's limited capacity.", "The King of Power, the Israel Military Industries Desert Eagle spits out death at\nan incredible rate. It's recoil leaves something to be desired though.", "Want some quick 12-gauge action? Look no further than the Benelli M4.\nIt's limited capacity belies it's potent punch, and it's easy to reload.", "The Sentinel Arms Striker-12 packs a fast-firing punch and\nthe greatest capacity of any shotgun. It's slow to reload however.", "A fully automatic, 12-gauge platform of destruction,\nthe Atchisson AA-12 Assault Shotgun is magazine-fed for quick, repeated strikes.", "The Franchi SPAS-12 is the only pump-action shotgun in your arsenal.\nSlow to reload, it deals tremendous damage.", "The Sears Ranger sawed-off double-barreled shotgun may not have much\nin the way of capacity, but firing both barrels at once leaves little standing.", "The first truly successful repeater shotgun,\nthe lever-action Winchester Model 1887 delivers death one 12-gauge shell at a time.", "The Mini-UZI is known for two things: an extreme rate of fire\nand little accuracy. Two of them moreso.", "With it's front grip, the H&K MP5K sports excellent accuracy\nand a strong rate of fire. Great as a fallback weapon.", "Though the 5.7mm may not pack much of a punch, the FN P90's good accuracy,\nextreme capacity and ease of reload makes it a potent weapon.", "Firing the .45ACP, the H&K UMP45 hits hard and accurately.\nIt's rate of fire is fairly low, however.", "Even with it's trademark recoil system and front grip,\n keeping the deadly, rapidfire KRISS Vector on target limits this powerhouse to the strongest of users.", "Death is unavoidable.\nChoose where you will return with the TACTICAL INSERTION kit.", "Your friend calling for help? In need of a medikit?\nSolve all these problems and more with the LAST STAND PRO REVIVAL KIT.", "Does your weapon simply not hold enough bullets?\nGet some EXTENDED MAGAZINES for it, and keep on firing.", "Put a GRIP on that shotgun or light machinegun,\nand you'll never miss your mark again.", "Tune up that submachinegun of yours with RAPID FIRE,\nand watch the bullets fly.", "Do you dream of Fire? With DRAGON'S BREATH for shotguns,\nEXPLOSIVE rounds for sniper rifles and even INCENDIARY munitions\nfor launcher weapons, your dreams will come true.", "One handgun not enough for you?\nGo AKIMBO, because two is simply better than one.", "Can't ready your handgun fast enough after using your blade?\nGet a TAC KNIFE, and become a master at stabbing.", "Too dark when you're out hunting with your sniper rifle?\nWith a THERMAL SIGHT, your victims will light up like fireworks.", "The Jack of all trades, the Colt M4A1 is light, sturdy\nand somewhat unremarkable, but capable of holding it's own against most enemies.", "The only full-auto rifle capable of an RPM above 900, the FN F2000\ncan take down any target quickly. Keeping your aim on the target is the bigger challenge.", "The Advanced Combat Rifle packs a sturdy punch and excellent,\nsustained accuracy. A great choice for long range fighting.", "Sporting an underslung M203 grenade launcher,\nthe FAMAS-F1 offers accurate burst fire and explosive backup.", "After several revisions, the classic Colt M16A4\n sports great stopping power in the form of accurate burst fire.", "Tried and true, the Kalashnikov AK-47 provides excellent and reliable power,\nat the cost of sustained accuracy. It's weight is also a concern.", "Though it suffers from low capacity and less than admirable sustained accuracy,\nthe FN Scar-H is the most powerful automatic rifle in your arsenal.", "The semi-auto FN FAL Battle Rifle may be hindered by it's limited magazine size,\nbut it delivers a devastating punch at pinpoint accuracy.", "The assault rifle of light machineguns, the Steyr AUG HBAR\nis accurate and powerful. It doesn't have the capacity of it's peers, however.", "Produced by H&K, the MG4 delivers accurate, low-recoil suppression fire\nwhereever, whenever. It doesn't deal a lot of damage though", "Though accurate, the sheer rate of fire of the L86 Light Squad Weapon\nresults in a fair bit of recoil. Easy to reload, though.", "The FN M240 delivers high speed, high power suppression fire.\nTo achieve this, it sacrifices accuracy and stability.", "A classic choice, the M14 EBR may not pack the biggest punch\nof it's peers, but it offers good capacity and sustained fire accuracy.", "While the Walther WA 2000 may not have much in the way of capacity,\n it nevertheless combines good stability, power and accuracy in a (relatively) small package.", "Even for an Anti-Materiel Rifle, the Barrett M82 .50cal\nis awfully effective at putting semi-auto craters in your prey. Kicks like a mule, too.", "The one and only bolt-action rifle around, the Intervention\nis the One Hit Wonder of sniper rifles. Just mind the low rate of fire.", "The popular M79 break-action grenade launcher fires a quite potent 40mm shell.\nA great tool for disposing of groups.", "Light and easy to reload, the RPG7\nis well known for it's powerful, if inaccurate, punch.", "84 milimetres of armourpiercing Death - that's what the AT4-CS Recoilless Gun\nbrings to the table. You may have to carry several of these monsters though.", "Though the much lower damage is a definite tradeoff, the STUN GRENADES\nperk will keep those pesky enemies blinded and off your back.", "For maximum area of denial effect, the INCENDIARY GRENADES\nperk will close off those corridors for you in no time.", "Jenova is the Best Ever!", "Jenova is the Best Ever!", "A Bullpup design, the Israel Military Industries TAVOR offers reliable firepower\nin a compact design. The modern day Assault Rifle.", "As durable as it is deadly, the RPD is a veteran\nwith a whopping 70 years of service behind it.", "The Steyr TMP's tiny profile and magazine belies\nit's blinding rate of fire and ease of reload."}; str msgColors[22] = { // List from Samsara - all credit to TerminusEst13 and Ijon Tichy "\ca","\cb","\cc","\cd","\ce","\cf","\cg","\ch","\ci","\cj","\ck", "\cl","\cm","\cn","\co","\cp","\cq","\cr","\cs","\ct","\cu","\cv"}; str RGAPickup[41] = { "Oops. You found a bugged pickup string.","You got the CheyTac Intervention sniper rifle.", "You got the Barrett M82 anti-materiel rifle. Let's pop some skulls!","You got the H&K USP45. So Boss!", "You got the .44 Magnum. Do you feel lucky, Punk?","You got the FAMAS-F1. Look at that M203!", "You got the FN FAL battle rifle. Line'em up, Knock'em down!","You got the Franchi SPAS-12 dual-mode shotgun.", "You got the Atchisson AA-12 automatic shotgun.","You got the H&K UMP45 submachinegun.", "You got the KRISS Vector submachinegun.","You got the Mini-UZI. Akimbo anyone?", "You got the FN P90. Shredding time.","You got the Bushmaster Adaptive Combat Rifle.", "You got the H&K MG4 light machinegun.","You got the Glock 18. Spray'em.", "You got the PP-2000 automatic pistol.","You got the FN SCAR-H battle rifle.", "You got the Colt M4A1 carbine. Fast and light.","You got the Sears Ranger sawed-off shotgun.", "You got the FN F2000 assault rifle.","You got the H&K MP5K submachinegun.", "You got the Beretta M93 Raffica automatic pistol.","You got the M79 Thumper. Pop'em!", "You got the AT4-CS. Blow'em up!","You got the Colt M16A4 assault rifle. Hooah!", "Da tovarishch, Vy poluchili AK-47!","You got the Striker-12 semi-auto shotgun. Please the crowd.", "You got the AUG HBAR light machinegun.","You got the priceless Walther WA 2000 sniper rifle.", "You got the IMI Desert Eagle. Bring the pain.","You got the Beretta M9 pistol.", "You got the Benelli M4 semi-auto shotgun.","You got the FN M240 light machinegun.", "You got the L86 Light Squad Weapon. Time to Dakka!","You got the RPG-7. For the motherland!", "You got the Model 1887 lever-action shotgun. Terminate them all!","You got the M14 enhanced battle rifle. They can't hide from you now.", "You got the IMI TAR-21 assault rifle.","You got the RPD light machinegun.", "You got the Steyr TMP submachinegun."}; str MenuGuns[25][4] = { {"H&K USP45","USP45Ammo",24,"MaxWeaponsFilled_Handgun"}, {"Beretta M9","M9Ammo",30,"MaxWeaponsFilled_Handgun"}, {"Beretta M93 Raffica","M93RAmmo",40,"MaxWeaponsFilled_Handgun"}, {"PP-2000","PP2000Ammo",40,"MaxWeaponsFilled_Handgun"}, {"IMI TAR-21","TARAmmo",120,"MaxWeaponsFilled_AR"}, {"FAMAS-F1","FAMASAmmo",75,"MaxWeaponsFilled_AR"}, {"FN SCAR-H","SCARHAmmo",100,"MaxWeaponsFilled_AR"}, {"FN FAL","FALAmmo",80,"MaxWeaponsFilled_AR"}, {"Franchi SPAS-12","SPAS12Ammo",32,"MaxWeaponsFilled_Sub"}, {"Sears Ranger","RangerAmmo",20,"MaxWeaponsFilled_Sub"}, {"Striker-12","StrikerAmmo",32,"MaxWeaponsFilled_Sub"}, {"H&K MP5K","MP5Ammo",120,"MaxWeaponsFilled_Sub"}, {"H&K UMP45","UMP45Ammo",100,"MaxWeaponsFilled_Sub"}, {"Steyr TMP","TMPAmmo",80,"MaxWeaponsFilled_Sub"}, {"Walther WA 2000","WA2000Ammo",30,"MaxWeaponsFilled_Heavy"}, {"FN F2000","F2000Ammo",120,"MaxWeaponsFilled_AR"}, {"Bushmaster ACR","ACRAmmo",120,"MaxWeaponsFilled_AR"}, {"AK-47","AK47Ammo",90,"MaxWeaponsFilled_AR"}, {"Colt M4A1","M4A1Ammo",120,"MaxWeaponsFilled_AR"}, {"Atchisson AA-12","AA12Ammo",40,"MaxWeaponsFilled_Sub"}, {"AUG HBAR","AUGHBARAmmo",126,"MaxWeaponsFilled_Heavy"}, {"FAMAS-F1 Auto","FAMASAmmo",100,"MaxWeaponsFilled_AR"}, {"FN FAL Auto","FALAmmo",80,"MaxWeaponsFilled_AR"}, {"Colt M16A4 Auto","M16Ammo",120,"MaxWeaponsFilled_AR"}, {"FN P90","P90Ammo",200,"MaxWeaponsFilled_Sub"}}; str MenuPerks[21] = {"Perk1_SOH","Perk1_ExtremeConditioning","Perk1_OneManArmy","Perk1_Scavenger", "Perk2_StoppingPower","Perk2_DangerClose","Perk2_Juggernaut","Perk2_Coldblooded", "Perk3_SteadyAim","Perk3_Commando","Perk3_LastStand","ExtendedMagsAttachment", "KnifeAttachment","AkimboAttachment","RapidFireAttachment", "ThermalAttachment", "GripAttachment","DragonBreathAttachment","TacticalInsertion","Perk4_Stun","Perk4_Inc"}; str ClassBuild[9][12] = { {"H&K USP45 Tac Knife","USP45Ammo","24","FN F2000","F2000Ammo","120", "MaxWeaponsFilled_AR","Perk1_OneManArmy","Perk2_StoppingPower", "Perk3_Commando","USP45Knife","\cdYou are Assault!"}, {"Glock 18","G18Ammo","66","FN SCAR-H Ex Mags","SCARHAmmo","100", "MaxWeaponsFilled_AR","Perk1_ExtremeConditioning","Perk2_Juggernaut", "Perk3_LastStand","SCARHExMags","\cdYou are Juggernaut!"}, {"H&K USP45 Akimbo","USP45Ammo","48","CheyTac Intervention","InterventionAmmo","28", "MaxWeaponsFilled_Heavy","TacticalInsertion","Perk2_StoppingPower", "Perk3_SteadyAim","USP45Akimbo","\cdYou are Sniper!"}, {"IMI Desert Eagle","DeagleAmmo","14","Benelli M4","M1014Ammo","16", "MaxWeaponsFilled_Sub","Perk1_ExtremeConditioning","Perk2_ColdBlooded", "Perk3_SteadyAim","TacticalInsertion","\cdYou are CQC!"}, {"Beretta M93 Raffica","M93RAmmo","40","FN P90 Ex Mags","P90Ammo","200", "MaxWeaponsFilled_Sub","Perk1_ExtremeConditioning","Perk3_LastStand", "Perk3_LastStand_PRO","P90ExMags","\cdYou are Medic!"}, {"PP-2000","PP2000Ammo","40","M14 EBR","M14Ammo","40", "MaxWeaponsFilled_Heavy","Perk1_SOH","Perk2_ColdBlooded", "Perk3_SteadyAim","Perk3_SteadyAim_PRO","\cdYou are Scout Sniper!"}, {"Beretta M9","M9Ammo","30","FAMAS-F1","FAMASAmmo","75", "MaxWeaponsFilled_AR","Perk1_Scavenger","Perk1_Scavenger_PRO", "Perk2_DangerClose","Perk3_SteadyAim","\cdYou are Grenadier!"}, {"Beretta M9 Tac Knife","M9Ammo","30","Mini-Uzi","MiniUziAmmo","128", "MaxWeaponsFilled_Sub","Perk1_ExtremeConditioning","Perk1_ExtremeConditioning_PRO", "Perk3_Commando","M9Knife","\cdYou are Recon!"}, {"H&K USP45","USP45Ammo","24","Bushmaster ACR","ACRAmmo","120", "MaxWeaponsFilled_AR","Perk1_Scavenger","Perk1_SOH", "Perk1_SOH_PRO","Perk3_SteadyAim","\cdYou are Rifleman!"}}; str Ranker[31][2] = {{100,300},{103,400},{106,500},{109,1000},{112,1000},{115,1000},{118,1500},{121,1500},{124,2000},{127,2000}, {130,3000},{133,3000},{136,4000},{139,4000},{142,5000},{145,5000},{148,6000},{151,6000},{154,7000},{157,7000},{160,8000}, {162,8000},{164,9000},{166,9000},{168,10000},{170,10000},{172,11000},{174,11000},{176,12000},{178,12000},{180,13000}}; function void RGA_SetRank(void) { Int Value = CheckInventory("Rank"); If(GetActorProperty(0,APROP_Health) < Ranker[Value][0] && GetActorProperty(0,APROP_HEALTH) > 0) SetActorProperty(0,APROP_Health,Ranker[Value][0]); SetActorProperty(0,APROP_SpawnHealth,Ranker[Value][0]); If(Value < 30) SetAmmoCapacity("experience",Ranker[Value][1]); } function void RGA_ApplyPowers(void) { if(CheckInventory("Perk1_OneManArmy") == 1) { if(PlayerIsBot(PlayerNumber())); else { SetAmmoCapacity("MaxWeaponsFilled_AR",2); SetAmmoCapacity("MaxWeaponsFilled_Sub",2); } } if(CheckInventory("Perk1_OneManArmy_Pro") == 1) { ACS_ExecuteAlways(629,0,0,0,0); if(PlayerIsBot(PlayerNumber())) GiveInventory("Backpack",3); } if(CheckInventory("Perk2_StoppingPower") == 1 && CheckInventory("Perk2_StoppingPower_Pro") == 0) GiveInventory("Perk2_StoppingPowerEffect",1); else if(CheckInventory("Perk2_StoppingPower") == 1 && CheckInventory("Perk2_StoppingPower_Pro") == 1) { TakeInventory("Perk2_StoppingPowerEffectPower",999999); GiveInventory("Perk2_StoppingPowerEffectPro",1); } if(CheckInventory("Perk2_DangerClose") == 1 && CheckInventory("Perk2_DangerClose_Pro") == 0) GiveInventory("Perk2_DangerCloseEffect",1); else if(CheckInventory("Perk2_DangerClose") == 1 && CheckInventory("Perk2_DangerClose_Pro") == 1) { TakeInventory("Perk2_DangerCloseEffectPower",999999); GiveInventory("Perk2_DangerCloseEffectPro",1); } if(CheckInventory("Perk2_Juggernaut") == 1 && CheckInventory("Perk2_Juggernaut_Pro") == 0) GiveInventory("Perk2_JuggernautEffect",1); else if(CheckInventory("Perk2_Juggernaut") == 1 && CheckInventory("Perk2_Juggernaut_Pro") == 1) { TakeInventory("Perk2_JuggernautEffectPower",999999); GiveInventory("Perk2_JuggernautEffectPro",1); } if(CheckInventory("Perk2_ColdBlooded_Pro") == 1) GiveInventory("Perk2_ColdBloodedEffectPro",1); if(CheckInventory("Perk3_Commando") == 1 && CheckInventory("Perk3_Commando_Pro") == 0) GiveInventory("Perk3_CommandoEffect",1); else if(CheckInventory("Perk3_Commando") == 1 && CheckInventory("Perk3_Commando_Pro") == 1) { TakeInventory("Perk3_CommandoEffectPower",999999); GiveInventory("Perk3_CommandoEffectPro",1); } if(CheckInventory("Perk3_LastStand") == 1) GiveInventory("LastStandSave",1); } function void RGA_UnMorphMe(void) { if(CheckInventory("Menu") != 1 || CheckInventory("RandomThing") != 1) UnMorphActor(0, true); } //Gives awarded items function void RGA_Award(void) { GiveInventory("GripAttachment",1); GiveInventory("RapidFireAttachment",1); GiveInventory("ExtendedMagsAttachment",1); GiveInventory("ThermalAttachment",1); GiveInventory("AkimboAttachment",1); GiveInventory("KnifeAttachment",1); GiveInventory("DragonBreathAttachment",1); GiveInventory("MegasphereAward",1); if(CheckInventory("Perk4_Stun") == 0 && CheckInventory("Perk4_Inc") == 0) { GiveInventory("Perk4_StunAward",1); GiveInventory("Perk4_IncAward",1); } else GiveInventory("Perk4_RemoveAward",1); if(CheckInventory("Perk1_SOH") == 0) GiveInventory("Perk1_SOHAward",1); if(CheckInventory("Perk1_SOH") == 1 && CheckInventory("Perk1_SOH_Pro") == 0) GiveInventory("Perk1_SOH_ProAward",1); if(CheckInventory("Perk1_ExtremeConditioning") == 0) GiveInventory("Perk1_ExtremeConditioningAward",1); if(CheckInventory("Perk1_ExtremeConditioning") == 1 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 0) GiveInventory("Perk1_ExtremeConditioning_ProAward",1); if(CheckInventory("Perk1_OneManArmy") == 0) GiveInventory("Perk1_OMAAward",1); if(CheckInventory("Perk1_OneManArmy") == 1 && CheckInventory("Perk1_OneManArmy_Pro") == 0) GiveInventory("Perk1_OMA_ProAward",1); if(CheckInventory("Perk1_Scavenger") == 0) GiveInventory("Perk1_ScavengerAward",1); if(CheckInventory("Perk1_Scavenger") == 1 && CheckInventory("Perk1_Scavenger_Pro") == 0) GiveInventory("Perk1_Scavenger_ProAward",1); if(CheckInventory("Perk2_StoppingPower") == 0) GiveInventory("Perk2_StoppingPowerAward",1); if(CheckInventory("Perk2_StoppingPower") == 1 && CheckInventory("Perk2_StoppingPower_Pro") == 0) GiveInventory("Perk2_StoppingPower_ProAward",1); if(CheckInventory("Perk2_DangerClose") == 0) GiveInventory("Perk2_DangerCloseAward",1); if(CheckInventory("Perk2_DangerClose") == 1 && CheckInventory("Perk2_DangerClose_Pro") == 0) GiveInventory("Perk2_DangerClose_ProAward",1); if(CheckInventory("Perk2_Juggernaut") == 0) GiveInventory("Perk2_JuggernautAward",1); if(CheckInventory("Perk2_Juggernaut") == 1 && CheckInventory("Perk2_Juggernaut_Pro") == 0) GiveInventory("Perk2_Juggernaut_ProAward",1); if(CheckInventory("Perk2_ColdBlooded") == 0) GiveInventory("Perk2_ColdBloodedAward",1); if(CheckInventory("Perk2_ColdBlooded") == 1 && CheckInventory("Perk2_ColdBlooded_Pro") == 0) GiveInventory("Perk2_ColdBlooded_ProAward",1); if(CheckInventory("Perk3_SteadyAim") == 0) GiveInventory("Perk3_SteadyAimAward",1); if(CheckInventory("Perk3_SteadyAim") == 1 && CheckInventory("Perk3_SteadyAim_Pro") == 0) GiveInventory("Perk3_SteadyAim_ProAward",1); if(CheckInventory("Perk3_Commando") == 0) GiveInventory("Perk3_CommandoAward",1); if(CheckInventory("Perk3_Commando") == 1 && CheckInventory("Perk3_Commando_Pro") == 0) GiveInventory("Perk3_Commando_ProAward",1); if(CheckInventory("Perk3_LastStand") == 0) GiveInventory("Perk3_LastStandAward",1); if(CheckInventory("Perk3_LastStand_Pro") == 0) GiveInventory("Perk3_LastStand_ProAward",1); if(CheckInventory("TacticalInsertion") == 0) GiveInventory("PerkX_TacticalInsertionAward",1); } //custom server cvars int XPMultiply; //sv_xpmultiply bool RegenRate; //sv_regenrate bool NoVoice; //sv_novoice bool TacticalInsertion[65]; //Server settings... script 505 OPEN { if(GetCVAR("sv_nodrop") == 0) ConsoleCommand("sv_nodrop 1"); if(GetCVAR("alwaysapplydmflags") == 0) ConsoleCommand("alwaysapplydmflags 1"); if(GetCVAR("compat_soundslots") == 1) ConsoleCommand("compat_soundslots 0"); if(GetCVAR("compat_nocrosshair") == 0) ConsoleCommand("compat_nocrosshair 1"); if(GetCVAR("compat_soundtarget") == 1) ConsoleCommand("compat_soundtarget 0"); if(GetCVAR("sv_xpmultiply") <= 0) ConsoleCommand("set sv_xpmultiply 1"); else if(GetCVAR("sv_xpmultiply") > 50) ConsoleCommand("set sv_xpmultiply 50"); if(GetCVAR("sv_regenrate") <= 0) ConsoleCommand("set sv_regenrate 1"); else if(GetCVAR("sv_regenrate") > 50) ConsoleCommand("set sv_regenrate 50"); if(GetCVAR("sv_novoice") == 0) ConsoleCommand("set sv_novoice 0"); if(GetCVAR("lmsallowedweapons") != 0) ConsoleCommand("lmsallowedweapons 0"); delay(35*5); restart; } //------------------------------------------ //------- Set ID, this will most likely break some wads. //------- Also change Special. script 500 ENTER { Thing_ChangeTID(0,PlayerNumber()+500); SetThingSpecial(0,226,502,0,0,0,0); TakeInventory("Fist",1); TakeInventory("Aiming",1); TakeInventory("Reloading",1); TakeInventory("ReloadingShot",1); TakeInventory("ThrowingGrenade",1); TakeInventory("KnifeAttack",1); TakeInventory("Speaking",1); TakeInventory("ReadyRegen",1); TakeInventory("BlindCheck",7); TakeInventory("HoldBreath",35); TakeInventory("BreathWait",35); TakeInventory("PowerLightAmp",500); RGA_SetRank(); ACS_ExecuteAlways(614,0,0,0,0); if(CheckInventory("Menu") == 1) { SetPlayerProperty(0,1,0); SetPlayerProperty(0,1,1); SetPlayerProperty(0,1,7); } else { SetPlayerProperty(0,0,0); SetPlayerProperty(0,0,1); SetPlayerProperty(0,0,7); } if(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) { if(GetCVar("teamdamage") == 0) GiveInventory("CoopCheck",1); else TakeInventory("CoopCheck",1); if(GetActorProperty(0,APROP_HEALTH) < 100 && GetActorProperty(0,APROP_HEALTH) > 0) ACS_ExecuteAlways(606,0,0,0,0); if(GetActorProperty(0, APROP_Speed) != 1.15) SetActorProperty(0, APROP_Speed, 1.15); if(CheckInventory("InLastStand") == 1) RGA_UnMorphMe(); ACS_ExecuteAlways(634,0,0,0,0); RGA_ApplyPowers(); } else { TakeInventory("CoopCheck",1); if(GetCVar("Buckshot") == 1) RGA_BuildClass(10,0); else if(GetCVar("Instagib") == 1) RGA_BuildClass(11,0); } TakeInventory("InLastStand",1); } script 501 RESPAWN { Thing_ChangeTID(0,PlayerNumber()+500); SetThingSpecial(0,226,502,0,0,0,0); TakeInventory("Fist",1); TakeInventory("Aiming",1); TakeInventory("Reloading",1); TakeInventory("ReloadingShot",1); TakeInventory("ThrowingGrenade",1); TakeInventory("KnifeAttack",1); TakeInventory("Speaking",1); TakeInventory("BlindCheck",7); TakeInventory("HoldBreath",35); TakeInventory("BreathWait",35); TakeInventory("PowerLightAmp",500); RGA_SetRank(); if(CheckInventory("Menu") == 1) { SetPlayerProperty(0,1,0); SetPlayerProperty(0,1,1); SetPlayerProperty(0,1,7); } else { SetPlayerProperty(0,0,0); SetPlayerProperty(0,0,1); SetPlayerProperty(0,0,7); SETFONT("SMALLFONT"); HudMessage(s:RGATip[Random(1,80)]; HUDMSG_TYPEON, 1320+PlayerNumber(), CR_Green, 0.45, 0.77, 3.0, 0.03, 2.0); } if(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) { if(GetCVar("teamdamage") == 0) GiveInventory("CoopCheck",1); else TakeInventory("CoopCheck",1); if(GetActorProperty(0,APROP_HEALTH) < 100 && GetActorProperty(0,APROP_HEALTH) > 0) ACS_ExecuteAlways(606,0,0,0,0); if(GetActorProperty(0, APROP_Speed) != 1.15) SetActorProperty(0, APROP_Speed, 1.15); if(CheckInventory("InLastStand") == 1) RGA_UnMorphMe(); RGA_ApplyPowers(); } else { TakeInventory("CoopCheck",1); if(GetCVar("Buckshot") == 1) RGA_BuildClass(10,1); else if(GetCVar("Instagib") == 1) RGA_BuildClass(11,1); } TakeInventory("InLastStand",1); } //------------------------------------------ //------- Set KillerID/KillerHealth to display/killcam --- RGA2: Play tango down sound script 502 (void) { KillersID = ActivatorTID(); KillersHealth = GetActorProperty(ActivatorTID(),APROP_Health); KillersGun = ""; Delay(20); ACS_Execute(504,0,0,0,0); } //------------------------------------------ //------- Player's death, shows killer health and cam after 1 second. Might not work properly. script 503 DEATH { //Preserve information just for this script; don't want it to view someone else's killer. Delay(1); int KillersHealths = KillersHealth; int KillersIDs = KillersID; str KillersGuns = KillersGun; Delay(36); if(KillersHealths > 0 && GetActorProperty(0,APROP_Health) < 1) //Don't view killers health or cam if he died at the same time you did. Or if you've respawned already. { SetFont("BIGFONT"); ChangeCamera(KillersIDs,0,1); if(!(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER)) HudMessage(s:"\ccYour killer's Health:\cg ", i:KillersHealths, s:"%";HUDMSG_FADEOUT,0,CR_Blue,0.5,0.6,3.0,2.0); } } script 504 (void) { if (!(ClassifyActor(0) & ACTOR_MONSTER)) { Delay(1); if(GetActorProperty(0,APROP_Health) > 0 && GetCVAR("sv_novoice") == 0 && CheckInventory("Speaking") == 0 && (GameType() != GAME_NET_COOPERATIVE || GameType() != GAME_SINGLE_PLAYER) && random(0,5) > 0) { GiveInventory("Speaking",1); Delay(5); if(PlayerTeam() == TEAM_RED) ActivatorSound("russian/kill",127); else if(PlayerTeam() == TEAM_BLUE) ActivatorSound("us/kill",127); else if(PlayerTeam() == 2) ActivatorSound("brazil/kill",127); else if(PlayerTeam() == 3) ActivatorSound("opfor/kill",127); Delay(3*35); TakeInventory("Speaking",1); } } } script 596 (void) { int WeaponStay = GetCVAR("sv_weaponstay"); SetResultValue(WeaponStay); } script 597 (int Wepno) CLIENTSIDE { if(CheckInventory("BlindCheck") == 0) FadeRange(255, 255, 0, 0.15, 255, 255, 0, 0, 0.16); if(GetCVAR("msg") == 0) Log(s:msgColors[GetCVar("msg0color")], s:RGAPickup[Wepno]); //Log(s:RGAPickup(Wepno)); } script 598 OPEN CLIENTSIDE { if(GetCVAR("rgh_hitsound") != 1) { ConsoleCommand("set rgh_hitsound 0"); } ConsoleCommand("archivecvar rgh_hitsound"); if(GetCVAR("hud_scale") != 0) ConsoleCommand("hud_scale 0"); } //Knife screen script 599 (int Strength, int Reverse) NET CLIENTSIDE { if(CheckInventory("KnifeAttack") == 1) { if(CheckWeapon("H&K USP45 Tac Knife") || CheckWeapon("Beretta M9 Tac Knife") || CheckWeapon(".44 Magnum Tac Knife") || CheckWeapon("IMI Desert Eagle Tac Knife")) { Strength = 1600; Reverse = 1600; } else { Strength = 3200; Reverse = 3200; } } int Counter; while(Counter < Strength) { SetActorAngle(0,GetActorAngle(0)-800); SetActorPitch(0,GetActorPitch(0)-200); Counter += 800; Delay(1); } Counter = 0; Delay(1); while(Counter < Reverse) { SetActorAngle(0,GetActorAngle(0)+800); SetActorPitch(0,GetActorPitch(0)+200); Counter += 800; Delay(1); } } //Kickback script 600 (int Strength, int Reverse, int Hurt) NET CLIENTSIDE { int Mode; int Angle = random(0,6); int Counter; if(Hurt == 2) { while(CheckInventory("Aiming") == 1)// || CheckInventory("BreathWait") != 0) { int buttons = GetPlayerInput(-1, INPUT_BUTTONS); Strength = CheckInventory("BreathWait"); Counter = 0; if(CheckInventory("HoldBreath") == 0 && CheckInventory("BreathWait") == 0 && buttons & BT_SPEED) { if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fholdbreath",127); else ActivatorSound("player/holdbreath",127); GiveInventory("HoldBreath",35); if(CheckInventory("Perk3_SteadyAim_Pro") == 1) //Sniper specialty increases hold breath time Delay(30); //36 else Delay(20); //30 TakeInventory("HoldBreath",5); GiveInventory("BreathWait",5); } else if(CheckInventory("HoldBreath") != 0 && CheckInventory("Aiming") == 1) { if(!(buttons & BT_SPEED)) { if(CheckInventory("HoldBreath") < 11) if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fexhale1",127); else ActivatorSound("player/exhale1",127); else if(CheckInventory("HoldBreath") < 22 && CheckInventory("HoldBreath") > 10) if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fexhale2",127); else ActivatorSound("player/exhale2",127); else if(CheckInventory("HoldBreath") > 21) if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fexhale3",127); else ActivatorSound("player/exhale3",127); TakeInventory("HoldBreath",35); } else { ActivatorSound("player/heartbeat",127); if(CheckInventory("Perk3_SteadyAim_Pro") == 1) //Sniper specialty increases hold breath time Delay(55); //36 else Delay(35); //30 TakeInventory("HoldBreath",5); GiveInventory("BreathWait",5); if(CheckInventory("HoldBreath") == 0) if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fexhale1",127); else ActivatorSound("player/exhale1",127); } } while(Counter < 3 && CheckInventory("HoldBreath") == 0) { Counter += 1; if(Counter == 3 && CheckInventory("Aiming") == 1 && CheckInventory("BreathWait") == 0) { SetFont("CONFONT"); HudMessage(s:"\ccHold \cf",k:"+speed", s:" \ccto steady aim"; HUDMSG_FADEINOUT,0,CR_WHITE,0.5,0.675,0.0,0.16,0.16); HudMessage(s:"\cc[\cfbind key +speed \ccif unbound]"; HUDMSG_FADEINOUT,0,CR_WHITE,0.5,0.7,0.0,0.16,0.16); } if(CheckInventory("Aiming") == 1) { if(CheckWeapon("CheyTac Intervention Thermal") == 1 || CheckWeapon("Barrett M82 Thermal") == 1) { SetActorAngle(0,GetActorAngle(0)+random(-90,90)+(random(-9,9)*Strength)); SetActorPitch(0,GetActorPitch(0)-random(-70,70)+(random(-7,7)*Strength)); } else if(CheckWeapon("Walther WA2000 Thermal") == 1 || CheckWeapon("M14 EBR Thermal") == 1 || CheckWeapon("IMI TAR-21 Thermal") == 1) { SetActorAngle(0,GetActorAngle(0)+random(-70,70)+(random(-9,9)*Strength)); SetActorPitch(0,GetActorPitch(0)-random(-55,55)+(random(-7,7)*Strength)); } else if(CheckWeapon("CheyTac Intervention") == 1 || CheckWeapon("CheyTac Intervention Ex Mags") == 1 || CheckWeapon("CheyTac Intervention Explosive") == 1 || CheckWeapon("Barrett M82") == 1 || CheckWeapon("Barrett M82 Ex Mags") == 1 || CheckWeapon("Barrett M82 Explosive") == 1) { SetActorAngle(0,GetActorAngle(0)+random(-120,120)+(random(-12,12)*Strength)); SetActorPitch(0,GetActorPitch(0)-random(-90,90)+(random(-9,9)*Strength)); } else { SetActorAngle(0,GetActorAngle(0)+random(-100,100)+(random(-12,12)*Strength)); SetActorPitch(0,GetActorPitch(0)-random(-75,75)+(random(-9,9)*Strength)); } } delay(2); if(CheckInventory("Aiming") == 1) { if(CheckWeapon("CheyTac Intervention Thermal") == 1 || CheckWeapon("Barrett M82 Thermal") == 1) { SetActorAngle(0,GetActorAngle(0)+random(-90,90)+(random(-9,9)*Strength)); SetActorPitch(0,GetActorPitch(0)-random(-70,70)+(random(-7,7)*Strength)); } else if(CheckWeapon("Walther WA2000 Thermal") == 1 || CheckWeapon("M14 EBR Thermal") == 1 || CheckWeapon("IMI TAR-21 Thermal") == 1) { SetActorAngle(0,GetActorAngle(0)+random(-70,70)+(random(-9,9)*Strength)); SetActorPitch(0,GetActorPitch(0)-random(-55,55)+(random(-7,7)*Strength)); } else if(CheckWeapon("CheyTac Intervention") == 1 || CheckWeapon("CheyTac Intervention Ex Mags") == 1 || CheckWeapon("CheyTac Intervention Explosive") == 1 || CheckWeapon("Barrett M82") == 1 || CheckWeapon("Barrett M82 Ex Mags") == 1 || CheckWeapon("Barrett M82 Explosive") == 1) { SetActorAngle(0,GetActorAngle(0)+random(-120,120)+(random(-12,12)*Strength)); SetActorPitch(0,GetActorPitch(0)-random(-90,90)+(random(-9,9)*Strength)); } else { SetActorAngle(0,GetActorAngle(0)+random(-100,100)+(random(-12,12)*Strength)); SetActorPitch(0,GetActorPitch(0)-random(-75,75)+(random(-9,9)*Strength)); } } delay(2); TakeInventory("BreathWait",1); } delay(1); } if(CheckInventory("HoldBreath") != 0 && CheckInventory("Aiming") == 0) { if(CheckInventory("HoldBreath") < 11) if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fexhale1",127); else ActivatorSound("player/exhale1",127); else if(CheckInventory("HoldBreath") < 22 && CheckInventory("HoldBreath") > 10) if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fexhale2",127); else ActivatorSound("player/exhale2",127); else if(CheckInventory("HoldBreath") > 21) if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fexhale3",127); else ActivatorSound("player/exhale3",127); TakeInventory("HoldBreath",35); TakeInventory("BreathWait",5); } Terminate; } if(CheckWeapon("H&K USP45") || CheckWeapon("H&K USP45 Ex Mags") || CheckWeapon("H&K USP45 Akimbo") || CheckWeapon("H&K USP45 Tac Knife")) { Strength = 750; Reverse = 750; } else if(CheckWeapon("Beretta M9") || CheckWeapon("Beretta M9 Ex Mags") || CheckWeapon("Beretta M9 Akimbo") || CheckWeapon("Beretta M9 Tac Knife")) { Strength = 600; Reverse = 600; } else if(CheckWeapon(".44 Magnum") || CheckWeapon(".44 Magnum Akimbo") || CheckWeapon(".44 Magnum Tac Knife")) { Strength = 1200; Reverse = 900; if(CheckInventory("Aiming") == 1) Reverse = 1200; } else if(CheckWeapon("IMI Desert Eagle") || CheckWeapon("IMI Desert Eagle Ex Mags") || CheckWeapon("IMI Desert Eagle Akimbo") || CheckWeapon("IMI Desert Eagle Tac Knife")) { Strength = 2000; Reverse = 1600; if(CheckInventory("Aiming") == 1) Reverse = 2000; Mode = 1; } else if(CheckWeapon("FN FAL") || CheckWeapon("FN FAL Ex Mags") || CheckWeapon("FN FAL Auto")) { Strength = 800; Reverse = 800; Mode = 1; } else if(CheckWeapon("FAMAS-F1") || CheckWeapon("FAMAS-F1 Ex Mags")) { Strength = 200; Reverse = 200; //if(CheckInventory("Aiming") == 1 || CheckInventory("SteadyAim") == 1) // Strength = 200; Mode = 2; } else if(CheckWeapon("Franchi SPAS-12") || CheckWeapon("Franchi SPAS-12 Ex Mags") || CheckWeapon("Franchi SPAS-12 Dragon") || CheckWeapon("Franchi SPAS-12 Rapid Fire") || CheckWeapon("Franchi SPAS-12 Grip") || CheckWeapon("FAMAS-F1 M203") || CheckWeapon("FAMAS-F1 M203 Incendiary") || CheckWeapon("FAMAS-F1 M203 Stun") || CheckWeapon("M79 Thumper") || CheckWeapon("M79 Thumper Incendiary") || CheckWeapon("M79 Thumper Stun") || CheckWeapon("AT4-CS") || CheckWeapon("AT4-CS Incendiary") || CheckWeapon("Sears Ranger") || CheckWeapon("Sears Ranger Dragon") || CheckWeapon("RPG-7") || CheckWeapon("RPG-7 Incendiary") || CheckWeapon("Model 1887") || CheckWeapon("Model 1887 Ex Mags") || CheckWeapon("Model 1887 Fine Tuned") || CheckWeapon("Model 1887 Solid Slugs") || CheckWeapon("Model 1887 Dragon")) { Strength = 3200; Reverse = 3200; if(CheckInventory("Aiming") == 1 || CheckInventory("SteadyAim") == 1 || CheckWeapon("Franchi SPAS-12 Grip")) { Strength = 2400; Reverse = 2400; } Mode = 1; } else if(CheckWeapon("Atchisson AA-12") || CheckWeapon("Atchisson AA-12 Ex Mags") || CheckWeapon("Atchisson AA-12 Grip") || CheckWeapon("Atchisson AA-12 Dragon") || CheckWeapon("Striker-12") || CheckWeapon("Striker-12 Grip") || CheckWeapon("Striker-12 Dragon") || CheckWeapon("Striker-12 Ex Mags") || CheckWeapon("Benelli M4") || CheckWeapon("Benelli M4 Grip") || CheckWeapon("Benelli M4 Dragon") || CheckWeapon("Benelli M4 Ex Mags")) { Strength = 2000; Reverse = 1600; if(CheckInventory("Aiming") == 1 || CheckInventory("SteadyAim") == 1 || CheckWeapon("Atchisson AA-12 Grip") || CheckWeapon("Striker-12 Grip")) { Strength = 1600; Reverse = 1200; } Mode = 1; } else if(CheckWeapon("H&K UMP45") || CheckWeapon("H&K UMP45 Ex Mags") || CheckWeapon("FN P90") || CheckWeapon("FN P90 Ex Mags") || CheckWeapon("Bushmaster ACR") || CheckWeapon("Bushmaster ACR Ex Mags") || CheckWeapon("FN SCAR-H") || CheckWeapon("FN SCAR-H Ex Mags") || CheckWeapon("Colt M4A1") || CheckWeapon("Colt M4A1 Ex Mags") || CheckWeapon("H&K MG4 Grip") || CheckWeapon("H&K MP5K") || CheckWeapon("H&K MP5K Ex Mags") || CheckWeapon("Steyr TMP") || CheckWeapon("Steyr TMP Ex Mags")) { Strength = 400; Reverse = 400; } else if(CheckWeapon("H&K MG4") || CheckWeapon("H&K MG4 Ex Mags") || CheckWeapon("FN M240") || CheckWeapon("FN M240 Ex Mags") || CheckWeapon("L86 LSW Grip") || CheckWeapon("Glock 18") || CheckWeapon("Glock 18 Ex Mags") || CheckWeapon("Glock 18 Akimbo") || CheckWeapon("FN F2000") || CheckWeapon("FN F2000 Ex Mags") || CheckWeapon("H&K UMP45 Rapid Fire") || CheckWeapon("FN P90 Rapid Fire") || CheckWeapon("H&K MP5K Rapid Fire") || CheckWeapon("AK-47") || CheckWeapon("AK-47 Ex Mags") || CheckWeapon("AUG HBAR") || CheckWeapon("AUG HBAR Ex Mags") || CheckWeapon("RPD Grip")) { Strength = 400; Reverse = 200; } else if(CheckWeapon("L86 LSW") || CheckWeapon("L86 LSW Ex Mags") || CheckWeapon("RPD") || CheckWeapon("RPD Ex Mags")) { Strength = 600; Reverse = 200; } else if(CheckWeapon("KRISS Vector") || CheckWeapon("KRISS Vector Ex Mags") || CheckWeapon("Mini-UZI") || CheckWeapon("Mini-UZI Ex Mags") || CheckWeapon("Mini-UZI Akimbo") || CheckWeapon("PP-2000") || CheckWeapon("PP-2000 Ex Mags") || CheckWeapon("PP-2000 Akimbo") || CheckWeapon("Beretta M93 Raffica") || CheckWeapon("Beretta M93 Raffica Ex Mags") || CheckWeapon("Beretta M93 Raffica Auto") || CheckWeapon("AUG HBAR Grip") || CheckWeapon("Colt M16A4") || CheckWeapon("Colt M16A4 Ex Mags") || CheckWeapon("Colt M16A4 Auto") || CheckWeapon("FAMAS-F1 Auto") || CheckWeapon("IMI TAR-21") || CheckWeapon("IMI TAR-21 Ex Mags") || CheckWeapon("IMI TAR-21 Thermal") || CheckWeapon("FN M240 Grip")) { Strength = 200; Reverse = 100; if(CheckWeapon("IMI TAR-21 Thermal") && CheckInventory("Aiming") == 1) { Strength = 400; Reverse = 300; } Mode = 2; } else if(CheckWeapon("CheyTac Intervention") || CheckWeapon("CheyTac Intervention Thermal") || CheckWeapon("CheyTac Intervention Ex Mags") || CheckWeapon("CheyTac Intervention Fine Tuned") || CheckWeapon("CheyTac Intervention Explosive")) { Strength = 4000; Reverse = 4000; Mode = 1; } else if(CheckWeapon("Barrett M82") || CheckWeapon("Barrett M82 Thermal") || CheckWeapon("Barrett M82 Ex Mags") || CheckWeapon("Barrett M82 Explosive")) { Strength = 3600; Reverse = 2800; Mode = 1; if(CheckInventory("Aiming") == 1) { Strength = 3600; Reverse = 3600; } } else if(CheckWeapon("Walther WA 2000") || CheckWeapon("Walther WA 2000 Thermal") || CheckWeapon("Walther WA 2000 Ex Mags") || CheckWeapon("Walther WA 2000 Explosive")) { Strength = 2000; Reverse = 2000; Mode = 1; } else if(CheckWeapon("M14 EBR") || CheckWeapon("M14 EBR Thermal") || CheckWeapon("M14 EBR Ex Mags") || CheckWeapon("M14 EBR Explosive")) { Strength = 1600; Reverse = 1600; Mode = 1; } if(Hurt == 1) { Strength = 2000; Reverse = 2000; Mode = 5; } if(Mode == 0) { if(CheckInventory("FireSwitch") == 1 && (CheckWeapon("H&K USP45 Akimbo") || CheckWeapon("Beretta M9 Akimbo") || CheckWeapon("Glock 18 Akimbo") || CheckWeapon(".44 Magnum Akimbo"))){ while(Counter < Strength) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)-random(40,60)); else SetActorAngle(0,GetActorAngle(0)+random(40,60)); SetActorPitch(0,GetActorPitch(0)-random(140,160)); Counter += 150; } Counter = 0; while(Counter < Reverse) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)+random(40,60)); else SetActorAngle(0,GetActorAngle(0)-random(40,60)); SetActorPitch(0,GetActorPitch(0)+random(140,160)); Counter += 150; Delay(1); }} else{ while(Counter < Strength) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)+random(40,60)); else SetActorAngle(0,GetActorAngle(0)-random(40,60)); SetActorPitch(0,GetActorPitch(0)-random(140,160)); Counter += 150; } Counter = 0; while(Counter < Reverse) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)-random(40,60)); else SetActorAngle(0,GetActorAngle(0)+random(40,60)); SetActorPitch(0,GetActorPitch(0)+random(140,160)); Counter += 150; Delay(1); }} } else if(Mode == 1) { if(CheckWeapon("FN FAL Auto")){ while(Counter < Strength) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)-random(90,130)); else SetActorAngle(0,GetActorAngle(0)+random(90,130)); SetActorPitch(0,GetActorPitch(0)-random(410,450)); Counter += 400; } Counter = 0; while(Counter < Reverse) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)+random(80,120)); else SetActorAngle(0,GetActorAngle(0)-random(80,120)); SetActorPitch(0,GetActorPitch(0)+random(380,420)); Counter += 400; Delay(1); }} else if(CheckInventory("FireSwitch") == 1 && CheckWeapon("IMI Desert Eagle Akimbo")){ while(Counter < Strength) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)+random(80,120)); else SetActorAngle(0,GetActorAngle(0)-random(80,120)); SetActorPitch(0,GetActorPitch(0)-random(380,420)); Counter += 400; } Counter = 0; while(Counter < Reverse) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)-random(80,120)); else SetActorAngle(0,GetActorAngle(0)+random(80,120)); SetActorPitch(0,GetActorPitch(0)+random(380,420)); Counter += 400; Delay(1); }} else{ while(Counter < Strength) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)-random(80,120)); else SetActorAngle(0,GetActorAngle(0)+random(80,120)); SetActorPitch(0,GetActorPitch(0)-random(380,420)); Counter += 400; } Counter = 0; while(Counter < Reverse) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)+random(80,120)); else SetActorAngle(0,GetActorAngle(0)-random(80,120)); SetActorPitch(0,GetActorPitch(0)+random(380,420)); Counter += 400; Delay(1); }} } else if(Mode == 2) { if((CheckInventory("FireSwitch") == 1 && (CheckWeapon("PP-2000 Akimbo") || CheckWeapon("Mini-UZI Akimbo"))) || CheckWeapon("AUG HBAR Grip") || CheckWeapon("Colt M16A4") || CheckWeapon("Colt M16A4 Ex Mags") || CheckWeapon("Colt M16A4 Auto")){ while(Counter < Strength) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)+random(60,90)); else SetActorAngle(0,GetActorAngle(0)-random(60,90)); SetActorPitch(0,GetActorPitch(0)-random(185,215)); Counter += 200; Delay(1); } Counter = 0; while(Counter < Reverse) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)-random(45,55)); else SetActorAngle(0,GetActorAngle(0)+random(45,55)); SetActorPitch(0,GetActorPitch(0)+random(90,110)); Counter += 100; Delay(1); }} else{ while(Counter < Strength) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)-random(60,90)); else SetActorAngle(0,GetActorAngle(0)+random(60,90)); SetActorPitch(0,GetActorPitch(0)-random(185,215)); Counter += 200; Delay(1); } Counter = 0; while(Counter < Reverse) { if(Angle < 6) SetActorAngle(0,GetActorAngle(0)+random(45,55)); else SetActorAngle(0,GetActorAngle(0)-random(45,55)); SetActorPitch(0,GetActorPitch(0)+random(85,115)); Counter += 100; Delay(1); }} } else if(Mode == 3) { while(Counter < Strength) { SetActorAngle(0,GetActorAngle(0)-200); SetActorPitch(0,GetActorPitch(0)-400); Counter += 400; Delay(1); } Counter = 0; Delay(10); while(Counter < Reverse) { SetActorAngle(0,GetActorAngle(0)+200); SetActorPitch(0,GetActorPitch(0)+400); Counter += 400; Delay(1); } } else if(Mode == 4) { while(Counter < Strength) { SetActorAngle(0,GetActorAngle(0)-100); SetActorPitch(0,GetActorPitch(0)-800); Counter += 800; Delay(1); } Counter = 0; while(Counter < Reverse) { SetActorAngle(0,GetActorAngle(0)+100); SetActorPitch(0,GetActorPitch(0)+800); Counter += 800; Delay(1); } } else if(Mode == 5) { while(Counter < Strength) { if(Angle < 4) SetActorAngle(0,GetActorAngle(0)+1200); else SetActorAngle(0,GetActorAngle(0)-1200); if(Angle == 3 || Angle == 4) SetActorPitch(0,GetActorPitch(0)+2000); else SetActorPitch(0,GetActorPitch(0)-2000); Counter += 2000; Delay(1); } Counter = 0; while(Counter < Reverse) { if(Angle < 4) SetActorAngle(0,GetActorAngle(0)-300); else SetActorAngle(0,GetActorAngle(0)+300); if(Angle == 3 || Angle == 4) SetActorPitch(0,GetActorPitch(0)-400); else SetActorPitch(0,GetActorPitch(0)+400); Counter += 400; Delay(1); } } } //Reload script 601 (void) NET { if((((CheckWeapon("H&K USP45") == 1 || CheckWeapon("H&K USP45 Tac Knife") == 1) && CheckInventory("USP45Clip") < 12 && CheckInventory("USP45Ammo") != 0) || (CheckWeapon("H&K USP45 Ex Mags") == 1 && CheckInventory("USP45Clip2") < 18 && CheckInventory("USP45Ammo") != 0) || (CheckWeapon("H&K USP45 Akimbo") == 1 && CheckInventory("USP45Clip3") < 24 && CheckInventory("USP45Ammo") != 0) || ((CheckWeapon(".44 Magnum") == 1 || CheckWeapon(".44 Magnum Tac Knife") == 1) && CheckInventory("44MagnumClip") < 6 && CheckInventory("44MagnumAmmo") != 0) || (CheckWeapon(".44 Magnum Akimbo") == 1 && CheckInventory("44MagnumClip2") < 12 && CheckInventory("44MagnumAmmo") != 0) || ((CheckWeapon("Franchi SPAS-12") == 1 || CheckWeapon("Franchi SPAS-12 Grip") == 1 || CheckWeapon("Franchi SPAS-12 Rapid Fire") == 1 || CheckWeapon("Franchi SPAS-12 Dragon") == 1) && CheckInventory("SPASClip") < 8 && CheckInventory("SPAS12Ammo") != 0) || (CheckWeapon("Franchi SPAS-12 Ex Mags") == 1 && CheckInventory("SPASClip2") < 12 && CheckInventory("SPAS12Ammo") != 0) || ((CheckWeapon("Atchisson AA-12") == 1 || CheckWeapon("Atchisson AA-12 Grip") == 1 || CheckWeapon("Atchisson AA-12 Dragon") == 1) && CheckInventory("AA12Clip") < 8 && CheckInventory("AA12Ammo") != 0) || (CheckWeapon("Atchisson AA-12 Ex Mags") == 1 && CheckInventory("AA12Clip2") < 12 && CheckInventory("AA12Ammo") != 0) || ((CheckWeapon("H&K UMP45") == 1 || CheckWeapon("H&K UMP45 Rapid Fire") == 1) && CheckInventory("UMP45Clip") < 25 && CheckInventory("UMP45Ammo") != 0) || (CheckWeapon("H&K UMP45 Ex Mags") == 1 && CheckInventory("UMP45Clip2") < 37 && CheckInventory("UMP45Ammo") != 0) || (CheckWeapon("KRISS Vector") == 1 && CheckInventory("VectorClip") < 30 && CheckInventory("VectorAmmo") != 0) || (CheckWeapon("KRISS Vector Ex Mags") == 1 && CheckInventory("VectorClip2") < 45 && CheckInventory("VectorAmmo") != 0) || (CheckWeapon("Mini-UZI") == 1 && CheckInventory("MiniUziClip") < 32 && CheckInventory("MiniUziAmmo") != 0) || (CheckWeapon("Mini-UZI Ex Mags") == 1 && CheckInventory("MiniUziClip2") < 48 && CheckInventory("MiniUziAmmo") != 0) || (CheckWeapon("Mini-UZI Akimbo") == 1 && CheckInventory("MiniUziClip3") < 64 && CheckInventory("MiniUziAmmo") != 0) || ((CheckWeapon("FN P90") == 1 || CheckWeapon("FN P90 Rapid Fire") == 1) && CheckInventory("P90Clip") < 50 && CheckInventory("P90Ammo") != 0) || (CheckWeapon("FN P90 Ex Mags") == 1 && CheckInventory("P90Clip2") < 75 && CheckInventory("P90Ammo") != 0) || (CheckWeapon("Bushmaster ACR") == 1 && CheckInventory("ACRClip") < 30 && CheckInventory("ACRAmmo") != 0) || (CheckWeapon("Bushmaster ACR Ex Mags") == 1 && CheckInventory("ACRClip2") < 45 && CheckInventory("ACRAmmo") != 0) || ((CheckWeapon("CheyTac Intervention") == 1 || CheckWeapon("CheyTac Intervention Thermal") == 1 || CheckWeapon("CheyTac Intervention Fine Tuned") == 1 || CheckWeapon("CheyTac Intervention Explosive") == 1) && CheckInventory("InterventionClip") < 7 && CheckInventory("InterventionAmmo") != 0) || (CheckWeapon("CheyTac Intervention Ex Mags") == 1 && CheckInventory("InterventionClip2") < 11 && CheckInventory("InterventionAmmo") != 0) || ((CheckWeapon("Barrett M82") == 1 || CheckWeapon("Barrett M82 Thermal") == 1 || CheckWeapon("Barrett M82 Explosive") == 1) && CheckInventory("BarrettClip") < 10 && CheckInventory("BarrettAmmo") != 0) || (CheckWeapon("Barrett M82 Ex Mags") == 1 && CheckInventory("BarrettClip2") < 15 && CheckInventory("BarrettAmmo") != 0) || ((CheckWeapon("H&K MG4") == 1 || CheckWeapon("H&K MG4 Grip") == 1) && CheckInventory("MG4Clip") < 100 && CheckInventory("MG4Ammo") != 0) || (CheckWeapon("H&K MG4 Ex Mags") == 1 && CheckInventory("MG4Clip2") < 150 && CheckInventory("MG4Ammo") != 0) || (CheckWeapon("Glock 18") == 1 && CheckInventory("G18Clip") < 33 && CheckInventory("G18Ammo") != 0) || (CheckWeapon("Glock 18 Ex Mags") == 1 && CheckInventory("G18Clip2") < 50 && CheckInventory("G18Ammo") != 0) || (CheckWeapon("Glock 18 Akimbo") == 1 && CheckInventory("G18Clip3") < 66 && CheckInventory("G18Ammo") != 0) || (CheckWeapon("PP-2000") == 1 && CheckInventory("PP2000Clip") < 20 && CheckInventory("PP2000Ammo") != 0) || (CheckWeapon("PP-2000 Ex Mags") == 1 && CheckInventory("PP2000Clip2") < 30 && CheckInventory("PP2000Ammo") != 0) || (CheckWeapon("PP-2000 Akimbo") == 1 && CheckInventory("PP2000Clip3") < 40 && CheckInventory("PP2000Ammo") != 0) || (CheckWeapon("FN SCAR-H") == 1 && CheckInventory("SCARHClip") < 20 && CheckInventory("SCARHAmmo") != 0) || (CheckWeapon("FN SCAR-H Ex Mags") == 1 && CheckInventory("SCARHClip2") < 30 && CheckInventory("SCARHAmmo") != 0) || (CheckWeapon("Colt M4A1") == 1 && CheckInventory("M4A1Clip") < 30 && CheckInventory("M4A1Ammo") != 0) || (CheckWeapon("Colt M4A1 Ex Mags") == 1 && CheckInventory("M4A1Clip2") < 45 && CheckInventory("M4A1Ammo") != 0) || ((CheckWeapon("Beretta M93 Raffica") == 1 || CheckWeapon("Beretta M93 Raffica Auto") == 1) && CheckInventory("M93RClip") < 20 && CheckInventory("M93RAmmo") != 0) || (CheckWeapon("Beretta M93 Raffica Ex Mags") == 1 && CheckInventory("M93RClip2") < 30 && CheckInventory("M93RAmmo") != 0) || ((CheckWeapon("Colt M16A4") == 1 || CheckWeapon("Colt M16A4 Auto")) && CheckInventory("M16Clip") < 30 && CheckInventory("M16Ammo") != 0) || (CheckWeapon("Colt M16A4 Ex Mags") == 1 && CheckInventory("M16Clip2") < 45 && CheckInventory("M16Ammo") != 0) || (CheckWeapon("AK-47") == 1 && CheckInventory("AK47Clip") < 30 && CheckInventory("AK47Ammo") != 0) || (CheckWeapon("AK-47 Ex Mags") == 1 && CheckInventory("AK47Clip2") < 45 && CheckInventory("AK47Ammo") != 0) || ((CheckWeapon("Striker-12") == 1 || CheckWeapon("Striker-12 Grip") == 1 || CheckWeapon("Striker-12 Dragon") == 1) && CheckInventory("StrikerClip") < 12 && CheckInventory("StrikerAmmo") != 0) || (CheckWeapon("Striker-12 Ex Mags") == 1 && CheckInventory("StrikerClip2") < 18 && CheckInventory("StrikerAmmo") != 0) || ((CheckWeapon("AUG HBAR") == 1 || CheckWeapon("AUG HBAR Grip") == 1) && CheckInventory("AUGHBARClip") < 42 && CheckInventory("AUGHBARAmmo") != 0) || (CheckWeapon("AUG HBAR Ex Mags") == 1 && CheckInventory("AUGHBARClip2") < 63 && CheckInventory("AUGHBARAmmo") != 0) || ((CheckWeapon("Walther WA 2000") == 1 || CheckWeapon("Walther WA 2000 Thermal") == 1 || CheckWeapon("Walther WA 2000 Explosive") == 1) && CheckInventory("WA2000Clip") < 6 && CheckInventory("WA2000Ammo") != 0) || (CheckWeapon("Walther WA 2000 Ex Mags") == 1 && CheckInventory("WA2000Clip2") < 12 && CheckInventory("WA2000Ammo") != 0) || ((CheckWeapon("IMI Desert Eagle") == 1 || CheckWeapon("IMI Desert Eagle Tac Knife") == 1) && CheckInventory("DeagleClip") < 7 && CheckInventory("DeagleAmmo") != 0) || (CheckWeapon("IMI Desert Eagle Ex Mags") == 1 && CheckInventory("DeagleClip2") < 11 && CheckInventory("DeagleAmmo") != 0) || (CheckWeapon("IMI Desert Eagle Akimbo") == 1 && CheckInventory("DeagleClip3") < 14 && CheckInventory("DeagleAmmo") != 0) || ((CheckWeapon("Beretta M9") == 1 || CheckWeapon("Beretta M9 Tac Knife") == 1) && CheckInventory("M9Clip") < 15 && CheckInventory("M9Ammo") != 0) || (CheckWeapon("Beretta M9 Ex Mags") == 1 && CheckInventory("M9Clip2") < 23 && CheckInventory("M9Ammo") != 0) || (CheckWeapon("Beretta M9 Akimbo") == 1 && CheckInventory("M9Clip3") < 30 && CheckInventory("M9Ammo") != 0) || ((CheckWeapon("Benelli M4") == 1 || CheckWeapon("Benelli M4 Grip") == 1 || CheckWeapon("Benelli M4 Dragon") == 1) && CheckInventory("M1014Clip") < 5 && CheckInventory("M1014Ammo") != 0) || (CheckWeapon("Benelli M4 Ex Mags") == 1 && CheckInventory("M1014Clip2") < 7 && CheckInventory("M1014Ammo") != 0) || ((CheckWeapon("FN M240") == 1 || CheckWeapon("FN M240 Grip") == 1) && CheckInventory("M240Clip") < 100 && CheckInventory("M240Ammo") != 0) || (CheckWeapon("FN M240 Ex Mags") == 1 && CheckInventory("M240Clip2") < 150 && CheckInventory("M240Ammo") != 0) || ((CheckWeapon("RPD") == 1 || CheckWeapon("RPD Grip") == 1) && CheckInventory("RPDClip") < 100 && CheckInventory("RPDAmmo") != 0) || (CheckWeapon("RPD Ex Mags") == 1 && CheckInventory("RPDClip2") < 150 && CheckInventory("RPDAmmo") != 0) || ((CheckWeapon("L86 LSW") == 1 || CheckWeapon("L86 LSW Grip") == 1) && CheckInventory("L86Clip") < 84 && CheckInventory("L86Ammo") != 0) || (CheckWeapon("L86 LSW Ex Mags") == 1 && CheckInventory("L86Clip2") < 126 && CheckInventory("L86Ammo") != 0) || ((CheckWeapon("Sears Ranger") == 1 || CheckWeapon("Sears Ranger Dragon") == 1) && CheckInventory("RangerClip") < 2 && CheckInventory("RangerAmmo") != 0) || ((CheckWeapon("Model 1887") == 1 || CheckWeapon("Model 1887 Fine Tuned") == 1 || CheckWeapon("Model 1887 Solid Slugs") == 1 || CheckWeapon("Model 1887 Dragon") == 1) && CheckInventory("M1887Clip") < 7 && CheckInventory("M1887Ammo") != 0 || CheckWeapon("Model 1887 Ex Mags") == 1 && CheckInventory("M1887Clip2") < 11 && CheckInventory("M1887Ammo") != 0) || (CheckWeapon("M14 EBR Ex Mags") == 1 && CheckInventory("M14Clip2") < 15 && CheckInventory("M14Ammo") != 0) || ((CheckWeapon("M14 EBR") == 1 || CheckWeapon("M14 EBR Thermal") == 1 || CheckWeapon("M14 EBR Explosive") == 1) && CheckInventory("M14Clip") < 10 && CheckInventory("M14Ammo") != 0) || ((CheckWeapon("M79 Thumper") == 1 || CheckWeapon("M79 Thumper Incendiary") == 1 || CheckWeapon("M79 Thumper Stun") == 1) && CheckInventory("ThumperClip") < 1 && CheckInventory("ThumperAmmo") != 0) || ((CheckWeapon("AT4-CS") == 1 || CheckWeapon("AT4-CS Incendiary") == 1) && CheckInventory("AT4Clip") < 1 && CheckInventory("AT4Ammo") != 0) || ((CheckWeapon("RPG-7") == 1 || CheckWeapon("RPG-7 Incendiary") == 1) && CheckInventory("RPGClip") < 1 && CheckInventory("RPGAmmo") != 0) || ((CheckWeapon("FAMAS-F1 M203") == 1 || CheckWeapon("FAMAS-F1 M203 Incendiary") == 1 || CheckWeapon("FAMAS-F1 M203 Stun") == 1) && CheckInventory("M203Clip") < 1 && CheckInventory("M203Ammo") != 0) || (CheckWeapon("FN F2000") == 1 && CheckInventory("F2000Clip") < 30 && CheckInventory("F2000Ammo") != 0) || (CheckWeapon("FN F2000 Ex Mags") == 1 && CheckInventory("F2000Clip2") < 45 && CheckInventory("F2000Ammo") != 0) || ((CheckWeapon("IMI TAR-21") == 1 || CheckWeapon("IMI TAR-21 Thermal") == 1) && CheckInventory("TARClip") < 30 && CheckInventory("TARAmmo") != 0) || (CheckWeapon("IMI TAR-21 Ex Mags") == 1 && CheckInventory("TARClip2") < 45 && CheckInventory("TARAmmo") != 0) || ((CheckWeapon("H&K MP5K") == 1 || CheckWeapon("H&K MP5K Rapid Fire") == 1) && CheckInventory("MP5Clip") < 30 && CheckInventory("MP5Ammo") != 0) || (CheckWeapon("H&K MP5K Ex Mags") == 1 && CheckInventory("MP5Clip2") < 45 && CheckInventory("MP5Ammo") != 0) || (CheckWeapon("Steyr TMP") == 1 && CheckInventory("TMPClip") < 20 && CheckInventory("TMPAmmo") != 0) || (CheckWeapon("Steyr TMP Ex Mags") == 1 && CheckInventory("TMPClip2") < 30 && CheckInventory("TMPAmmo") != 0) || ((CheckWeapon("FAMAS-F1") == 1 || CheckWeapon("FAMAS-F1 Auto") == 1) && CheckInventory("FamasClip") < 25 && CheckInventory("FamasAmmo") != 0) || (CheckWeapon("FAMAS-F1 Ex Mags") == 1 && CheckInventory("FamasClip2") < 37 && CheckInventory("FamasAmmo") != 0) || ((CheckWeapon("FN FAL") == 1 || CheckWeapon("FN FAL Auto")) && CheckInventory("FALClip") < 20 && CheckInventory("FALAmmo") != 0) || (CheckWeapon("FN FAL Ex Mags") == 1 && CheckInventory("FALClip2") < 30 && CheckInventory("FALAmmo") != 0)) && CheckInventory("Reloading") == 0) { GiveInventory("Reloading",1); if(GetCVAR("sv_novoice") == 0) ACS_ExecuteAlways(642,0,0,0,0); } } //Aim script 602 (void) { if(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) { if(CheckInventory("Aiming") == 0 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 0) SetActorProperty(0, APROP_Speed, 1.15); else if (CheckInventory("Aiming") == 1 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 0) SetActorProperty(0, APROP_Speed, 0.65); else if(CheckInventory("Aiming") == 0 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 1) SetActorProperty(0, APROP_Speed, 1.27); else if (CheckInventory("Aiming") == 1 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 1) SetActorProperty(0, APROP_Speed, 0.72); } else { if(CheckInventory("Aiming") == 0 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 0) SetActorProperty(0, APROP_Speed, 1.0); else if (CheckInventory("Aiming") == 1 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 0) SetActorProperty(0, APROP_Speed, 0.4); else if(CheckInventory("Aiming") == 0 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 1) SetActorProperty(0, APROP_Speed, 1.15); else if (CheckInventory("Aiming") == 1 && CheckInventory("Perk1_ExtremeConditioning_Pro") == 1) SetActorProperty(0, APROP_Speed, 0.46); } } //Grenade script 603 (void) NET { if(CheckInventory("GrenadeAmmo") != 0 && CheckInventory("ThrowingGrenade") == 0 && CheckInventory("Menu") == 0) { GiveInventory("ThrowingGrenade",1); //if(CheckInventory("Reloading") == 1) GiveInventory("KnifeAttack",1); if(GetCVAR("sv_novoice") == 0) ACS_ExecuteAlways(642,0,1,0,0); } } //Knife script 604 (void) NET { if(CheckInventory("Menu") == 0) { GiveInventory("KnifeAttack",1); } } //Draw XHairs since some weapons won't have an aim alt-fire script 605 (void) CLIENTSIDE { if(CheckWeapon("FAMAS-F1 M203") || CheckWeapon("FAMAS-F1 M203 Incendiary") || CheckWeapon("FAMAS-F1 M203 Stun") || CheckWeapon("M79 Thumper") || CheckWeapon("M79 Thumper Incendiary") || CheckWeapon("M79 Thumper Stun")) { if(CheckInventory("aiming") < 1 && CheckInventory("reloading") < 1) { SetFont("TUBEXHAR"); SetHudSize(800,600,1); HudMessage(s:"a"; HUDMSG_PLAIN, CR_UNTRANSLATED, 0, 400.0, 320.0, 0.3);//314 } delay(3); restart; } } //Regeneration script 606 (void) { int HealAmount; int RegenBonus; if(GetActorProperty(0,APROP_Health) > 35 && CheckInventory("BlindCheck") == 0) FadeRange(255,0,0,0.4,0,0,0,0.0,0.5); else if(CheckInventory("BlindCheck") == 0) FadeRange(255,0,0,0.6,0,0,0,0.0,0.75); if(CheckInventory("ReadyRegen") == 0) { GiveInventory("ReadyRegen",1); While(GetActorProperty(0,APROP_Health) < GetActorProperty(0,APROP_SpawnHealth) && GetActorProperty(0,APROP_Health) > 0) { if(GetCVar("teamdamage") == 0 && (GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER)) GiveInventory("CoopCheck",1); else TakeInventory("CoopCheck",1); HealAmount = GetCvar("sv_regenrate"); if(CheckInventory("Perk1_ExtremeConditioning") == 1) HealAmount = HealAmount*2; if(CheckInventory("Perk1_ExtremeConditioning_Pro") == 1) RegenBonus = 4; else RegenBonus = 1; if(CheckInventory("InCombat") > 0) { TakeInventory("InCombat",1); if(GetActorProperty(0,APROP_Health) < 35) { //SetFont("CONFONT"); //HudMessage(s:"You're hurt! Get to cover!"; HUDMSG_FADEOUT, 0, CR_WHITE, 0.5, 0.4, 0.6, 2.0); if(CheckInventory("BlindCheck") == 0) FadeRange(255,0,0,0.3,0,0,0,0.0,0.5); if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) != 1) ActivatorSound("player/hurtlow",111); else ActivatorSound("player/fhurtlow",111); LocalAmbientSound("player/heartbeat",127); } else if(GetActorProperty(0,APROP_Health) < 75) if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) != 1) ActivatorSound("player/hurtnormal",111); else ActivatorSound("player/fhurtnormal",111); if(CheckInventory("InCombat") == 0) { if(GetActorProperty(0,APROP_Health) < 35) LocalAmbientSound("player/heartbeat",127); Delay(25-RegenBonus); if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) != 1) ActivatorSound("player/okay",111); else ActivatorSound("player/fokay",111); if(GetActorProperty(0,APROP_Health) > 0) GiveInventory("Health",HealAmount); } Delay(25-RegenBonus); } else if(GetActorProperty(0,APROP_Health) < GetActorProperty(0,APROP_SpawnHealth) && GetActorProperty(0,APROP_Health) > 0) { if(GetActorProperty(0,APROP_Health) < 35) { if(CheckInventory("BlindCheck") == 0) FadeRange(255,0,0,0.2,0,0,0,0.0,0.3); LocalAmbientSound("player/heartbeat",127); } GiveInventory("Health",HealAmount); if(GetActorProperty(0,APROP_Health) < 100) Delay(35-RegenBonus); else Delay(105-(RegenBonus*3)); //Slower regen for over 100 or All weapons classes } } TakeInventory("ReadyRegen",1); } } //Hit Indicator script 607 (int Jugg) CLIENTSIDE { SetFont("HITINDIC"); if(Jugg == 1) SetFont("HITINDI2"); SetHudSize(800,600,1); HudMessage(s:"a"; HUDMSG_FADEOUT, CR_UNTRANSLATED, 0, 400.0, 305.0, 0.25, 0.25); if(GetCVar("rgh_hitsound") == 1) LocalAmbientSound("generic/fleshhit",111); } //Stun Effect script 608 (int Which) { if(CheckInventory("BlindCheck") < ((Which+1)*2)+1) { TakeInventory("BlindCheck",7); GiveInventory("BlindCheck",((Which+1)*2)+1); FadeRange(48*(Which+3),44*(Which+3),44*(Which+3),(0.3*(Which+1))+0.1,0,0,0,0.0,4.0*(Which+1)); While(CheckInventory("BlindCheck") > 0) { Delay(40+((Which+1)*10)); TakeInventory("BlindCheck",1); } } } //Spawn at TacticalInsertion script 609 RESPAWN { if(TacticalInsertion[PlayerNumber()+1] == True) { Delay(1); Teleport(PlayerNumber()+600); Delay(1); Thing_Remove(PlayerNumber()+600); SetFont("SMALLFONT"); //if(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) // HudMessageBold(n:0,s:" \cdused Tactical Insertion!";HUDMSG_FADEOUT,0,CR_Blue,0.2,0.3,3.0,2.0); TacticalInsertion[PlayerNumber()+1] = False; } } script 613 (int Amount) { if (!(ClassifyActor(0) & ACTOR_MONSTER) && PlayerIsSpectator(PlayerNumber()) != 1) { Amount = Amount * GetCVAR("sv_xpmultiply"); if(GetActorProperty(0,APROP_SpawnHealth) < 180) { GiveInventory("Experience",Amount); SetFont("SMALLFONT"); int OffsetX = random(0.44,0.55); int OffsetY = random(0.36,0.44); HudMessage(s:"\cd+\cf",d:Amount; HUDMSG_FADEOUT,0,CR_BLUE,OffsetX,OffsetY,0.5,1.5); } ACS_ExecuteAlways(616,0,0,0,0); if(GetActorProperty(0,APROP_Health) > 0 && GetCVAR("sv_novoice") == 0 && CheckInventory("Speaking") == 0 && random(0,5) > 0) { GiveInventory("Speaking",1); delay(20); if(PlayerTeam() == TEAM_RED || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 2)) ActivatorSound("russian/kill",127); else if(PlayerTeam() == TEAM_BLUE || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 1)) ActivatorSound("us/kill",127); else if(PlayerTeam() == 2 || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 3)) ActivatorSound("brazil/kill",127); else if(PlayerTeam() == 3 || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 4)) ActivatorSound("opfor/kill",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 5) ActivatorSound("seal/kill",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 6) ActivatorSound("tf141/kill",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 7) ActivatorSound("zoey/kill",127); Delay(3*35); TakeInventory("Speaking",1); } } } //Display Experience Script 614 RESPAWN CLIENTSIDE { if(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) { while(CheckInventory("Health") > 0 && CheckInventory("Rank") < 11) { SETFONT("SMALLFONT"); if(CheckInventory("Rank") > 0 && CheckInventory("AwardLock") > 0) { if(CheckInventory("AwardCount") > 1) HudMessage(s:"\cd", d:CheckInventory("AwardCount") ,s:" Awards are available!";HUDMSG_FADEINOUT, 440+PlayerNumber(), CR_Green, 0.5, 0.85, 0.3, 0.5, 0.5); else HudMessage(s:"\cdAn Award is available!";HUDMSG_FADEINOUT, 440+PlayerNumber(), CR_Green, 0.5, 0.85, 0.3, 0.5, 0.5); HudMessage(s:"\cdUse \cfInventory Item Keys \cdto select one.";HUDMSG_FADEINOUT, 490+PlayerNumber(), CR_Green, 0.5, 0.87, 0.3, 0.5, 0.5); if(CheckInventory("Rank") == 15) HudMessage(s:"\caThis notice will not display past rank 15!";HUDMSG_FADEINOUT, 540+PlayerNumber(), CR_Green, 0.5, 0.895, 0.3, 0.5, 0.5); } Delay(50); } } } script 616 RESPAWN { bool RankedUp; Int Value = CheckInventory("Rank"); if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && !(ClassifyActor(0) & ACTOR_MONSTER)) { if(CheckInventory("Experience") >= Ranker[Value][1] && CheckInventory("Rank") == Value) { if(Value < 30) TakeInventory("Experience",Ranker[(Value)][1]); LocalAmbientSound("game/rank",223); SetFont("BIGFONT"); HudMessage(s:"you have been promoted to rank ",d:(1+Value),s:"!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 0.05, 1.0); SetFont("SMALLFONT"); if(!(GameType() == GAME_SINGLE_PLAYER)) HudMessageBold(n:0,s:" \cdwas promoted to rank ",d:(1+Value),s:"!";HUDMSG_FADEOUT,0,CR_Blue,0.5,0.25,3.0,2.0); RankedUp = True; if(CheckInventory("Rank") == 0 && CheckInventory("AwardLock") == 1); else { GiveInventory("AwardLock",1); GiveInventory("AwardCount",1); } GiveInventory("Rank",1); RGA_Award(); } //Check for RANK to give awards if(RankedUp == True) RGA_SetRank(); } } script 618 (int Which) { if((Which == 1) && CheckInventory("CheyTac Intervention") == 0 && CheckInventory("CheyTac Intervention Thermal") == 0 && CheckInventory("CheyTac Intervention Ex Mags") == 0 && CheckInventory("CheyTac Intervention Fine Tuned") == 0 && CheckInventory("CheyTac Intervention Explosive") == 0) { SetResultValue(1); if(CheckInventory("InterventionThermal") == 1) GiveInventory("CheyTac Intervention Thermal",1); else if(CheckInventory("InterventionExMags") == 1) GiveInventory("CheyTac Intervention Ex Mags",1); else if(CheckInventory("InterventionRapidFire") == 1) GiveInventory("CheyTac Intervention Fine Tuned",1); else if(CheckInventory("InterventionExplosive") == 1) GiveInventory("CheyTac Intervention Explosive",1); else GiveInventory("CheyTac Intervention",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 2) && CheckInventory("Barrett M82") == 0 && CheckInventory("Barrett M82 Thermal") == 0 && CheckInventory("Barrett M82 Ex Mags") == 0 && CheckInventory("Barrett M82 Explosive") == 0) { SetResultValue(1); if(CheckInventory("BarrettThermal") == 1) GiveInventory("Barrett M82 Thermal",1); else if(CheckInventory("BarrettExMags") == 1) GiveInventory("Barrett M82 Ex Mags",1); else if(CheckInventory("BarrettExplosive") == 1) GiveInventory("Barrett M82 Explosive",1); else GiveInventory("Barrett M82",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 3) && CheckInventory("H&K USP45") == 0 && CheckInventory("H&K USP45 Ex Mags") == 0 && CheckInventory("H&K USP45 Akimbo") == 0 && CheckInventory("H&K USP45 Tac Knife") == 0) { SetResultValue(1); if(CheckInventory("USP45ExMags") == 1) GiveInventory("H&K USP45 Ex Mags",1); else if(CheckInventory("USP45Akimbo") == 1) GiveInventory("H&K USP45 Akimbo",1); else if(CheckInventory("USP45Knife") == 1) GiveInventory("H&K USP45 Tac Knife",1); else GiveInventory("H&K USP45",1); GiveInventory("MaxWeaponsFilled_Handgun",1); } else if((Which == 4) && CheckInventory(".44 Magnum") == 0 && CheckInventory(".44 Magnum Akimbo") == 0 && CheckInventory(".44 Magnum Tac Knife") == 0) { SetResultValue(1); if(CheckInventory("MagnumAkimbo") == 1) GiveInventory(".44 Magnum Akimbo",1); else if(CheckInventory("MagnumKnife") == 1) GiveInventory(".44 Magnum Tac Knife",1); else GiveInventory(".44 Magnum",1); GiveInventory("MaxWeaponsFilled_Handgun",1); } else if((Which == 5) && CheckInventory("FAMAS-F1") == 0 && CheckInventory("FAMAS-F1 Ex Mags") == 0 && CheckInventory("FAMAS-F1 Auto") == 0) { SetResultValue(1); if(CheckInventory("FamasExMags") == 1) GiveInventory("FAMAS-F1 Ex Mags",1); else if(CheckInventory("FamasRapidFire") == 1) GiveInventory("FAMAS-F1 Auto",1); else GiveInventory("FAMAS-F1",1); if(CheckInventory("FamasInc") == 1) GiveInventory("FAMAS-F1 M203 Incendiary",1); else if(CheckInventory("FamasStun") == 1) GiveInventory("FAMAS-F1 M203 Stun",1); else GiveInventory("FAMAS-F1 M203",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 6) && CheckInventory("FN FAL") == 0 && CheckInventory("FN FAL Ex Mags") == 0 && CheckInventory("FN FAL Auto") == 0) { SetResultValue(1); if(CheckInventory("FALExMags") == 1) GiveInventory("FN FAL Ex Mags",1); else if(CheckInventory("FalRapidFire") == 1) GiveInventory("FN FAL Auto",1); else GiveInventory("FN FAL",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 7) && CheckInventory("Franchi SPAS-12") == 0 && CheckInventory("Franchi SPAS-12 Grip") == 0 && CheckInventory("Franchi SPAS-12 Ex Mags") == 0 && CheckInventory("Franchi SPAS-12 Rapid Fire") == 0 && CheckInventory("Franchi SPAS-12 Dragon") == 0) { SetResultValue(1); if(CheckInventory("SPASGrip") == 1) GiveInventory("Franchi SPAS-12 Grip",1); else if(CheckInventory("SPASExMags") == 1) GiveInventory("Franchi SPAS-12 Ex Mags",1); else if(CheckInventory("SPASRapidFire") == 1) GiveInventory("Franchi SPAS-12 Rapid Fire",1); else if(CheckInventory("SPASDragon") == 1) GiveInventory("Franchi SPAS-12 Dragon",1); else GiveInventory("Franchi SPAS-12",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 8) && CheckInventory("Atchisson AA-12") == 0 && CheckInventory("Atchisson AA-12 Grip") == 0 && CheckInventory("Atchisson AA-12 Ex Mags") == 0 && CheckInventory("Atchisson AA-12 Dragon") == 0) { SetResultValue(1); if(CheckInventory("AA12Grip") == 1) GiveInventory("Atchisson AA-12 Grip",1); else if(CheckInventory("AA12ExMags") == 1) GiveInventory("Atchisson AA-12 Ex Mags",1); else if(CheckInventory("AA12Dragon") == 1) GiveInventory("Atchisson AA-12 Dragon",1); else GiveInventory("Atchisson AA-12",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 9) && CheckInventory("H&K UMP45") == 0 && CheckInventory("H&K UMP45 Rapid Fire") == 0 && CheckInventory("H&K UMP45 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("UMP45RapidFire") == 1) GiveInventory("H&K UMP45 Rapid Fire",1); else if(CheckInventory("UMP45ExMags") == 1) GiveInventory("H&K UMP45 Ex Mags",1); else GiveInventory("H&K UMP45",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 10) && CheckInventory("KRISS Vector") == 0 && CheckInventory("KRISS Vector Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("VectorExMags") == 1) GiveInventory("KRISS Vector Ex Mags",1); else GiveInventory("KRISS Vector",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 11) && CheckInventory("Mini-UZI") == 0 && CheckInventory("Mini-UZI Ex Mags") == 0 && CheckInventory("Mini-UZI Akimbo") == 0) { SetResultValue(1); if(CheckInventory("MiniUziExMags") == 1) GiveInventory("Mini-UZI Ex Mags",1); else if(CheckInventory("MiniUziAkimbo") == 1) GiveInventory("Mini-UZI Akimbo",1); else GiveInventory("Mini-UZI",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 12) && CheckInventory("FN P90") == 0 && CheckInventory("FN P90 Rapid Fire") == 0 && CheckInventory("FN P90 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("P90RapidFire") == 1) GiveInventory("FN P90 Rapid Fire",1); else if(CheckInventory("P90ExMags") == 1) GiveInventory("FN P90 Ex Mags",1); else GiveInventory("FN P90",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 13) && CheckInventory("Bushmaster ACR") == 0 && CheckInventory("Bushmaster ACR Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("ACRExMags") == 1) GiveInventory("Bushmaster ACR Ex Mags",1); else GiveInventory("Bushmaster ACR",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 14) && CheckInventory("H&K MG4") == 0 && CheckInventory("H&K MG4 Grip") == 0 && CheckInventory("H&K MG4 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("MG4Grip") == 1) GiveInventory("H&K MG4 Grip",1); else if(CheckInventory("MG4ExMags") == 1) GiveInventory("H&K MG4 Ex Mags",1); else GiveInventory("H&K MG4",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 15) && CheckInventory("Glock 18") == 0 && CheckInventory("Glock 18 Ex Mags") == 0 && CheckInventory("Glock 18 Akimbo") == 0) { SetResultValue(1); if(CheckInventory("G18ExMags") == 1) GiveInventory("Glock 18 Ex Mags",1); else if(CheckInventory("G18Akimbo") == 1) GiveInventory("Glock 18 Akimbo",1); else GiveInventory("Glock 18",1); GiveInventory("MaxWeaponsFilled_Handgun",1); } else if((Which == 16) && CheckInventory("PP-2000") == 0 && CheckInventory("PP-2000 Ex Mags") == 0 && CheckInventory("PP-2000 Akimbo") == 0) { SetResultValue(1); if(CheckInventory("PP2000ExMags") == 1) GiveInventory("PP-2000 Ex Mags",1); else if(CheckInventory("PP2000Akimbo") == 1) GiveInventory("PP-2000 Akimbo",1); else GiveInventory("PP-2000",1); GiveInventory("MaxWeaponsFilled_Handgun",1); } else if((Which == 17) && CheckInventory("FN SCAR-H") == 0 && CheckInventory("FN SCAR-H Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("SCARHExMags") == 1) GiveInventory("FN SCAR-H Ex Mags",1); else GiveInventory("FN SCAR-H",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 18) && CheckInventory("Colt M4A1") == 0 && CheckInventory("Colt M4A1 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("M4A1ExMags") == 1) GiveInventory("Colt M4A1 Ex Mags",1); else GiveInventory("Colt M4A1",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 19) && CheckInventory("Sears Ranger") == 0 && CheckInventory("Sears Ranger Dragon") == 0) { SetResultValue(1); if(CheckInventory("RangerDragon") == 1) GiveInventory("Sears Ranger Dragon",1); else GiveInventory("Sears Ranger",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 20) && CheckInventory("FN F2000") == 0 && CheckInventory("FN F2000 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("F2000ExMags") == 1) GiveInventory("FN F2000 Ex Mags",1); else GiveInventory("FN F2000",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 21) && CheckInventory("H&K MP5K") == 0 && CheckInventory("H&K MP5K Rapid Fire") == 0 && CheckInventory("H&K MP5K Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("MP5RapidFire") == 1) GiveInventory("H&K MP5K Rapid Fire",1); else if(CheckInventory("MP5ExMags") == 1) GiveInventory("H&K MP5K Ex Mags",1); else GiveInventory("H&K MP5K",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 22) && CheckInventory("Beretta M93 Raffica") == 0 && CheckInventory("Beretta M93 Raffica Ex Mags") == 0 && CheckInventory("Beretta M93 Raffica Auto") == 0) { SetResultValue(1); if(CheckInventory("M93RRapidFire") == 1) GiveInventory("Beretta M93 Raffica Auto",1); else if(CheckInventory("M93RExMags") == 1) GiveInventory("Beretta M93 Raffica Ex Mags",1); else GiveInventory("Beretta M93 Raffica",1); GiveInventory("MaxWeaponsFilled_Handgun",1); } else if((Which == 23) && CheckInventory("M79 Thumper") == 0 && CheckInventory("M79 Thumper Incendiary") == 0 && CheckInventory("M79 Thumper Stun") == 0) { SetResultValue(1); if(CheckInventory("ThumperInc") == 1) GiveInventory("M79 Thumper Incendiary",1); else if(CheckInventory("ThumperStun") == 1) GiveInventory("M79 Thumper Stun",1); else GiveInventory("M79 Thumper",1); GiveInventory("MaxWeaponsFilled_Explosive",1); } else if((Which == 24) && CheckInventory("AT4-CS") == 0 && CheckInventory("AT4-CS Incendiary") == 0) { SetResultValue(1); if(CheckInventory("AT4Inc") == 1) GiveInventory("AT4-CS Incendiary",1); else GiveInventory("AT4-CS",1); GiveInventory("MaxWeaponsFilled_Explosive",1); } else if((Which == 25) && CheckInventory("Colt M16A4") == 0 && CheckInventory("Colt M16A4 Ex Mags") == 0 && CheckInventory("Colt M16A4 Auto") == 0) { SetResultValue(1); if(CheckInventory("M16ExMags") == 1) GiveInventory("Colt M16A4 Ex Mags",1); else if(CheckInventory("M16RapidFire") == 1) GiveInventory("Colt M16A4 Auto",1); else GiveInventory("Colt M16A4",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 26) && CheckInventory("AK-47") == 0 && CheckInventory("AK-47 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("AK47ExMags") == 1) GiveInventory("AK-47 Ex Mags",1); else GiveInventory("AK-47",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 27) && CheckInventory("Striker-12") == 0 && CheckInventory("Striker-12 Grip") == 0 && CheckInventory("Striker-12 Dragon") == 0 && CheckInventory("Striker-12 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("StrikerGrip") == 1) GiveInventory("Striker-12 Grip",1); else if(CheckInventory("StrikerDragon") == 1) GiveInventory("Striker-12 Dragon",1); else if(CheckInventory("StrikerExMags") == 1) GiveInventory("Striker-12 Ex Mags",1); else GiveInventory("Striker-12",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 28) && CheckInventory("AUG HBAR") == 0 && CheckInventory("AUG HBAR Grip") == 0 && CheckInventory("AUG HBAR Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("AUGHBARGrip") == 1) GiveInventory("AUG HBAR Grip",1); else if(CheckInventory("AUGHBARExMags") == 1) GiveInventory("AUG HBAR Ex Mags",1); else GiveInventory("AUG HBAR",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 29) && CheckInventory("Walther WA 2000") == 0 && CheckInventory("Walther WA 2000 Thermal") == 0 && CheckInventory("Walther WA 2000 Ex Mags") == 0 && CheckInventory("Walther WA 2000 Explosive") == 0) { SetResultValue(1); if(CheckInventory("WA2000Thermal") == 1) GiveInventory("Walther WA 2000 Thermal",1); else if(CheckInventory("WA2000ExMags") == 1) GiveInventory("Walther WA 2000 Ex Mags",1); else if(CheckInventory("WA2000Explosive") == 1) GiveInventory("Walther WA 2000 Explosive",1); else GiveInventory("Walther WA 2000",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 30) && CheckInventory("IMI Desert Eagle") == 0 && CheckInventory("IMI Desert Eagle Ex Mags") == 0 && CheckInventory("IMI Desert Eagle Akimbo") == 0 && CheckInventory("IMI Desert Eagle Tac Knife") == 0) { SetResultValue(1); if(CheckInventory("DeagleExMags") == 1) GiveInventory("IMI Desert Eagle Ex Mags",1); else if(CheckInventory("DeagleAkimbo") == 1) GiveInventory("IMI Desert Eagle Akimbo",1); else if(CheckInventory("DeagleKnife") == 1) GiveInventory("IMI Desert Eagle Tac Knife",1); else GiveInventory("IMI Desert Eagle",1); GiveInventory("MaxWeaponsFilled_Handgun",1); } else if((Which == 31) && CheckInventory("Beretta M9") == 0 && CheckInventory("Beretta M9 Ex Mags") == 0 && CheckInventory("Beretta M9 Akimbo") == 0 && CheckInventory("Beretta M9 Tac Knife") == 0) { SetResultValue(1); if(CheckInventory("M9ExMags") == 1) GiveInventory("Beretta M9 Ex Mags",1); else if(CheckInventory("M9Akimbo") == 1) GiveInventory("Beretta M9 Akimbo",1); else if(CheckInventory("M9Knife") == 1) GiveInventory("Beretta M9 Tac Knife",1); else GiveInventory("Beretta M9",1); GiveInventory("MaxWeaponsFilled_Handgun",1); } else if((Which == 32) && CheckInventory("Benelli M4") == 0 && CheckInventory("Benelli M4 Grip") == 0 && CheckInventory("Benelli M4 Dragon") == 0 && CheckInventory("Benelli M4 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("M1014Grip") == 1) GiveInventory("Benelli M4 Grip",1); else if(CheckInventory("M1014Dragon") == 1) GiveInventory("Benelli M4 Dragon",1); else if(CheckInventory("M1014ExMags") == 1) GiveInventory("Benelli M4 Ex Mags",1); else GiveInventory("Benelli M4",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 33) && CheckInventory("FN M240") == 0 && CheckInventory("FN M240 Grip") == 0 && CheckInventory("FN M240 Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("M240Grip") == 1) GiveInventory("FN M240 Grip",1); else if(CheckInventory("M240ExMags") == 1) GiveInventory("FN M240 Ex Mags",1); else GiveInventory("FN M240",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 34) && CheckInventory("L86 LSW") == 0 && CheckInventory("L86 LSW Grip") == 0 && CheckInventory("L86 LSW Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("L86Grip") == 1) GiveInventory("L86 LSW Grip",1); else if(CheckInventory("L86ExMags") == 1) GiveInventory("L86 LSW Ex Mags",1); else GiveInventory("L86 LSW",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 35) && CheckInventory("RPG-7") == 0 && CheckInventory("RPG-7 Incendiary") == 0) { SetResultValue(1); if(CheckInventory("RpgInc") == 1) GiveInventory("RPG-7 Incendiary",1); else GiveInventory("RPG-7",1); GiveInventory("MaxWeaponsFilled_Explosive",1); } else if((Which == 36) && CheckInventory("Model 1887") == 0 && CheckInventory("Model 1887 Ex Mags") == 0 && CheckInventory("Model 1887 Fine Tuned") == 0 && CheckInventory("Model 1887 Solid Slugs") == 0 && CheckInventory("Model 1887 Dragon") == 0) { SetResultValue(1); if(CheckInventory("Model1887ExMags") == 1) GiveInventory("Model 1887 Ex Mags",1); else if(CheckInventory("Model1887RapidFire") == 1) GiveInventory("Model 1887 Fine Tuned",1); else if(CheckInventory("Model1887Solid") == 1) GiveInventory("Model 1887 Solid Slugs",1); else if(CheckInventory("Model1887Dragon") == 1) GiveInventory("Model 1887 Dragon",1); else GiveInventory("Model 1887",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else if((Which == 37) && CheckInventory("M14 EBR") == 0 && CheckInventory("M14 EBR Thermal") == 0 && CheckInventory("M14 EBR Ex Mags") == 0 && CheckInventory("M14 EBR Explosive") == 0) { SetResultValue(1); if(CheckInventory("M14Thermal") == 1) GiveInventory("M14 EBR Thermal",1); else if(CheckInventory("M14ExMags") == 1) GiveInventory("M14 EBR Ex Mags",1); else if(CheckInventory("M14Explosive") == 1) GiveInventory("M14 EBR Explosive",1); else GiveInventory("M14 EBR",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 38) && CheckInventory("IMI TAR-21") == 0 && CheckInventory("IMI TAR-21 Ex Mags") == 0 && CheckInventory("IMI TAR-21 Thermal") == 0) { SetResultValue(1); if(CheckInventory("TARExMags") == 1) GiveInventory("IMI TAR-21 Ex Mags",1); else if(CheckInventory("TARThermal") == 1) GiveInventory("IMI TAR-21 Thermal",1); else GiveInventory("IMI TAR-21",1); GiveInventory("MaxWeaponsFilled_AR",1); } else if((Which == 39) && CheckInventory("RPD") == 0 && CheckInventory("RPD Grip") == 0 && CheckInventory("RPD Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("RPDGrip") == 1) GiveInventory("RPD Grip",1); else if(CheckInventory("RPDExMags") == 1) GiveInventory("RPD Ex Mags",1); else GiveInventory("RPD",1); GiveInventory("MaxWeaponsFilled_Heavy",1); } else if((Which == 40) && CheckInventory("Steyr TMP") == 0 && CheckInventory("Steyr TMP Ex Mags") == 0) { SetResultValue(1); if(CheckInventory("TMPExMags") == 1) GiveInventory("Steyr TMP Ex Mags",1); else GiveInventory("Steyr TMP",1); GiveInventory("MaxWeaponsFilled_Sub",1); } else SetResultValue(0); } script 619 (int Which) { if(CheckInventory("AwardLock") == 0) Terminate; TakeInventory("AwardLock",1); if(Which == 0) //Grip { if(CheckWeapon("Atchisson AA-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Atchisson AA-12 Grip",1); GiveInventory("AA12Grip",1); TakeInventory("Atchisson AA-12",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to Atchisson AA-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Franchi SPAS-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Franchi SPAS-12 Grip",1); GiveInventory("SPASGrip",1); TakeInventory("Franchi SPAS-12",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to Franchi SPAS-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("H&K MG4") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K MG4 Grip",1); GiveInventory("MG4Grip",1); TakeInventory("H&K MG4",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to H&K MG4!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Striker-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Striker-12 Grip",1); GiveInventory("StrikerGrip",1); TakeInventory("Striker-12",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to Striker-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("AUG HBAR") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("AUG HBAR Grip",1); GiveInventory("AUGHBARGrip",1); TakeInventory("AUG HBAR",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to AUG HBAR!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Benelli M4") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Benelli M4 Grip",1); GiveInventory("M1014Grip",1); TakeInventory("Benelli M4",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to Benelli M4!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FN M240") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FN M240 Grip",1); GiveInventory("M240Grip",1); TakeInventory("FN M240",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to FN M240!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("L86 LSW") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("L86 LSW Grip",1); GiveInventory("L86Grip",1); TakeInventory("L86 LSW",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to L86 LSW!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("RPD") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("RPD Grip",1); GiveInventory("RPDGrip",1); TakeInventory("RPD",1); SetFont("BIGFONT"); HudMessage(s:"Grip attached to RPD!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Model 1887") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Model 1887 Solid Slugs",1); GiveInventory("Model1887Solid",1); TakeInventory("Model 1887",1); SetFont("BIGFONT"); HudMessage(s:"Solid Slugs added to Model 1887!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FAMAS-F1 M203") == 1 ) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FAMAS-F1 M203 Stun",1); GiveInventory("FamasStun",1); TakeInventory("FAMAS-F1 M203",1); SetFont("BIGFONT"); HudMessage(s:"Stun munitions added to FAMAS-F1 M203!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("M79 Thumper") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("M79 Thumper Stun",1); GiveInventory("ThumperStun",1); TakeInventory("M79 Thumper",1); SetFont("BIGFONT"); HudMessage(s:"Stun munitions added to M79 Thumper!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else { SetFont("BIGFONT"); HudMessage(s:"You can't attach Grip on that!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); GiveInventory("GripAttachment",1); GiveInventory("AwardLock",1); } } else if(Which == 1) //Rapid Fire { if(CheckWeapon("H&K UMP45") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K UMP45 Rapid Fire",1); GiveInventory("UMP45RapidFire",1); TakeInventory("H&K UMP45",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to H&K UMP45!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FN P90") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FN P90 Rapid Fire",1); GiveInventory("P90RapidFire",1); TakeInventory("FN P90",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to FN P90!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("H&K MP5K") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K MP5K Rapid Fire",1); GiveInventory("MP5RapidFire",1); TakeInventory("H&K MP5K",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to H&K MP5K!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Beretta M93 Raffica") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Beretta M93 Raffica Auto",1); GiveInventory("M93RRapidFire",1); TakeInventory("Beretta M93 Raffica",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to Beretta M93 Raffica!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Franchi SPAS-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Franchi SPAS-12 Rapid Fire",1); GiveInventory("SPASRapidFire",1); TakeInventory("Franchi SPAS-12",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to Franchi SPAS-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Colt M16A4") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Colt M16A4 Auto",1); GiveInventory("M16RapidFire",1); TakeInventory("Colt M16A4",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to Colt M16A4!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FN FAL") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FN FAL Auto",1); GiveInventory("FALRapidFire",1); TakeInventory("FN FAL",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to FN FAL!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FAMAS-F1") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FAMAS-F1 Auto",1); GiveInventory("FamasRapidFire",1); TakeInventory("FAMAS-F1",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to FAMAS-F1!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Model 1887") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Model 1887 Fine Tuned",1); GiveInventory("Model1887RapidFire",1); TakeInventory("Model 1887",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to Model 1887!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("CheyTac Intervention") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("CheyTac Intervention Fine Tuned",1); GiveInventory("InterventionRapidFire",1); TakeInventory("CheyTac Intervention",1); SetFont("BIGFONT"); HudMessage(s:"Rapid Fire attached to CheyTac Intervention!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else { SetFont("BIGFONT"); HudMessage(s:"You can't attach Rapid Fire on that!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); GiveInventory("RapidFireAttachment",1); GiveInventory("AwardLock",1); } } else if(Which == 2) //Extended Mags { if(CheckWeapon("H&K USP45") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K USP45 Ex Mags",1); GiveInventory("USP45ExMags",1); TakeInventory("H&K USP45",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to H&K USP45!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("PP-2000") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("PP-2000 Ex Mags",1); GiveInventory("PP2000ExMags",1); TakeInventory("PP-2000",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to PP-2000!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Glock 18") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Glock 18 Ex Mags",1); GiveInventory("G18ExMags",1); TakeInventory("Glock 18",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Glock 18!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Franchi SPAS-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Franchi SPAS-12 Ex Mags",1); GiveInventory("SPASExMags",1); TakeInventory("Franchi SPAS-12",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Franchi SPAS-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Atchisson AA-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Atchisson AA-12 Ex Mags",1); GiveInventory("AA12ExMags",1); TakeInventory("Atchisson AA-12",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Atchisson AA-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Model 1887") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Model 1887 Ex Mags",1); GiveInventory("Model1887ExMags",1); TakeInventory("Model 1887",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Model 1887!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("H&K UMP45") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K UMP45 Ex Mags",1); GiveInventory("UMP45ExMags",1); TakeInventory("H&K UMP45",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to H&K UMP45!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("KRISS Vector") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("KRISS Vector Ex Mags",1); GiveInventory("VectorExMags",1); TakeInventory("KRISS Vector",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to KRISS Vector!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Mini-UZI") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Mini-UZI Ex Mags",1); GiveInventory("MiniUziExMags",1); TakeInventory("Mini-UZI",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Mini-UZI!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FN P90") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FN P90 Ex Mags",1); GiveInventory("P90ExMags",1); TakeInventory("FN P90",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to FN P90!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Colt M4A1") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Colt M4A1 Ex Mags",1); GiveInventory("M4A1ExMags",1); TakeInventory("Colt M4A1",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Colt M4A1!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FAMAS-F1") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FAMAS-F1 Ex Mags",1); GiveInventory("FamasExMags",1); TakeInventory("FAMAS-F1",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to FAMAS-F1!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FN SCAR-H") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FN SCAR-H Ex Mags",1); GiveInventory("SCARHExMags",1); TakeInventory("FN SCAR-H",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to FN SCAR-H!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FN FAL") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FN FAL Ex Mags",1); GiveInventory("FALExMags",1); TakeInventory("FN FAL",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to FN FAL!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Bushmaster ACR") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Bushmaster ACR Ex Mags",1); GiveInventory("ACRExMags",1); TakeInventory("Bushmaster ACR",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Bushmaster ACR!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FN F2000") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FN F2000 Ex Mags",1); GiveInventory("F2000ExMags",1); TakeInventory("FN F2000",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to FN F2000!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("IMI TAR-21") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("IMI TAR-21 Ex Mags",1); GiveInventory("TARExMags",1); TakeInventory("IMI TAR-21",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to IMI TAR-21!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("CheyTac Intervention") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("CheyTac Intervention Ex Mags",1); GiveInventory("InterventionExMags",1); TakeInventory("CheyTac Intervention",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to CheyTac Intervention!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Barrett M82") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Barrett M82 Ex Mags",1); GiveInventory("BarrettExMags",1); TakeInventory("Barrett M82",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Barrett M82!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("H&K MG4") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K MG4 Ex Mags",1); GiveInventory("MG4ExMags",1); TakeInventory("H&K MG4",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to H&K MG4!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("H&K MP5K") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K MP5K Ex Mags",1); GiveInventory("MP5ExMags",1); TakeInventory("H&K MP5K",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to H&K MP5K!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Steyr TMP") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Steyr TMP Ex Mags",1); GiveInventory("TMPExMags",1); TakeInventory("Steyr TMP",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Steyr TMP!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Beretta M93 Raffica") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Beretta M93 Raffica Ex Mags",1); GiveInventory("M93RExMags",1); TakeInventory("Beretta M93 Raffica",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Beretta M93 Raffica!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Colt M16A4") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Colt M16A4 Ex Mags",1); GiveInventory("M16ExMags",1); TakeInventory("Colt M16A4",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Colt M16A4!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("AK-47") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("AK-47 Ex Mags",1); GiveInventory("AK47ExMags",1); TakeInventory("AK-47",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to AK-47!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Striker-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Striker-12 Ex Mags",1); GiveInventory("StrikerExMags",1); TakeInventory("Striker-12",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Striker-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("AUG HBAR") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("AUG HBAR Ex Mags",1); GiveInventory("AUGHBARExMags",1); TakeInventory("AUG HBAR",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to AUG HBAR!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Walther WA 2000") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Walther WA 2000 Ex Mags",1); GiveInventory("WA2000ExMags",1); TakeInventory("Walther WA 2000",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Walther WA 2000!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Beretta M9") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Beretta M9 Ex Mags",1); GiveInventory("M9ExMags",1); TakeInventory("Beretta M9",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Beretta M9!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Benelli M4") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Benelli M4 Ex Mags",1); GiveInventory("M1014ExMags",1); TakeInventory("Benelli M4",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to Benelli M4!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FN M240") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FN M240 Ex Mags",1); GiveInventory("M240ExMags",1); TakeInventory("FN M240",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to FN M240!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("RPD") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("RPD Ex Mags",1); GiveInventory("RPDExMags",1); TakeInventory("RPD",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to RPD!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("IMI Desert Eagle") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("IMI Desert Eagle Ex Mags",1); GiveInventory("DeagleExMags",1); TakeInventory("IMI Desert Eagle",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to IMI Desert Eagle!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("L86 LSW") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("L86 LSW Ex Mags",1); GiveInventory("L86ExMags",1); TakeInventory("L86 LSW",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to L86 LSW!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("M14 EBR") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("M14 EBR Ex Mags",1); GiveInventory("M14ExMags",1); TakeInventory("M14 EBR",1); SetFont("BIGFONT"); HudMessage(s:"Extended Mags attached to M14 EBR!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else { SetFont("BIGFONT"); HudMessage(s:"You can't attach Extended Mags on that!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); GiveInventory("ExtendedMagsAttachment",1); GiveInventory("AwardLock",1); } } else if(Which == 3) //Thermal { if(CheckWeapon("CheyTac Intervention") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("CheyTac Intervention Thermal",1); GiveInventory("InterventionThermal",1); TakeInventory("CheyTac Intervention",1); SetFont("BIGFONT"); HudMessage(s:"Thermal Scope attached to CheyTac Intervention!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Barrett M82") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Barrett M82 Thermal",1); GiveInventory("BarrettThermal",1); TakeInventory("Barrett M82",1); SetFont("BIGFONT"); HudMessage(s:"Thermal Scope attached to Barrett M82!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Walther WA 2000") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Walther WA 2000 Thermal",1); GiveInventory("WA2000Thermal",1); TakeInventory("Walther WA 2000",1); SetFont("BIGFONT"); HudMessage(s:"Thermal Scope attached to Walther WA 2000!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("M14 EBR") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("M14 EBR Thermal",1); GiveInventory("M14Thermal",1); TakeInventory("M14 EBR",1); SetFont("BIGFONT"); HudMessage(s:"Thermal Scope attached to M14 EBR!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("IMI TAR-21") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("IMI TAR-21 Thermal",1); GiveInventory("TARThermal",1); TakeInventory("IMI TAR-21",1); SetFont("BIGFONT"); HudMessage(s:"Thermal Scope attached to IMI TAR-21!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else { SetFont("BIGFONT"); HudMessage(s:"You can't attach a Thermal Scope on that!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); GiveInventory("ThermalAttachment",1); GiveInventory("AwardLock",1); } } else if(Which == 4) //Akimbo { if(CheckWeapon("H&K USP45") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K USP45 Akimbo",1); GiveInventory("USP45Akimbo",1); TakeInventory("H&K USP45",1); SetFont("BIGFONT"); HudMessage(s:"Akimbo attached to H&K USP45!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("IMI Desert Eagle") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("IMI Desert Eagle Akimbo",1); GiveInventory("DeagleAkimbo",1); TakeInventory("IMI Desert Eagle",1); SetFont("BIGFONT"); HudMessage(s:"Akimbo attached to IMI Desert Eagle!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon(".44 Magnum") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory(".44 Magnum Akimbo",1); GiveInventory("MagnumAkimbo",1); TakeInventory(".44 Magnum",1); SetFont("BIGFONT"); HudMessage(s:"Akimbo attached to .44 Magnum!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Glock 18") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Glock 18 Akimbo",1); GiveInventory("G18Akimbo",1); TakeInventory("Glock 18",1); SetFont("BIGFONT"); HudMessage(s:"Akimbo attached to Glock 18!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("PP-2000") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("PP-2000 Akimbo",1); GiveInventory("PP2000Akimbo",1); TakeInventory("PP-2000",1); SetFont("BIGFONT"); HudMessage(s:"Akimbo attached to PP-2000!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Beretta M9") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Beretta M9 Akimbo",1); GiveInventory("M9Akimbo",1); TakeInventory("Beretta M9",1); SetFont("BIGFONT"); HudMessage(s:"Akimbo attached to Beretta M9!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Mini-UZI") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Mini-UZI Akimbo",1); GiveInventory("MiniUziAkimbo",1); TakeInventory("Mini-UZI",1); SetFont("BIGFONT"); HudMessage(s:"Akimbo attached to Mini-UZI!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else { SetFont("BIGFONT"); HudMessage(s:"You can't attach Akimbo on that!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); GiveInventory("AkimboAttachment",1); GiveInventory("AwardLock",1); } } else if(Which == 5) //Tac Knife { if(CheckWeapon("H&K USP45") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("H&K USP45 Tac Knife",1); GiveInventory("USP45Knife",1); TakeInventory("H&K USP45",1); SetFont("BIGFONT"); HudMessage(s:"Tactical Knife attached to H&K USP45!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("IMI Desert Eagle") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("IMI Desert Eagle Tac Knife",1); GiveInventory("DeagleKnife",1); TakeInventory("IMI Desert Eagle",1); SetFont("BIGFONT"); HudMessage(s:"Tactical Knife attached to IMI Desert Eagle!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon(".44 Magnum") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory(".44 Magnum Tac Knife",1); GiveInventory("MagnumKnife",1); TakeInventory(".44 Magnum",1); SetFont("BIGFONT"); HudMessage(s:"Tactical Knife attached to .44 Magnum!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Beretta M9") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Beretta M9 Tac Knife",1); GiveInventory("M9Knife",1); TakeInventory("Beretta M9",1); SetFont("BIGFONT"); HudMessage(s:"Tactical Knife attached to Beretta M9!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else { SetFont("BIGFONT"); HudMessage(s:"You can't attach a Tactical Knife on that!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); GiveInventory("KnifeAttachment",1); GiveInventory("AwardLock",1); } } else if(Which == 6) //Dragon's Breath { if(CheckWeapon("Franchi SPAS-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Franchi SPAS-12 Dragon",1); GiveInventory("SPASDragon",1); TakeInventory("Franchi SPAS-12",1); SetFont("BIGFONT"); HudMessage(s:"Dragon's Breath rounds added to Franchi SPAS-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Striker-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Striker-12 Dragon",1); GiveInventory("StrikerDragon",1); TakeInventory("Striker-12",1); SetFont("BIGFONT"); HudMessage(s:"Dragon's Breath rounds added to Striker-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Benelli M4") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Benelli M4 Dragon",1); GiveInventory("M1014Dragon",1); TakeInventory("Benelli M4",1); SetFont("BIGFONT"); HudMessage(s:"Dragon's Breath rounds added to Benelli M4!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Atchisson AA-12") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Atchisson AA-12 Dragon",1); GiveInventory("AA12Dragon",1); TakeInventory("Atchisson AA-12",1); SetFont("BIGFONT"); HudMessage(s:"Dragon's Breath rounds added to Atchisson AA-12!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Model 1887") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Model 1887 Dragon",1); GiveInventory("Model1887Dragon",1); TakeInventory("Model 1887",1); SetFont("BIGFONT"); HudMessage(s:"Dragon's Breath rounds added to Model 1887!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Sears Ranger") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Sears Ranger Dragon",1); GiveInventory("RangerDragon",1); TakeInventory("Sears Ranger",1); SetFont("BIGFONT"); HudMessage(s:"Dragon's Breath rounds added to Sears Ranger!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("M14 EBR") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("M14 EBR Explosive",1); GiveInventory("M14Explosive",1); TakeInventory("M14 EBR",1); SetFont("BIGFONT"); HudMessage(s:"Explosive Tipped rounds added to M14 EBR!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("CheyTac Intervention") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("CheyTac Intervention Explosive",1); GiveInventory("InterventionExplosive",1); TakeInventory("CheyTac Intervention",1); SetFont("BIGFONT"); HudMessage(s:"Explosive Tipped rounds added to CheyTac Intervention!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Walther WA 2000") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Walther WA 2000 Explosive",1); GiveInventory("WA2000Explosive",1); TakeInventory("Walther WA 2000",1); SetFont("BIGFONT"); HudMessage(s:"Explosive Tipped rounds added to Walther WA 2000!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("Barrett M82") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("Barrett M82 Explosive",1); GiveInventory("BarrettExplosive",1); TakeInventory("Barrett M82",1); SetFont("BIGFONT"); HudMessage(s:"Explosive Tipped rounds added to Barrett M82!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("FAMAS-F1 M203") == 1 ) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("FAMAS-F1 M203 Incendiary",1); GiveInventory("FamasInc",1); TakeInventory("FAMAS-F1 M203",1); SetFont("BIGFONT"); HudMessage(s:"Incendiary munitions added to FAMAS-F1 M203!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("M79 Thumper") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("M79 Thumper Incendiary",1); GiveInventory("ThumperInc",1); TakeInventory("M79 Thumper",1); SetFont("BIGFONT"); HudMessage(s:"Incendiary munitions added to M79 Thumper!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("RPG-7") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("RPG-7 Incendiary",1); GiveInventory("RpgInc",1); TakeInventory("RPG-7",1); SetFont("BIGFONT"); HudMessage(s:"Incendiary munitions added to RPG-7!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else if(CheckWeapon("AT4-CS") == 1) { ACS_ExecuteAlways(622,0,0,0,0); LocalAmbientSound("game/attach",231); TakeInventory("AwardCount",1); GiveInventory("AT4-CS Incendiary",1); GiveInventory("AT4Inc",1); TakeInventory("AT4-CS",1); SetFont("BIGFONT"); HudMessage(s:"Incendiary munitions added to AT4-CS!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); } else { SetFont("BIGFONT"); HudMessage(s:"You can't attach Incendiary Ammo on that!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.75, 2.0, 1.0); GiveInventory("DragonBreathAttachment",1); GiveInventory("AwardLock",1); } } } script 620 (int Which) CLIENTSIDE { SetFont("CONFONT"); if(Which == 0) { if(CheckInventory("Perk1_OneManArmy") == 1) HudMessage(s:"Max \cf2 Assault Rifles\cd."; HUDMSG_FADEOUT, 200+PlayerNumber(), CR_Green, 0.5, 0.7, 0.5, 1.0); else HudMessage(s:"Max \cf1 Assault Rifle\cd."; HUDMSG_FADEOUT, 200+PlayerNumber(), CR_Green, 0.5, 0.7, 0.5, 1.0); } else if(Which == 1) { if(CheckInventory("Perk1_OneManArmy") == 1) HudMessage(s:"Max \cf2 Shotguns/SMGs\cd."; HUDMSG_FADEOUT, 200+PlayerNumber(), CR_Green, 0.5, 0.7, 0.5, 1.0); else HudMessage(s:"Max \cf1 Shotgun/SMG\cd."; HUDMSG_FADEOUT, 200+PlayerNumber(), CR_Green, 0.5, 0.7, 0.5, 1.0); } else if(Which == 2) HudMessage(s:"Max \cf1 Handgun\cd."; HUDMSG_FADEOUT, 200+PlayerNumber(), CR_Green, 0.5, 0.7, 0.5, 1.0); else if(Which == 3) HudMessage(s:"Max \cf1 Heavy Weapon\cd."; HUDMSG_FADEOUT, 200+PlayerNumber(), CR_Green, 0.5, 0.7, 0.5, 1.0); else if(Which == 4) HudMessage(s:"Max \cf1 Explosive Weapon\cd."; HUDMSG_FADEOUT, 200+PlayerNumber(), CR_Green, 0.5, 0.7, 0.5, 1.0); HudMessage(s:"\cdPress \cf", k:"dropcurrent", s:"\cd to \cgdrop \cdthe weapon in your hands."; HUDMSG_FADEOUT, 225+PlayerNumber(), CR_Green, 0.5, 0.72, 0.5, 1.0); HudMessage(s:"\cc[\cfbind key dropcurrent \ccif unbound]"; HUDMSG_FADEOUT, 250+PlayerNumber(), CR_Green, 0.5, 0.74, 0.5, 1.0); } script 789 ENTER { delay(10); int brutality = 0; int i = Random(30000, 60000); int t = ActivatorTID(); int r; if (Spawn("BrutalPistol",GetActorX(0),GetActorY(0),GetActorZ(0),i)) { Thing_Remove(i); brutality = 1; } Delay(25); while (brutality) { r = Random(30000,60000); for (i=0;i<4;i++) { int ang = random(0, 1.0); int j = 0; while (!Spawn("OhGodWhatIsThis",GetActorX(0)+(8192*sin(ang)),GetActorY(0)+(8192*cos(ang)),GetActorZ(0)+j,r)&&(j<256)) { j += 16.0; } } Thing_Hate(r,t,2); Thing_ChangeTID(r,0); Delay(5); } } //Drops (not destroys) current weapon. script 621 (void) NET { if(CheckInventory("InLastStand") == 0 && GetCVar("Buckshot") == 0 && GetCVar("Instagib") == 0){ if(CheckWeapon("H&K USP45") == 1 || CheckWeapon("H&K USP45 Ex Mags") == 1 || CheckWeapon("H&K USP45 Akimbo") == 1 || CheckWeapon("H&K USP45 Tac Knife") == 1) { TakeInventory("H&K USP45",1); TakeInventory("H&K USP45 Ex Mags",1); TakeInventory("H&K USP45 Akimbo",1); TakeInventory("H&K USP45 Tac Knife",1); TakeInventory("MaxWeaponsFilled_Handgun",1); SpawnSpotFacing("USP45PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon(".44 Magnum") == 1 || CheckWeapon(".44 Magnum Akimbo") == 1 || CheckWeapon(".44 Magnum Tac Knife") == 1) { TakeInventory(".44 Magnum",1); TakeInventory(".44 Magnum Akimbo",1); TakeInventory(".44 Magnum Tac Knife",1); TakeInventory("MaxWeaponsFilled_Handgun",1); SpawnSpotFacing("44MagnumPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("FAMAS-F1") == 1 || CheckWeapon("FAMAS-F1 Ex Mags") == 1 || CheckWeapon("FAMAS-F1 Auto") == 1 || CheckWeapon("FAMAS-F1 M203") == 1 || CheckWeapon("FAMAS-F1 M203 Incendiary") == 1 || CheckWeapon("FAMAS-F1 M203 Stun") == 1) { TakeInventory("FAMAS-F1",1); TakeInventory("FAMAS-F1 Ex Mags",1); TakeInventory("FAMAS-F1 Auto",1); TakeInventory("FAMAS-F1 M203",1); TakeInventory("FAMAS-F1 M203 Incendiary",1); TakeInventory("FAMAS-F1 M203 Stun",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("FAMASPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("FN FAL") == 1 || CheckWeapon("FN FAL Ex Mags") == 1 || CheckWeapon("FN FAL Auto") == 1) { TakeInventory("FN FAL",1); TakeInventory("FN FAL Ex Mags",1); TakeInventory("FN FAL Auto",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("FALPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Franchi SPAS-12") == 1 || CheckWeapon("Franchi SPAS-12 Ex Mags") == 1 || CheckWeapon("Franchi SPAS-12 Grip") == 1 || CheckWeapon("Franchi SPAS-12 Rapid Fire") == 1 || CheckWeapon("Franchi SPAS-12 Dragon") == 1) { TakeInventory("Franchi SPAS-12",1); TakeInventory("Franchi SPAS-12 Ex Mags",1); TakeInventory("Franchi SPAS-12 Grip",1); TakeInventory("Franchi SPAS-12 Rapid Fire",1); TakeInventory("Franchi SPAS-12 Dragon",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("SPASPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Atchisson AA-12") == 1 || CheckWeapon("Atchisson AA-12 Ex Mags") == 1 || CheckWeapon("Atchisson AA-12 Grip") == 1 || CheckWeapon("Atchisson AA-12 Dragon") == 1) { TakeInventory("Atchisson AA-12",1); TakeInventory("Atchisson AA-12 Ex Mags",1); TakeInventory("Atchisson AA-12 Grip",1); TakeInventory("Atchisson AA-12 Dragon",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("AA12PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("H&K UMP45") == 1 || CheckWeapon("H&K UMP45 Ex Mags") == 1 || CheckWeapon("H&K UMP45 Rapid Fire") == 1) { TakeInventory("H&K UMP45",1); TakeInventory("H&K UMP45 Ex Mags",1); TakeInventory("H&K UMP45 Rapid Fire",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("UMP45PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("KRISS Vector") == 1 || CheckWeapon("KRISS Vector Ex Mags") == 1) { TakeInventory("KRISS Vector",1); TakeInventory("KRISS Vector Ex Mags",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("VectorPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Mini-UZI") == 1 || CheckWeapon("Mini-UZI Ex Mags") == 1 || CheckWeapon("Mini-UZI Akimbo") == 1) { TakeInventory("Mini-UZI",1); TakeInventory("Mini-UZI Akimbo",1); TakeInventory("Mini-UZI Ex Mags",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("MiniUziPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("FN P90") == 1 || CheckWeapon("FN P90 Ex Mags") == 1 || CheckWeapon("FN P90 Rapid Fire") == 1) { TakeInventory("FN P90",1); TakeInventory("FN P90 Ex Mags",1); TakeInventory("FN P90 Rapid Fire",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("P90PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("M79 Thumper") == 1 || CheckWeapon("M79 Thumper Incendiary") == 1 || CheckWeapon("M79 Thumper Stun") == 1) { TakeInventory("M79 Thumper",1); TakeInventory("M79 Thumper Incendiary",1); TakeInventory("M79 Thumper Stun",1); TakeInventory("MaxWeaponsFilled_Explosive",1); SpawnSpotFacing("ThumperPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Bushmaster ACR") == 1 || CheckWeapon("Bushmaster ACR Ex Mags") == 1) { TakeInventory("Bushmaster ACR",1); TakeInventory("Bushmaster ACR Ex Mags",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("ACRPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("AT4-CS") == 1 || CheckWeapon("AT4-CS Incendiary") == 1) { TakeInventory("AT4-CS",1); TakeInventory("AT4-CS Incendiary",1); TakeInventory("MaxWeaponsFilled_Explosive",1); SpawnSpotFacing("AT4PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("CheyTac Intervention") == 1 || CheckWeapon("CheyTac Intervention Thermal") == 1 || CheckWeapon("CheyTac Intervention Ex Mags") == 1 || CheckWeapon("CheyTac Intervention Fine Tuned") == 1 || CheckWeapon("CheyTac Intervention Explosive") == 1) { TakeInventory("PowerLightAmp",500); TakeInventory("CheyTac Intervention Thermal",1); TakeInventory("CheyTac Intervention Ex Mags",1); TakeInventory("CheyTac Intervention Fine Tuned",1); TakeInventory("CheyTac Intervention Explosive",1); TakeInventory("CheyTac Intervention",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("InterventionPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Barrett M82") == 1 || CheckWeapon("Barrett M82 Thermal") == 1 || CheckWeapon("Barrett M82 Ex Mags") == 1 || CheckWeapon("Barrett M82 Explosive") == 1) { TakeInventory("PowerLightAmp",500); TakeInventory("Barrett M82 Thermal",1); TakeInventory("Barrett M82 Ex Mags",1); TakeInventory("Barrett M82 Explosive",1); TakeInventory("Barrett M82",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("BarrettPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("H&K MG4") == 1 || CheckWeapon("H&K MG4 Ex Mags") == 1 || CheckWeapon("H&K MG4 Grip") == 1) { TakeInventory("H&K MG4",1); TakeInventory("H&K MG4 Ex Mags",1); TakeInventory("H&K MG4 Grip",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("MG4PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Glock 18") == 1 || CheckWeapon("Glock 18 Ex Mags") == 1 || CheckWeapon("Glock 18 Akimbo") == 1) { TakeInventory("Glock 18",1); TakeInventory("Glock 18 Ex Mags",1); TakeInventory("Glock 18 Akimbo",1); TakeInventory("MaxWeaponsFilled_Handgun",1); SpawnSpotFacing("G18PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("PP-2000") == 1 || CheckWeapon("PP-2000 Ex Mags") == 1 || CheckWeapon("PP-2000 Akimbo") == 1) { TakeInventory("PP-2000",1); TakeInventory("PP-2000 Ex Mags",1); TakeInventory("PP-2000 Akimbo",1); TakeInventory("MaxWeaponsFilled_Handgun",1); SpawnSpotFacing("PP2000PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("FN SCAR-H") == 1 || CheckWeapon("FN SCAR-H Ex Mags") == 1) { TakeInventory("FN SCAR-H",1); TakeInventory("FN SCAR-H Ex Mags",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("SCARHPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Colt M4A1") == 1 || CheckWeapon("Colt M4A1 Ex Mags") == 1) { TakeInventory("Colt M4A1",1); TakeInventory("Colt M4A1 Ex Mags",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("M4A1PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Sears Ranger") == 1 || CheckWeapon("Sears Ranger Dragon") == 1) { TakeInventory("Sears Ranger",1); TakeInventory("Sears Ranger Dragon",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("RangerPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("FN F2000") == 1 || CheckWeapon("FN F2000 Ex Mags") == 1) { TakeInventory("FN F2000",1); TakeInventory("FN F2000 Ex Mags",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("F2000PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("IMI TAR-21") == 1 || CheckWeapon("IMI TAR-21 Ex Mags") == 1 || CheckWeapon("IMI TAR-21 Thermal") == 1) { TakeInventory("IMI TAR-21",1); TakeInventory("IMI TAR-21 Ex Mags",1); TakeInventory("IMI TAR-21 Thermal",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("TARPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("H&K MP5K") == 1 || CheckWeapon("H&K MP5K Ex Mags") == 1 || CheckWeapon("H&K MP5K Rapid Fire") == 1) { TakeInventory("H&K MP5K",1); TakeInventory("H&K MP5K Ex Mags",1); TakeInventory("H&K MP5K Rapid Fire",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("MP5PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Steyr TMP") == 1 || CheckWeapon("Steyr TMP Ex Mags") == 1) { TakeInventory("Steyr TMP",1); TakeInventory("Steyr TMP Ex Mags",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("TMPPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Beretta M93 Raffica") == 1 || CheckWeapon("Beretta M93 Raffica Ex Mags") == 1 || CheckWeapon("Beretta M93 Raffica Auto") == 1) { TakeInventory("Beretta M93 Raffica",1); TakeInventory("Beretta M93 Raffica Ex Mags",1); TakeInventory("Beretta M93 Raffica Auto",1); TakeInventory("MaxWeaponsFilled_Handgun",1); SpawnSpotFacing("M93RPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Colt M16A4") == 1 || CheckWeapon("Colt M16A4 Ex Mags") == 1 || CheckWeapon("Colt M16A4 Auto") == 1) { TakeInventory("Colt M16A4",1); TakeInventory("Colt M16A4 Ex Mags",1); TakeInventory("Colt M16A4 Auto",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("M16PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("AK-47") == 1 || CheckWeapon("AK-47 Ex Mags") == 1) { TakeInventory("AK-47",1); TakeInventory("AK-47 Ex Mags",1); TakeInventory("MaxWeaponsFilled_AR",1); SpawnSpotFacing("AK47PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Striker-12") == 1 || CheckWeapon("Striker-12 Ex Mags") == 1 || CheckWeapon("Striker-12 Grip") == 1 || CheckWeapon("Striker-12 Dragon") == 1) { TakeInventory("Striker-12",1); TakeInventory("Striker-12 Ex Mags",1); TakeInventory("Striker-12 Grip",1); TakeInventory("Striker-12 Dragon",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("StrikerPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("AUG HBAR") == 1 || CheckWeapon("AUG HBAR Ex Mags") == 1 || CheckWeapon("AUG HBAR Grip") == 1) { TakeInventory("AUG HBAR",1); TakeInventory("AUG HBAR Ex Mags",1); TakeInventory("AUG HBAR Grip",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("AUGHBARPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Walther WA 2000") == 1 || CheckWeapon("Walther WA 2000 Thermal") == 1 || CheckWeapon("Walther WA 2000 Ex Mags") == 1 || CheckWeapon("Walther WA 2000 Explosive") == 1) { TakeInventory("PowerLightAmp",500); TakeInventory("Walther WA 2000 Thermal",1); TakeInventory("Walther WA 2000 Ex Mags",1); TakeInventory("Walther WA 2000 Explosive",1); TakeInventory("Walther WA 2000",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("WA2000PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("IMI Desert Eagle") == 1 || CheckWeapon("IMI Desert Eagle Ex Mags") == 1 || CheckWeapon("IMI Desert Eagle Akimbo") == 1 || CheckWeapon("IMI Desert Eagle Tac Knife") == 1) { TakeInventory("IMI Desert Eagle",1); TakeInventory("IMI Desert Eagle Ex Mags",1); TakeInventory("IMI Desert Eagle Akimbo",1); TakeInventory("IMI Desert Eagle Tac Knife",1); TakeInventory("MaxWeaponsFilled_Handgun",1); SpawnSpotFacing("DeaglePickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Beretta M9") == 1 || CheckWeapon("Beretta M9 Ex Mags") == 1 || CheckWeapon("Beretta M9 Tac Knife") == 1 || CheckWeapon("Beretta M9 Akimbo") == 1) { TakeInventory("Beretta M9",1); TakeInventory("Beretta M9 Ex Mags",1); TakeInventory("Beretta M9 Akimbo",1); TakeInventory("Beretta M9 Tac Knife",1); TakeInventory("MaxWeaponsFilled_Handgun",1); SpawnSpotFacing("M9PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Benelli M4") == 1 || CheckWeapon("Benelli M4 Ex Mags") == 1 || CheckWeapon("Benelli M4 Grip") == 1 || CheckWeapon("Benelli M4 Dragon") == 1) { TakeInventory("Benelli M4",1); TakeInventory("Benelli M4 Ex Mags",1); TakeInventory("Benelli M4 Grip",1); TakeInventory("Benelli M4 Dragon",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("M1014PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("FN M240") == 1 || CheckWeapon("FN M240 Ex Mags") == 1 || CheckWeapon("FN M240 Grip") == 1) { TakeInventory("FN M240",1); TakeInventory("FN M240 Ex Mags",1); TakeInventory("FN M240 Grip",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("M240PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("RPD") == 1 || CheckWeapon("RPD Ex Mags") == 1 || CheckWeapon("RPD Grip") == 1) { TakeInventory("RPD",1); TakeInventory("RPD Ex Mags",1); TakeInventory("RPD Grip",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("RPDPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("L86 LSW") == 1 || CheckWeapon("L86 LSW Ex Mags") == 1 || CheckWeapon("L86 LSW Grip") == 1) { TakeInventory("L86 LSW",1); TakeInventory("L86 LSW Ex Mags",1); TakeInventory("L86 LSW Grip",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("L86PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("RPG-7") == 1 || CheckWeapon("RPG-7 Incendiary") == 1) { TakeInventory("RPG-7",1); TakeInventory("RPG-7 Incendiary",1); TakeInventory("MaxWeaponsFilled_Explosive",1); SpawnSpotFacing("RPGPickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("Model 1887") == 1 || CheckWeapon("Model 1887 Ex Mags") == 1 || CheckWeapon("Model 1887 Fine Tuned") == 1 || CheckWeapon("Model 1887 Solid Slugs") == 1 || CheckWeapon("Model 1887 Dragon") == 1) { TakeInventory("Model 1887",1); TakeInventory("Model 1887 Ex Mags",1); TakeInventory("Model 1887 Fine Tuned",1); TakeInventory("Model 1887 Solid Slugs",1); TakeInventory("Model 1887 Dragon",1); TakeInventory("MaxWeaponsFilled_Sub",1); SpawnSpotFacing("M1887PickupSpawn",PlayerNumber()+500,0); } else if(CheckWeapon("M14 EBR") == 1 || CheckWeapon("M14 EBR Thermal") == 1 || CheckWeapon("M14 EBR Ex Mags") == 1 || CheckWeapon("M14 EBR Explosive") == 1) { TakeInventory("PowerLightAmp",500); TakeInventory("M14 EBR Thermal",1); TakeInventory("M14 EBR Ex Mags",1); TakeInventory("M14 EBR Explosive",1); TakeInventory("M14 EBR",1); TakeInventory("MaxWeaponsFilled_Heavy",1); SpawnSpotFacing("M14PickupSpawn",PlayerNumber()+500,0); } } } //Removes awarded items, just makes it easier instead of C&P the same thing all the time. script 622 (void) { if(CheckInventory("Rank") == 0) Terminate; TakeInventory("GripAttachment",1); TakeInventory("RapidFireAttachment",1); TakeInventory("ExtendedMagsAttachment",1); TakeInventory("ThermalAttachment",1); TakeInventory("AkimboAttachment",1); TakeInventory("KnifeAttachment",1); TakeInventory("DragonBreathAttachment",1); TakeInventory("MegasphereAward",1); TakeInventory("Perk4_StunAward",1); TakeInventory("Perk4_IncAward",1); TakeInventory("Perk4_RemoveAward",1); TakeInventory("Perk1_SOHAward",1); TakeInventory("Perk1_SOH_ProAward",1); TakeInventory("Perk1_ExtremeConditioningAward",1); TakeInventory("Perk1_ExtremeConditioning_ProAward",1); TakeInventory("Perk1_OMAAward",1); TakeInventory("Perk1_OMA_ProAward",1); TakeInventory("Perk1_ScavengerAward",1); TakeInventory("Perk1_Scavenger_ProAward",1); TakeInventory("Perk2_StoppingPowerAward",1); TakeInventory("Perk2_StoppingPower_ProAward",1); TakeInventory("Perk2_DangerCloseAward",1); TakeInventory("Perk2_DangerClose_ProAward",1); TakeInventory("Perk2_JuggernautAward",1); TakeInventory("Perk2_Juggernaut_ProAward",1); TakeInventory("Perk2_ColdBloodedAward",1); TakeInventory("Perk2_ColdBlooded_ProAward",1); TakeInventory("Perk3_SteadyAimAward",1); TakeInventory("Perk3_SteadyAim_ProAward",1); TakeInventory("Perk3_CommandoAward",1); TakeInventory("Perk3_Commando_ProAward",1); TakeInventory("Perk3_LastStandAward",1); TakeInventory("Perk3_LastStand_ProAward",1); TakeInventory("PerkX_TacticalInsertionAward",1); Delay(2); if(CheckInventory("AwardCount") > 0) { GiveInventory("AwardLock",1); RGA_Award(); } } //Apply a Perk script 624 (int Which) { if(CheckInventory("AwardLock") == 0) Terminate; if(CheckInventory("Rank") == 0); else TakeInventory("AwardLock",1); TakeInventory("AwardCount",1); if(Which == 0) // SLEIGHT OF HAND { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk1_SOH",1); SetFont("BIGFONT"); HudMessage(s:"\cvSLEIGHT OF HAND"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Faster reload!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 1) // EXTREME CONDITIONING { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk1_ExtremeConditioning",1); SetFont("BIGFONT"); HudMessage(s:"\cvEXTREME CONDITIONING"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Doubled regeneration!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 2) // ONE MAN ARMY { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk1_OneManArmy",1); GiveInventory("Backpack",3); SetFont("BIGFONT"); HudMessage(s:"\cvONE MAN ARMY"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Extra AR and Shotgun/SMG + ammo fill!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); SetAmmoCapacity("MaxWeaponsFilled_AR",2); SetAmmoCapacity("MaxWeaponsFilled_Sub",2); //ACS_ExecuteAlways(501,0,0,0,0); } if(Which == 3) // STOPPING POWER { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk2_StoppingPower",1); GiveInventory("Perk2_StoppingPowerEffect",1); SetFont("BIGFONT"); HudMessage(s:"\cgSTOPPING POWER"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+15% Bullet Damage!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 4) // DANGER CLOSE { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk2_DangerClose",1); GiveInventory("Perk2_DangerCloseEffect",1); SetFont("BIGFONT"); HudMessage(s:"\cgDANGER CLOSE"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+15% Explosive Damage!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 5) // JUGGERNAUT { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk2_Juggernaut",1); GiveInventory("Perk2_JuggernautEffect",1); SetFont("BIGFONT"); HudMessage(s:"\cgJUGGERNAUT"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+15% damage resistance!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 6) // STEADY AIM { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk3_SteadyAim",1); SetFont("BIGFONT"); HudMessage(s:"\cdSTEADY AIM"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Increased hip-fire accuracy!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 7) // COMMANDO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk3_Commando",1); GiveInventory("Perk3_CommandoEffect",1); SetFont("BIGFONT"); HudMessage(s:"\cdCOMMANDO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Increased knife range and damage!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 8) // LAST STAND { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk3_LastStand",1); GiveInventory("LastStandSave",1); SetFont("BIGFONT"); HudMessage(s:"\cdLAST STAND"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Fight a little longer before death!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 9) // SLEIGHT OF HAND PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk1_SOH_Pro",1); SetFont("BIGFONT"); HudMessage(s:"\cvSLEIGHT OF HAND PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+ Faster grenade throwing and knife recovery!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 10) // EXTREME CONDITIONING PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk1_ExtremeConditioning_Pro",1); SetFont("BIGFONT"); HudMessage(s:"\cvEXTREME CONDITIONING PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Increased regen rate and running speed!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); ACS_ExecuteAlways(501,0,0,0,0); } if(Which == 11) // ONE MAN ARMY PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk1_OneManArmy_Pro",1); SetFont("BIGFONT"); HudMessage(s:"\cvONE MAN ARMY PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+ Carry extra mags!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); ACS_ExecuteAlways(629,0,0,0,0); //ACS_ExecuteAlways(501,0,0,0,0); } if(Which == 12) // STOPPING POWER PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); TakeInventory("Perk2_StoppingPowerEffectPower",999999); GiveInventory("Perk2_StoppingPower_Pro",1); GiveInventory("Perk2_StoppingPowerEffectPro",1); SetFont("BIGFONT"); HudMessage(s:"\cgSTOPPING POWER PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+10% Bullet Damage!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 13) // DANGER CLOSE PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); TakeInventory("Perk2_DangerCloseEffectPower",999999); GiveInventory("Perk2_DangerClose_Pro",1); GiveInventory("Perk2_DangerCloseEffectPro",1); SetFont("BIGFONT"); HudMessage(s:"\cgDANGER CLOSE PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+10% Explosive Damage!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 14) // JUGGERNAUT PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); TakeInventory("Perk2_JuggernautEffectPower",999999); GiveInventory("Perk2_Juggernaut_Pro",1); GiveInventory("Perk2_JuggernautEffectPro",1); SetFont("BIGFONT"); HudMessage(s:"\cgJUGGERNAUT PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+10% damage resistance!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 15) // STEADY AIM PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk3_SteadyAim_Pro",1); SetFont("BIGFONT"); HudMessage(s:"\cdSTEADY AIM PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+ Increased scoped accuracy and hold breath!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 16) // LAST STAND PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk3_LastStand_Pro",1); GiveInventory("Revival Kit",1); SetFont("BIGFONT"); HudMessage(s:"\cdLAST STAND PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+ Use a Revival Kit to help out allied players!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 17) // SCAVENGER { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk1_Scavenger",1); GiveInventory("Backpack",3); SetFont("BIGFONT"); HudMessage(s:"\cvSCAVENGER"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+50% ammo from pickups + ammo fill!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); //ACS_ExecuteAlways(501,0,0,0,0); } if(Which == 18) // SCAVENGER PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk1_Scavenger_Pro",1); SetFont("BIGFONT"); HudMessage(s:"\cvSCAVENGER PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"+ Ammo pickups are mini-backpacks!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); //ACS_ExecuteAlways(501,0,0,0,0); } if(Which == 19) // TAC INSERTION { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("TacticalInsertion",1); SetFont("BIGFONT"); HudMessage(s:"\cvTACTICAL INSERTION"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Choose where to respawn!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); //ACS_ExecuteAlways(501,0,0,0,0); } if(Which == 20) // COMMANDO PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); TakeInventory("Perk3_CommandoEffectPower",999999); GiveInventory("Perk3_Commando_Pro",1); GiveInventory("Perk3_CommandoEffectPro",1); SetFont("BIGFONT"); HudMessage(s:"\cdCOMMANDO PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Further increased knife damage!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 21) // COLD BLOODED { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk2_ColdBlooded",1); SetFont("BIGFONT"); HudMessage(s:"\cgCOLD BLOODED"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"No pain recoil & silent footsteps!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 22) // COLD BLOODED PRO { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/challenge",223); GiveInventory("Perk2_ColdBlooded_Pro",1); GiveInventory("Perk2_ColdBloodedEffectPro",1); SetFont("BIGFONT"); HudMessage(s:"\cgCOLD BLOODED PRO"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Invisible to seeking weapons!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 23) // STUN { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/attach",231); GiveInventory("Perk4_Stun",1); SetFont("BIGFONT"); HudMessage(s:"\cnSTUN GRENADES"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Thrown grenades will now stun enemies!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 24) // INCENDIARY { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options LocalAmbientSound("game/attach",231); GiveInventory("Perk4_Inc",1); SetFont("BIGFONT"); HudMessage(s:"\cgINCENDIARY GRENADES"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); HudMessage(s:"Thrown grenades are now incendiary!"; HUDMSG_TYPEON, 340+PlayerNumber(), CR_Green, 0.5, 0.66, 2.0, 0.06, 1.0); } if(Which == 25) // REMOVER { LocalAmbientSound("game/delete",231); TakeInventory("Perk4_Stun",1); TakeInventory("Perk4_Inc",1); GiveInventory("AwardCount",2); SetFont("BIGFONT"); HudMessage(s:"Grenade Perk Removed!"; HUDMSG_FADEOUT, 340+PlayerNumber(), CR_Green, 0.5, 0.59, 2.5, 1.0); ACS_ExecuteAlways(622,0,0,0,0); //Remove other options } if(Which == 26) // MEGASPHERE { ACS_ExecuteAlways(622,0,0,0,0); //Remove other options ActivatorSound("misc/p_pkup",127); GiveInventory("Megasphere2",1); SetFont("BIGFONT"); HudMessage(s:"\cnInstant Megasphere"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); } } //Last stand script 625 (void) { if(CheckInventory("MaxWeaponsFilled_Handgun") < 1) { SetActorProperty(0,APROP_Health,1); Thing_Damage(0,35,18); //Bleed out if has no hand gun available, used to be 75 Thing_Damage(0,35,18); //Double it SetFont("SMALLONT"); HudMessage(s:"\cdLast Stand \cfwon't work if"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.22, 3.5, 1.5); HudMessage(s:"\cfyou don't have a \cghandgun!"; HUDMSG_FADEOUT, 340+PlayerNumber(), CR_Green, 0.5, 0.24, 3.5, 1.5); } else { int Survival = random(1,6); if(GameType() == GAME_SINGLE_PLAYER || GameType() == GAME_NET_COOPERATIVE) { GiveInventory("InLastStand",1); SetFont("SMALLFONT"); if(GameType() != GAME_SINGLE_PLAYER) HudMessageBold(n:0,s:" \cdneeds a \ccrevival!";HUDMSG_PLAIN,90+PlayerNumber(),CR_Green,0.5,0.375,5.0); //printbold(n:0,s:" \cdneeds a \ccrevival!"); LocalAmbientSound("game/laststand",254); //LocalAmbientSound("game/laststand",254); SetFont("BIGFONT"); HudMessage(s:"\cdLAST STAND"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.3, 2.0, 1.0); ACS_ExecuteAlways(630,0,0,0,0); delay(1); SetActorProperty(0,APROP_Invulnerable,1); delay(35*2); ACS_ExecuteAlways(642,0,2,0,0); SetActorProperty(0,APROP_Invulnerable,0); delay(35*6); ACS_ExecuteAlways(642,0,2,0,0); delay(35*6); //ACS_ExecuteAlways(642,0,2,0,0); //delay(35*6); } else { GiveInventory("InLastStand",1); //printbold(n:0,s:" \cdneeds a \ccrevival!"); LocalAmbientSound("game/laststand",254); //LocalAmbientSound("game/laststand",254); SetFont("BIGFONT"); HudMessage(s:"\cdLAST STAND"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.3, 2.0, 1.0); ACS_ExecuteAlways(630,0,0,0,0); delay(1); SetActorProperty(0,APROP_Invulnerable,1); SetActorProperty(0,APROP_Health,20); delay(35); ACS_ExecuteAlways(642,0,2,0,0); SetActorProperty(0,APROP_Invulnerable,0); delay(35*6); ACS_ExecuteAlways(642,0,2,0,0); delay(35*6); //ACS_ExecuteAlways(642,0,0,0,0); //delay(35*6); } if(GetActorProperty(0,APROP_Health) > 0 && CheckInventory("InLastStand") == 1) { if(Survival == 6 || GameType() == GAME_SINGLE_PLAYER) { TakeInventory("InLastStand",1); RGA_UnMorphMe(); SetFont("BIGFONT"); HudMessage(s:"\cdYou survived!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.3, 2.0, 1.0); if(GameType() == GAME_SINGLE_PLAYER) LocalAmbientSound("game/challenge",223); Delay(1); RGA_SetRank(); RGA_ApplyPowers(); TakeInventory("InLastStand",1); } else if(Survival != 6) { TakeInventory("InLastStand",1); Thing_Damage(0,150,18); //Bleed out Delay(1); TakeInventory("InLastStand",1); } } else if(GetActorProperty(0,APROP_Health) == 0 || CheckInventory("InLastStand") == 0) { TakeInventory("InLastStand",1); Delay(1); TakeInventory("InLastStand",1); } } } str VoiceSelect[2][7] = {{"\cnAmerican [US Rangers]", "\caRussian [Spetsnaz]","\cdBrazilian [Militia]", "\ceArabic [OpFor]","\cnAmerican [Navy Seals]", "\chBritish [TF141]","\cnAmerican [\cgZoey?\cn]"}, {"us/kill","russian/kill","brazil/kill","opfor/kill", "seal/kill","tf141/kill","zoey/kill"}}; script 626 (void) NET { if(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) { Int Which = CheckInventory("Voice"); if(GetCVAR("sv_novoice") == 1) { SetFont("DOOMFONT"); HudMessage(s:"\ciVoices disabled by Server"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Orange, 0.5, 0.62, 2.0, 1.0); } else if(Which > 6) { SetFont("BIGFONT"); HudMessage(s:"\cqVoice disabled"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_DarkGreen, 0.5, 0.62, 2.0, 1.0); TakeInventory("Voice",10); } else { SetFont("BIGFONT"); HudMessage(s:"\cdVoice changed to ", s:VoiceSelect[0][Which]; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.62, 2.0, 1.0); LocalAmbientSound(VoiceSelect[1][Which],95); GiveInventory("Voice",1); } } } script 627 (int Amount) { if(GetActorProperty(0,APROP_SpawnHealth) < 180 && !(ClassifyActor(0) & ACTOR_MONSTER) && PlayerIsSpectator(PlayerNumber()) != 1) { Amount = Amount * GetCVAR("sv_xpmultiply"); GiveInventory("Experience",Amount); SetFont("SMALLFONT"); int OffsetX = random(0.46,0.54); int OffsetY = random(0.37,0.43); HudMessage(s:"\cd+\cf",d:Amount; HUDMSG_FADEOUT,0,CR_BLUE,OffsetX,OffsetY,0.5,1.5); ACS_ExecuteAlways(616,0,0,0,0); } } //TacticalInsertion script 628 (int Which) { if(Which == 0) { if(TacticalInsertion[PlayerNumber()+1] == False) { SpawnSpotFacing("TacticalInsertionPlaced",PlayerNumber()+500,PlayerNumber()+600); TacticalInsertion[PlayerNumber()+1] = True; } } else if(Which == 1) { if(TacticalInsertion[PlayerNumber()+1] == True) { GiveInventory("RevivalKitAmmo",1); Thing_Remove(PlayerNumber()+600); TacticalInsertion[PlayerNumber()+1] = False; SetFont("SMALLFONT"); HudMessage(s:"\cfTactical Insertion Removed";HUDMSG_FADEOUT,600+PlayerNumber(),CR_Blue,0.5,0.7,2.0,2.0); } } else if(Which == 2) { SetResultValue(TacticalInsertion[PlayerNumber()+1]); } else if(Which == 3) { SetFont("SMALLFONT"); HudMessage(s:"\cfYou've already placed one!";HUDMSG_FADEOUT,600+PlayerNumber(),CR_Blue,0.5,0.7,2.0,1.0); } else { TacticalInsertion[ActivatorTID()-600] = False; SetActivator(ActivatorTID()-600); TacticalInsertion[PlayerNumber()+1] = False; SetFont("SMALLFONT"); HudMessage(s:"\cgTactical Insertion destroyed!";HUDMSG_FADEOUT,600+PlayerNumber(),CR_Blue,0.5,0.7,2.0,2.0); } } //Set max ammo script 629 (void) { SetAmmoCapacity("FamasAmmo",275); SetAmmoCapacity("FALAmmo",200); SetAmmoCapacity("ACRAmmo",300); SetAmmoCapacity("P90Ammo",450); SetAmmoCapacity("UMP45Ammo",275); SetAmmoCapacity("MiniUziAmmo",320); SetAmmoCapacity("VectorAmmo",300); SetAmmoCapacity("InterventionAmmo",70); SetAmmoCapacity("BarrettAmmo",80); SetAmmoCapacity("M14Ammo",90); SetAmmoCapacity("USP45Ammo",120); SetAmmoCapacity("44MagnumAmmo",60); SetAmmoCapacity("SPAS12Ammo",64); SetAmmoCapacity("AA12Ammo",88); SetAmmoCapacity("RangerAmmo",72); SetAmmoCapacity("MG4Ammo",500); SetAmmoCapacity("G18Ammo",231); SetAmmoCapacity("PP2000Ammo",140); SetAmmoCapacity("M93RAmmo",140); SetAmmoCapacity("SCARHAmmo",220); SetAmmoCapacity("M4A1Ammo",300); SetAmmoCapacity("F2000Ammo",300); SetAmmoCapacity("TARAmmo",300); SetAmmoCapacity("MP5Ammo",300); SetAmmoCapacity("TMPAmmo",260); SetAmmoCapacity("M16Ammo",300); SetAmmoCapacity("AK47Ammo",270); SetAmmoCapacity("GrenadeAmmo",6); SetAmmoCapacity("M203Ammo",8); SetAmmoCapacity("ThumperAmmo",12); SetAmmoCapacity("AT4Ammo",5); SetAmmoCapacity("StrikerAmmo",80); SetAmmoCapacity("AUGHBARAmmo",420); SetAmmoCapacity("WA2000Ammo",78); SetAmmoCapacity("DeagleAmmo",70); SetAmmoCapacity("M9Ammo",150); SetAmmoCapacity("M1014Ammo",72); SetAmmoCapacity("M240Ammo",500); SetAmmoCapacity("RPDAmmo",500); SetAmmoCapacity("L86Ammo",504); SetAmmoCapacity("RPGAmmo",8); SetAmmoCapacity("M1887Ammo",56); SetAmmoCapacity("RevivalKitAmmo",16); } script 630 (void) { int MorphFlags = 384; if(GetCVar("lastmanstanding") == 1 || GetCVar("teamlms") == 1 || GetCVar("survival") == 1) MorphFlags = 896; if(CheckInventory("H&K USP45 Ex Mags") == 1) { MorphActor(0,"RGULastStandPlayer_USPEx","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("H&K USP45 Akimbo") == 1) { MorphActor(0,"RGULastStandPlayer_USPAkimbo","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("H&K USP45 Tac Knife") == 1) { MorphActor(0,"RGULastStandPlayer_USPKnife","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("H&K USP45") == 1) { MorphActor(0,"RGULastStandPlayer","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory(".44 Magnum Akimbo") == 1) { MorphActor(0,"RGULastStandPlayer_44MagnumAkimbo","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory(".44 Magnum Tac Knife") == 1) { MorphActor(0,"RGULastStandPlayer_44MagnumKnife","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory(".44 Magnum") == 1) { MorphActor(0,"RGULastStandPlayer_44Magnum","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Beretta M9 Ex Mags") == 1) { MorphActor(0,"RGULastStandPlayer_M9Ex","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Beretta M9 Akimbo") == 1) { MorphActor(0,"RGULastStandPlayer_M9Akimbo","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Beretta M9 Tac Knife") == 1) { MorphActor(0,"RGULastStandPlayer_M9Knife","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Beretta M9") == 1) { MorphActor(0,"RGULastStandPlayer_M9","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("IMI Desert Eagle Ex Mags") == 1) { MorphActor(0,"RGULastStandPlayer_DeagleEx","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("IMI Desert Eagle Akimbo") == 1) { MorphActor(0,"RGULastStandPlayer_DeagleAkimbo","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("IMI Desert Eagle Tac Knife") == 1) { MorphActor(0,"RGULastStandPlayer_DeagleKnife","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("IMI Desert Eagle") == 1) { MorphActor(0,"RGULastStandPlayer_Deagle","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Glock 18 Ex Mags") == 1) { MorphActor(0,"RGULastStandPlayer_G18Ex","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Glock 18 Akimbo") == 1) { MorphActor(0,"RGULastStandPlayer_G18Akimbo","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Glock 18") == 1) { MorphActor(0,"RGULastStandPlayer_G18","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("PP-2000 Ex Mags") == 1) { MorphActor(0,"RGULastStandPlayer_PP2000Ex","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("PP-2000 Akimbo") == 1) { MorphActor(0,"RGULastStandPlayer_PP2000Akimbo","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("PP-2000") == 1) { MorphActor(0,"RGULastStandPlayer_PP2000","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Beretta M93 Raffica Ex Mags") == 1) { MorphActor(0,"RGULastStandPlayer_M93REx","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Beretta M93 Raffica Auto") == 1) { MorphActor(0,"RGULastStandPlayer_M93RAuto","",99999,MorphFlags,"NoFlash","NoFlash"); } else if(CheckInventory("Beretta M93 Raffica") == 1) { MorphActor(0,"RGULastStandPlayer_M93R","",99999,MorphFlags,"NoFlash","NoFlash"); } else { Thing_Damage(0,35,18); //Bleed out if has no hand gun available, used to be 75 Thing_Damage(0,35,18); //Double it } } //Last stand script 632 (void) { int Survival = random(1,20); SetFont("BIGFONT"); HudMessage(s:"\cdYou're being revived!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.3, 2.0, 1.0); if(Survival == 20 && GetActorProperty(0,APROP_Health) > 0 && CheckInventory("InLastStand") == 1) Thing_Damage(0,75,20); //Bleed out, it's a 1 in 20 chance that you won't survive a revival else if(Survival != 20 && GetActorProperty(0,APROP_Health) > 0 && CheckInventory("InLastStand") == 1) { TakeInventory("InLastStand",1); //delay(35); RGA_UnMorphMe(); SetFont("BIGFONT"); HudMessage(s:"\cdYou've been revived!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.3, 2.0, 1.0); LocalAmbientSound("game/challenge",223); Delay(1); RGA_SetRank(); RGA_ApplyPowers(); TakeInventory("InLastStand",1); } } script 634 RESPAWN NET { Delay(5); SetHudSize(1280,960,1); if(CheckInventory("Perk1_SOH") == 1) { if(CheckInventory("Perk1_SOH_PRO") == 1) SetFont("P_SOHP"); else SetFont("P_SOH"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 256.0, 192.0, 2.0, 1.0); } if(CheckInventory("Perk1_ExtremeConditioning") == 1) { if(CheckInventory("Perk1_ExtremeConditioning_PRO") == 1) SetFont("P_EXCONP"); else SetFont("P_EXCOND"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 256.0, 256.0, 2.0, 1.0); } if(CheckInventory("Perk1_OneManArmy") == 1) { if(CheckInventory("Perk1_OneManArmy_PRO") == 1) SetFont("P_OMAP"); else SetFont("P_OMA"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 336.0, 192.0, 2.0, 1.0); } if(CheckInventory("Perk1_Scavenger") == 1) { if(CheckInventory("Perk1_Scavenger_PRO") == 1) SetFont("P_SCAVEP"); else SetFont("P_SCAVEN"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 336.0, 256.0, 2.0, 1.0); } if(CheckInventory("Perk2_Juggernaut") == 1) { if(CheckInventory("Perk2_Juggernaut_PRO") == 1) SetFont("P_JUGGEP"); else SetFont("P_JUGGER"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 256.0, 320.0, 2.0, 1.0); } if(CheckInventory("Perk2_StoppingPower") == 1) { if(CheckInventory("Perk2_StoppingPower_PRO") == 1) SetFont("P_POWERP"); else SetFont("P_POWER"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 256.0, 384.0, 2.0, 1.0); } if(CheckInventory("Perk2_DangerClose") == 1) { if(CheckInventory("Perk2_DangerClose_PRO") == 1) SetFont("P_DANGEP"); else SetFont("P_DANGER"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 336.0, 320.0, 2.0, 1.0); } if(CheckInventory("Perk2_ColdBlooded") == 1) { if(CheckInventory("Perk2_ColdBlooded_PRO") == 1) SetFont("P_COLDP"); else SetFont("P_COLD"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 336.0, 384.0, 2.0, 1.0); } if(CheckInventory("Perk3_SteadyAim") == 1) { if(CheckInventory("Perk3_SteadyAim_PRO") == 1) SetFont("P_STEADP"); else SetFont("P_STEADY"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 256.0, 448.0, 2.0, 1.0); } if(CheckInventory("Perk3_Commando") == 1) { if(CheckInventory("Perk3_Commando_PRO") == 1) SetFont("P_COMMP"); else SetFont("P_COMM"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 256.0, 512.0, 2.0, 1.0); } if(CheckInventory("Perk3_LastStand") == 1) { if(CheckInventory("Perk3_LastStand_PRO") == 1) SetFont("P_LASTAP"); else SetFont("P_LASTAN"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 336.0, 448.0, 2.0, 1.0); } if(CheckInventory("Perk4_Stun") == 1) { SetFont("P_GRNSTU"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 336.0, 512.0, 2.0, 1.0); } else if(CheckInventory("Perk4_Inc") == 1) { SetFont("P_GRNINC"); HudMessage(s:"a"; HUDMSG_FADEOUT, 0, CR_Green, 336.0, 512.0, 2.0, 1.0); } } str Handgun[64]; str HandgunAmmo[64]; int HandgunAmmoAmount[64]; str Primary[64]; str Primary2[64]; str PrimaryAmmo[64]; str PrimaryAmmo2[64]; str PrimaryType[64]; int PrimaryAmmoAmount[64]; str Perk1[64]; str Perk2[64]; str Perk3[64]; str Perk4[64]; bool GotClass[64]; //Create a load out! script 635 (void) { if(CheckWeapon("Menu") == 1 && CheckInventory("MenuPlace") == 0 && GameType() != GAME_SINGLE_PLAYER && GameType() != GAME_NET_COOPERATIVE && GotClass[PlayerNumber()+1] == TRUE) { RGA_BuildClass(9,1); } while(CheckWeapon("Menu") == 1) { TakeInventory("H&K USP45",1); SetActorProperty(0,APROP_Invulnerable,1); SetPlayerProperty(0,1,0); SetPlayerProperty(0,1,1); SetPlayerProperty(0,1,7); if(PlayerIsBot(PlayerNumber())) { TakeInventory("Menu",1); GiveInventory("RandomThing",1); } delay(10); } delay(5); if(!GotClass[PlayerNumber()+1]) { if(PlayerIsBot(PlayerNumber())) { TakeInventory("Menu",1); GiveInventory("RandomThing",1); Delay(1); SetWeapon("RandomThing"); Terminate; } else { GiveInventory("Menu",1); Delay(1); SetWeapon("Menu"); Terminate; } } if(GetCVar("sv_norespawninvul") == 1) { delay(5); SetPlayerProperty(0,0,0); SetActorProperty(0,APROP_Invulnerable,0); } else { delay(5); SetPlayerProperty(0,0,0); if(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) delay(55); delay(15); SetActorProperty(0,APROP_Invulnerable,0); } } str MenuDisplay[22][11] = { {"JH_LOGO", "I_F2000", "I_SCAR-H", "I_INTERV", "I_M1014", "I_FNP90", "I_M14EBR", "I_FAMAS", "I_UZI", "I_ACR", ""}, {"I_USP45", "I_M9", "I_M93R", "I_PP2000", "", "", "", "", "", "", ""}, {"I_TAR", "I_FAMAS", "I_SCAR-H", "I_FAL", "I_SPAS12", "I_RANGER", "I_STRIKE", "I_MP5K", "I_UMP45", "I_TMP", "I_WA2000"}, {"PERK1SOH", "PERK1EXC", "PERK1OMA", "PERK1SCA", "PERK2POW", "PERK2DNG", "PERK2JUG", "PERK2COL", "PERK3STD", "PERK3COM", "PERK3LST"}, {"A_EXMAGS", "A_KNIFE", "A_AKIMBO", "A_RAPID", "A_THERMA", "A_GRIP", "A_DRAGON", "A_TACINS", "PERK7STU", "PERK7INC", ""}, {" \cfV\ciersion \cg1.27c \cfStand\cialone\n \cgBladeHunter90\cc's \cfA\ciddon", "FN F2000 and USP45 Tac Knife", "FN SCAR-H Ex Mags and G18", "Intervention and USP45 Akimbo", "Benelli M4 and D. Eagle", "FN P90 Ex Mags and M93R", "M14 EBR and PP-2000", "FAMAS-F1 M203 and M9", "Mini-UZI and M9 Tac Knife", "Bushmaster ACR and USP45", ""}, {" Refined by: -\cfJ\cie\cgs\cc-\n RGA2 by: \cvVoltlocK", "\cvOne Man Army, \cgStopping Power,\n\cdCommando", "\cvEx. Conditioning, \cgJuggernaut,\n\cdLast Stand", "\csTac Insertion, \cgStopping Power,\n\cdSteady Aim", "\csTac Insertion, \cvEx. Conditioning,\n\cgCold Blooded, \cdSteady Aim", "\cvEx. Conditioning, \cdLast Stand Pro -\n\cqRevival Kit", "\cvSleight of Hand, \cgCold Blooded,\n\cdSteady Aim Pro", "\cvScavenger Pro, \cgDanger Close,\n\cdSteady Aim", "\cvEx. Conditioning Pro, \cdCommando", "\cvSleight of Hand Pro, \cvScavenger,\n\cdSteady Aim", ""}, {" Additional Content:\n \ciMatej Zabsky\cc, \cgBladeHunter90", "A good combat class\nClose the gap with the F2000\nFinish with your Tac Knife", "Well armed and durable\nThe SCAR-H hits slow but hard\nG18 spam for Last Stand", "Heavy Sniper\nAkimbo USP45 tackle rushers\nIntervention leaves little standing", "The Melee Class\nThe M4 spams 12-gauge death\nA Desert Eagle will remove the rest", "The Team Player\nP90 with Ex Mags: massive capacity\nThe Revival Kit saves your friends", "Quiet and nimble\nThe M14 EBR has fast, good dps\nA PP-2000 delivers stable backup", "Explosive Fun\nFAMAS-F1 - AR and Launcher in one\nScavenge extra ammo with PRO", "Fast but Deadly Scout\nPepper targets with your Mini-UZI\nthen Backstab with the Tac Knife", "A steady and resourceful class\nThe ACR is highly accurate\nVery adaptable", ""}, {"Power: 24 Acc: High", "Power: 21 Acc: Medium-High", "Power: 17 Acc: Medium-High", "Power: 16 Acc: Medium", "", "", "", "", "", "", ""}, {"Cap: 12 ROF: Semi-Auto", "Cap: 15 ROF: Semi-Auto", "Cap: 20 ROF: Burst High", "Cap: 20 ROF: Auto Medium", "", "", "", "", "", "", ""}, {"Attach: Ex Mags, Tac Knife, Akimbo", "Attach: Ex Mags, Tac Knife, Akimbo", "Attach: Ex Mags, Rapid Fire", "Attach: Ex Mags, Akimbo", "", "", "", "", "", "", ""}, {"Power: 20 Acc: Medium-High", "Power: 20 Acc: Medium-High", "Power: 26 Acc: High", "Power: 34 Acc: V. High", "Power:170 Spread: Medium Low", "Power:162 Spread: High", "Power: 120 Spread: Medium", "Power: 16 Acc: Medium-High","Power: 18 Acc: High", "Power: 16 Acc: High", "Power:130 Acc: V. High"}, {"Cap: 30 ROF: Auto", "Cap: 25 ROF: Burst High", "Cap: 20 ROF: Auto Low", "Cap: 20 ROF: Semi-Auto", "Cap: 8 ROF: Pump-Action", "Cap: 2 ROF: Break-Action", "Cap: 12 ROF: Semi-Auto", "Cap: 30 ROF: Auto", "Cap: 25 ROF: Auto Low", "Cap: 20 ROF: Auto High", "Cap: 6 ROF: Semi-Auto"}, {"Attach: Ex Mags", "Attach: Ex Mags, Rapid Fire", "Attach: Ex Mags", "Attach: Ex Mags, Rapid Fire", "Attach: Ex Mags, Grip,\nRapid Fire, Dragon's Breath", "Attach: Dragon's Breath", "Attach: Ex Mags, Grip,\nDragon's Breath", "Attach: Ex Mags, Rapid Fire", "Attach: Ex Mags, Rapid Fire", "Attach: Ex Mags", "Attach: Ex Mags, Thermal Sight,\nExplosive Rounds"}, {"+33% Faster reloading", "Doubled health regeneration", "Extra AR and Shotgun/SMG + ammo fill", "+50% ammo from pickups + ammo fill", "", "", "", "", "", "", ""}, {"Pro: Faster grenade throwing,\nknife recovery", "Pro: Faster, Sooner health regen,\n+10% Running speed", "Pro: Carry extra mags", "Pro: Ammo pickups are mini-backpacks", "", "", "", "", "", "", ""}, {"All Bullet and Shell weapons\ndeal +15% damage", "All Rockets and Grenades\ndeal +15% damage", "All damage taken is reduced by +15%", "\nNo pain recoil,\nQuiet footsteps", "", "", "", "", "", "", ""}, {"Pro: +10% additional damage", "Pro: +10% additional damage", "Pro: +10% additional reduction", "Pro: Invisible to seeking weapons", "", "", "", "", "", "", ""}, {"+20% Increased hip-fire accuracy", "Increased knife distance,\n+15% knife damage", "Pull out your handgun before dying", "", "", "", "", "", "", "", ""}, {"Pro: Increased scoped accuracy\nwhile moving, +25% hold breath\ntime for Sniper rifles", "Pro: +15% additional knife damage", "Pro: Revival Kit, brings back\nlast standers,\ndispenses medikits", "", "", "", "", "", "", "", ""}, {"Increased magazine size", "Faster knifing for handguns", "Wield two of the\nsame weapon at once", "Increased rate of fire", "Illuminates targets in a\ntwo-step stabilized scope", "Increased accuracy,\nstability and damage\nAdds Stun munitions to Launchers", " \n\nShotguns: Dragon's Breath splash\n\nSnipers: Explosive Tipped rounds\n\nLaunchers: Incendiary munitions", " \nDeploys a flare letting you respawn\nat that point when you die", " \n \nThrown grenades stun enemies\n\nDazes Zombies & Imps\nBlinds enemy Marines", " \n \nThrown grenades are Incendiary\n\nCoats an area in fire\nthat does lasting damage", ""}, {"Fits on: All but launchers,\n.44 Magnum, Ranger", "Fits on: Semi-Auto handguns", "Fits on: Semi-Auto handguns,\nPP-2000, G18, Mini-UZI", "Fits on: Burst weapons, SPAS-12,\nModel 1887, MP5K, UMP45, P90,\nFN FAL, Intervention", "Fits on: Snipers, IMI-TAR 21", "Fits on: Shotguns, LMGs\nM203, Thumper, but NOT Ranger", "\n\nFits on: Shotguns, Snipers,\nLaunchers", "\cgCannot be used\n\cgeffectively in Single Player", "\cgDoes not affect larger beasts\n\cgor zombies with head- or eyewear", "", ""}}; //One day, i'm going to clean this the hell up! and probably improve the other arrays, they suck even for arrays. //Show menu script 636 (void) CLIENTSIDE { int forcedelay; int buttons = GetPlayerInput(PlayerNumber(), INPUT_BUTTONS); HudMessage(s:""; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 306, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 307, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 308, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 309, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 310, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 311, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 312, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 314, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 315, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 316, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 318, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 319, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 320, CR_WHITE, 190.1, 240.0, 1.0); //Choose to create your own or select a preset. if(CheckWeapon("Menu") == 1 && CheckInventory("MenuPlace") == 0) { SetHudSize(800,600,1); SetFont("JH_MENU"); HudMessage(s:"a"; HUDMSG_PLAIN, 320, CR_WHITE, 172.1, 225.0, 2.0); SetFont(MenuDisplay[0][CheckInventory("MenuCursor")]); HudMessage(s:"a"; HUDMSG_PLAIN, 319, CR_WHITE, 328.1, 190.0, 2.0); SetFont("CONFONT"); HudMessage(s:"\cfUp\cj, \cfDown\cj,\n\cfAltfire\n\cjscrolls\n\n\cfFire\cj, \cfRight\n\cjselects\n\n\cfLeft\n\cjreturns"; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 148.0, 2.0); HudMessage(s:"\ckPresets \cjor\n\ckmake your own"; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 198.0, 2.0); //List menu HudMessage(s:"Make your own!"; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 220.0, 2.0); HudMessage(s:"Assault"; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 230.0, 2.0); HudMessage(s:"Juggernaut"; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 2.0); HudMessage(s:"Sniper"; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 250.0, 2.0); HudMessage(s:"CQC"; HUDMSG_PLAIN, 306, CR_WHITE, 190.1, 260.0, 2.0); HudMessage(s:"Medic"; HUDMSG_PLAIN, 307, CR_WHITE, 190.1, 270.0, 2.0); HudMessage(s:"Scout Sniper"; HUDMSG_PLAIN, 308, CR_WHITE, 190.1, 280.0, 2.0); HudMessage(s:"Grenadier"; HUDMSG_PLAIN, 309, CR_WHITE, 190.1, 290.0, 2.0); HudMessage(s:"Recon"; HUDMSG_PLAIN, 310, CR_WHITE, 190.1, 300.0, 2.0); HudMessage(s:"Rifleman"; HUDMSG_PLAIN, 311, CR_WHITE, 190.1, 310.0, 2.0); HudMessage(s:MenuDisplay[5][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 314, CR_WHITE, 330.1, 282.0, 2.0); HudMessage(s:MenuDisplay[6][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 315, CR_WHITE, 330.1, 302.0, 2.0); HudMessage(s:MenuDisplay[7][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 316, CR_WHITE, 330.1, 322.0, 2.0); if(CheckInventory("MenuCursor") == 0) HudMessage(s:"> Make your own!"; HUDMSG_PLAIN, 302, CR_YELLOW, 174.1, 220.0, 2.0); else if(CheckInventory("MenuCursor") == 1) HudMessage(s:"> Assault"; HUDMSG_PLAIN, 303, CR_YELLOW, 174.1, 230.0, 2.0); else if(CheckInventory("MenuCursor") == 2) HudMessage(s:"> Juggernaut"; HUDMSG_PLAIN, 304, CR_YELLOW, 174.1, 240.0, 2.0); else if(CheckInventory("MenuCursor") == 3) HudMessage(s:"> Sniper"; HUDMSG_PLAIN, 305, CR_YELLOW, 174.1, 250.0, 2.0); else if(CheckInventory("MenuCursor") == 4) HudMessage(s:"> CQC"; HUDMSG_PLAIN, 306, CR_YELLOW, 174.1, 260.0, 2.0); else if(CheckInventory("MenuCursor") == 5) HudMessage(s:"> Medic"; HUDMSG_PLAIN, 307, CR_YELLOW, 174.1, 270.0, 2.0); else if(CheckInventory("MenuCursor") == 6) HudMessage(s:"> Scout Sniper"; HUDMSG_PLAIN, 308, CR_YELLOW, 174.1, 280.0, 2.0); else if(CheckInventory("MenuCursor") == 7) HudMessage(s:"> Grenadier"; HUDMSG_PLAIN, 309, CR_YELLOW, 174.1, 290.0, 2.0); else if(CheckInventory("MenuCursor") == 8) HudMessage(s:"> Recon"; HUDMSG_PLAIN, 310, CR_YELLOW, 174.1, 300.0, 2.0); else if(CheckInventory("MenuCursor") == 9) HudMessage(s:"> Rifleman"; HUDMSG_PLAIN, 311, CR_YELLOW, 174.1, 310.0, 2.0); if(buttons == BT_RIGHT || buttons == BT_MOVERIGHT) { ConsoleCommand("puke 637 0"); Delay(9); } if(buttons == BT_BACK) { ConsoleCommand("puke 637 2"); delay(4); } if(buttons == BT_FORWARD) { ConsoleCommand("puke 637 3"); delay(4); } delay(1); restart; } //Choose handgun if(CheckWeapon("Menu") == 1 && CheckInventory("MenuPlace") == 1) { SetHudSize(800,600,1); SetFont("JH_MENU"); HudMessage(s:"a"; HUDMSG_PLAIN, 320, CR_WHITE, 172.1, 225.0, 2.0); if(CheckInventory("MenuCursor") < 4) { SetFont(MenuDisplay[1][CheckInventory("MenuCursor")]); HudMessage(s:"a"; HUDMSG_PLAIN, 319, CR_WHITE, 328.1, 190.0, 2.0); } SetFont("CONFONT"); HudMessage(s:"\cfUp\cj, \cfDown\cj,\n\cfAltfire\n\cjscrolls\n\n\cfFire\cj, \cfRight\n\cjselects\n\n\cfLeft\n\cjreturns"; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 148.0, 2.0); HudMessage(s:"Choose a\n\ckhandgun"; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 198.0, 2.0); if(CheckInventory("MenuCursor") < 4) { HudMessage(s:MenuDisplay[8][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 314, CR_WHITE, 330.1, 282.0, 2.0); HudMessage(s:MenuDisplay[9][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 315, CR_WHITE, 330.1, 302.0, 2.0); HudMessage(s:MenuDisplay[10][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 316, CR_WHITE, 330.1, 322.0, 2.0); } //List menu if(CheckInventory("MenuCursor") == 0) HudMessage(s:"> H&K USP45"; HUDMSG_PLAIN, 302, CR_YELLOW, 174.1, 220.0, 2.0); else HudMessage(s:"H&K USP45"; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 220.0, 2.0); if(CheckInventory("MenuCursor") == 1) HudMessage(s:"> Beretta M9"; HUDMSG_PLAIN, 303, CR_YELLOW, 174.1, 230.0, 2.0); else HudMessage(s:"Beretta M9"; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 230.0, 2.0); if(CheckInventory("MenuCursor") == 2) HudMessage(s:"> M93 Raffica"; HUDMSG_PLAIN, 304, CR_YELLOW, 174.1, 240.0, 2.0); else HudMessage(s:"M93 Raffica"; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 2.0); if(CheckInventory("MenuCursor") == 3) HudMessage(s:"> PP-2000"; HUDMSG_PLAIN, 305, CR_YELLOW, 174.1, 250.0, 2.0); else HudMessage(s:"PP-2000"; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 250.0, 2.0); if(CheckInventory("MenuCursor") == 4) HudMessage(s:"> Back"; HUDMSG_PLAIN, 313, CR_YELLOW, 174.1, 330.0, 2.0); else HudMessage(s:"Back"; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 330.0, 2.0); if(buttons == BT_RIGHT || buttons == BT_MOVERIGHT) { ConsoleCommand("puke 637 0"); Delay(9); } if(buttons == BT_LEFT || buttons == BT_MOVELEFT) { ConsoleCommand("puke 637 1"); Delay(6); } if(buttons == BT_BACK) { ConsoleCommand("puke 637 2"); delay(4); } if(buttons == BT_FORWARD) { ConsoleCommand("puke 637 3"); delay(4); } delay(1); restart; } //Choose primary weapon if(CheckWeapon("Menu") == 1 && CheckInventory("MenuPlace") == 2) { SetHudSize(800,600,1); SetFont("JH_MENU"); HudMessage(s:"a"; HUDMSG_PLAIN, 320, CR_WHITE, 172.1, 225.0, 2.0); if(CheckInventory("MenuCursor") < 11) { SetFont(MenuDisplay[2][CheckInventory("MenuCursor")]); HudMessage(s:"a"; HUDMSG_PLAIN, 319, CR_WHITE, 328.1, 190.0, 2.0); } SetFont("CONFONT"); HudMessage(s:"\cfUp\cj, \cfDown\cj,\n\cfAltfire\n\cjscrolls\n\n\cfFire\cj, \cfRight\n\cjselects\n\n\cfLeft\n\cjreturns"; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 148.0, 2.0); HudMessage(s:"Choose a\n\ckprimary weapon"; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 198.0, 2.0); if(CheckInventory("MenuCursor") < 11) { HudMessage(s:MenuDisplay[11][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 314, CR_WHITE, 330.1, 282.0, 2.0); HudMessage(s:MenuDisplay[12][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 315, CR_WHITE, 330.1, 302.0, 2.0); HudMessage(s:MenuDisplay[13][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 316, CR_WHITE, 330.1, 322.0, 2.0); } //List menu if(CheckInventory("MenuCursor") == 0) HudMessage(s:"> IMI Tar-21"; HUDMSG_PLAIN, 302, CR_YELLOW, 174.1, 220.0, 2.0); else HudMessage(s:"IMI Tar-21"; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 220.0, 2.0); if(CheckInventory("MenuCursor") == 1) HudMessage(s:"> FAMAS-F1"; HUDMSG_PLAIN, 303, CR_YELLOW, 174.1, 230.0, 2.0); else HudMessage(s:"FAMAS-F1"; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 230.0, 2.0); if(CheckInventory("MenuCursor") == 2) HudMessage(s:"> FN SCAR-H"; HUDMSG_PLAIN, 304, CR_YELLOW, 174.1, 240.0, 2.0); else HudMessage(s:"FN SCAR-H"; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 2.0); if(CheckInventory("MenuCursor") == 3) HudMessage(s:"> FN FAL"; HUDMSG_PLAIN, 305, CR_YELLOW, 174.1, 250.0, 2.0); else HudMessage(s:"FN FAL"; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 250.0, 2.0); if(CheckInventory("MenuCursor") == 4) HudMessage(s:"> Franchi SPAS-12"; HUDMSG_PLAIN, 306, CR_YELLOW, 174.1, 260.0, 2.0); else HudMessage(s:"Franchi SPAS-12"; HUDMSG_PLAIN, 306, CR_WHITE, 190.1, 260.0, 2.0); if(CheckInventory("MenuCursor") == 5) HudMessage(s:"> Sears Ranger"; HUDMSG_PLAIN, 307, CR_YELLOW, 174.1, 270.0, 2.0); else HudMessage(s:"Sears Ranger"; HUDMSG_PLAIN, 307, CR_WHITE, 190.1, 270.0, 2.0); if(CheckInventory("MenuCursor") == 6) HudMessage(s:"> Striker-12"; HUDMSG_PLAIN, 308, CR_YELLOW, 174.1, 280.0, 2.0); else HudMessage(s:"Striker-12"; HUDMSG_PLAIN, 308, CR_WHITE, 190.1, 280.0, 2.0); if(CheckInventory("MenuCursor") == 7) HudMessage(s:"> H&K MP5K"; HUDMSG_PLAIN, 309, CR_YELLOW, 174.1, 290.0, 2.0); else HudMessage(s:"H&K MP5K"; HUDMSG_PLAIN, 309, CR_WHITE, 190.1, 290.0, 2.0); if(CheckInventory("MenuCursor") == 8) HudMessage(s:"> H&K UMP45"; HUDMSG_PLAIN, 310, CR_YELLOW, 174.1, 300.0, 2.0); else HudMessage(s:"H&K UMP45"; HUDMSG_PLAIN, 310, CR_WHITE, 190.1, 300.0, 2.0); if(CheckInventory("MenuCursor") == 9) HudMessage(s:"> Steyr TMP"; HUDMSG_PLAIN, 311, CR_YELLOW, 174.1, 310.0, 2.0); else HudMessage(s:"Steyr TMP"; HUDMSG_PLAIN, 311, CR_WHITE, 190.1, 310.0, 2.0); if(CheckInventory("MenuCursor") == 10) HudMessage(s:"> Walther WA 2000"; HUDMSG_PLAIN, 312, CR_YELLOW, 174.1, 320.0, 2.0); else HudMessage(s:"Walther WA 2000"; HUDMSG_PLAIN, 312, CR_WHITE, 190.1, 320.0, 2.0); if(CheckInventory("MenuCursor") == 11) HudMessage(s:"> Back"; HUDMSG_PLAIN, 313, CR_YELLOW, 174.1, 330.0, 2.0); else HudMessage(s:"Back"; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 330.0, 2.0); if(buttons == BT_RIGHT || buttons == BT_MOVERIGHT) { ConsoleCommand("puke 637 0"); Delay(9); } if(buttons == BT_LEFT || buttons == BT_MOVELEFT) { ConsoleCommand("puke 637 1"); Delay(6); } if(buttons == BT_BACK) { ConsoleCommand("puke 637 2"); delay(4); } if(buttons == BT_FORWARD) { ConsoleCommand("puke 637 3"); delay(4); } delay(1); restart; } //Choose perk 1 if(CheckWeapon("Menu") == 1 && CheckInventory("MenuPlace") == 3) { SetHudSize(800,600,1); SetFont("JH_MENU"); HudMessage(s:"a"; HUDMSG_PLAIN, 320, CR_WHITE, 172.1, 225.0, 2.0); if(CheckInventory("MenuCursor") < 4) { SetFont(MenuDisplay[3][CheckInventory("MenuCursor")]); HudMessage(s:"a"; HUDMSG_PLAIN, 319, CR_WHITE, 398.1, 180.0, 2.0); } SetFont("CONFONT"); HudMessage(s:"\cfUp\cj, \cfDown\cj,\n\cfAltfire\n\cjscrolls\n\n\cfFire\cj, \cfRight\n\cjselects\n\n\cfLeft\n\cjreturns"; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 148.0, 2.0); HudMessage(s:"Choose a\n\cvTier 1 perk"; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 198.0, 2.0); if(CheckInventory("MenuCursor") < 4) { HudMessage(s:MenuDisplay[14][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 314, CR_WHITE, 330.1, 287.0, 2.0); HudMessage(s:MenuDisplay[15][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 316, CR_WHITE, 330.1, 317.0, 2.0); } //List menu if(CheckInventory("MenuCursor") == 0) HudMessage(s:"> \ckSleight of Hand"; HUDMSG_PLAIN, 302, CR_YELLOW, 174.1, 220.0, 2.0); else HudMessage(s:"\cvSleight of Hand"; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 220.0, 2.0); if(CheckInventory("MenuCursor") == 1) HudMessage(s:"> \ckEx. Conditioning"; HUDMSG_PLAIN, 303, CR_YELLOW, 174.1, 230.0, 2.0); else HudMessage(s:"\cvEx. Conditioning"; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 230.0, 2.0); if(CheckInventory("MenuCursor") == 2) HudMessage(s:"> \ckOne Man Army"; HUDMSG_PLAIN, 304, CR_YELLOW, 174.1, 240.0, 2.0); else HudMessage(s:"\cvOne Man Army"; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 2.0); if(CheckInventory("MenuCursor") == 3) HudMessage(s:"> \ckScavenger"; HUDMSG_PLAIN, 305, CR_YELLOW, 174.1, 250.0, 2.0); else HudMessage(s:"\cvScavenger"; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 250.0, 2.0); if(CheckInventory("MenuCursor") == 4) HudMessage(s:"> Back"; HUDMSG_PLAIN, 313, CR_YELLOW, 174.1, 330.0, 2.0); else HudMessage(s:"Back"; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 330.0, 2.0); if(buttons == BT_RIGHT || buttons == BT_MOVERIGHT) { ConsoleCommand("puke 637 0"); Delay(9); } if(buttons == BT_LEFT || buttons == BT_MOVELEFT) { ConsoleCommand("puke 637 1"); Delay(6); } if(buttons == BT_BACK) { ConsoleCommand("puke 637 2"); delay(4); } if(buttons == BT_FORWARD) { ConsoleCommand("puke 637 3"); delay(4); } delay(1); restart; } //Choose perk 2 if(CheckWeapon("Menu") == 1 && CheckInventory("MenuPlace") == 4) { SetHudSize(800,600,1); SetFont("JH_MENU"); HudMessage(s:"a"; HUDMSG_PLAIN, 320, CR_WHITE, 172.1, 225.0, 2.0); if(CheckInventory("MenuCursor") < 4) { SetFont(MenuDisplay[3][CheckInventory("MenuCursor")+4]); HudMessage(s:"a"; HUDMSG_PLAIN, 319, CR_WHITE, 398.1, 180.0, 2.0); } SetFont("CONFONT"); HudMessage(s:"\cfUp\cj, \cfDown\cj,\n\cfAltfire\n\cjscrolls\n\n\cfFire\cj, \cfRight\n\cjselects\n\n\cfLeft\n\cjreturns"; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 148.0, 2.0); HudMessage(s:"Choose a\n\cgTier 2 perk"; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 198.0, 2.0); if(CheckInventory("MenuCursor") < 4) { HudMessage(s:MenuDisplay[16][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 314, CR_WHITE, 330.1, 287.0, 2.0); HudMessage(s:MenuDisplay[17][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 316, CR_WHITE, 330.1, 317.0, 2.0); } //List menu if(CheckInventory("MenuCursor") == 0) HudMessage(s:"> \ckStopping Power"; HUDMSG_PLAIN, 302, CR_YELLOW, 174.1, 220.0, 2.0); else HudMessage(s:"\cgStopping Power"; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 220.0, 2.0); if(CheckInventory("MenuCursor") == 1) HudMessage(s:"> \ckDanger Close"; HUDMSG_PLAIN, 303, CR_YELLOW, 174.1, 230.0, 2.0); else HudMessage(s:"\cgDanger Close"; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 230.0, 2.0); if(CheckInventory("MenuCursor") == 2) HudMessage(s:"> \ckJuggernaut"; HUDMSG_PLAIN, 304, CR_YELLOW, 174.1, 240.0, 2.0); else HudMessage(s:"\cgJuggernaut"; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 2.0); if(CheckInventory("MenuCursor") == 3) HudMessage(s:"> \ckCold Blooded"; HUDMSG_PLAIN, 305, CR_YELLOW, 174.1, 250.0, 2.0); else HudMessage(s:"\cgCold Blooded"; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 250.0, 2.0); if(CheckInventory("MenuCursor") == 4) HudMessage(s:"> Back"; HUDMSG_PLAIN, 313, CR_YELLOW, 174.1, 330.0, 2.0); else HudMessage(s:"Back"; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 330.0, 2.0); if(buttons == BT_RIGHT || buttons == BT_MOVERIGHT) { ConsoleCommand("puke 637 0"); Delay(9); } if(buttons == BT_LEFT || buttons == BT_MOVELEFT) { ConsoleCommand("puke 637 1"); Delay(6); } if(buttons == BT_BACK) { ConsoleCommand("puke 637 2"); delay(4); } if(buttons == BT_FORWARD) { ConsoleCommand("puke 637 3"); delay(4); } delay(1); restart; } //Choose perk 3 if(CheckWeapon("Menu") == 1 && CheckInventory("MenuPlace") == 5) { SetHudSize(800,600,1); SetFont("JH_MENU"); HudMessage(s:"a"; HUDMSG_PLAIN, 320, CR_WHITE, 172.1, 225.0, 2.0); if(CheckInventory("MenuCursor") < 3) { SetFont(MenuDisplay[3][CheckInventory("MenuCursor")+8]); HudMessage(s:"a"; HUDMSG_PLAIN, 319, CR_WHITE, 398.1, 180.0, 2.0); } SetFont("CONFONT"); HudMessage(s:"\cfUp\cj, \cfDown\cj,\n\cfAltfire\n\cjscrolls\n\n\cfFire\cj, \cfRight\n\cjselects\n\n\cfLeft\n\cjreturns"; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 148.0, 2.0); HudMessage(s:"Choose a\n\cdTier 3 perk"; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 198.0, 2.0); if(CheckInventory("MenuCursor") < 3) { HudMessage(s:MenuDisplay[18][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 314, CR_WHITE, 330.1, 287.0, 2.0); HudMessage(s:MenuDisplay[19][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 316, CR_WHITE, 330.1, 317.0, 2.0); } //List menu if(CheckInventory("MenuCursor") == 0) HudMessage(s:"> \ckSteady Aim"; HUDMSG_PLAIN, 302, CR_YELLOW, 174.1, 220.0, 2.0); else HudMessage(s:"\cdSteady Aim"; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 220.0, 2.0); if(CheckInventory("MenuCursor") == 1) HudMessage(s:"> \ckCommando"; HUDMSG_PLAIN, 303, CR_YELLOW, 174.1, 230.0, 2.0); else HudMessage(s:"\cdCommando"; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 230.0, 2.0); if(CheckInventory("MenuCursor") == 2) HudMessage(s:"> \ckLast Stand"; HUDMSG_PLAIN, 304, CR_YELLOW, 174.1, 240.0, 2.0); else HudMessage(s:"\cdLast Stand"; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 2.0); if(CheckInventory("MenuCursor") == 3) HudMessage(s:"> Back"; HUDMSG_PLAIN, 313, CR_YELLOW, 174.1, 330.0, 2.0); else HudMessage(s:"Back"; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 330.0, 2.0); if(buttons == BT_RIGHT || buttons == BT_MOVERIGHT) { forcedelay = 0; ConsoleCommand("puke 637 0"); Delay(9); } if(buttons == BT_LEFT || buttons == BT_MOVELEFT) { ConsoleCommand("puke 637 1"); Delay(6); } if(buttons == BT_BACK) { ConsoleCommand("puke 637 2"); delay(4); } if(buttons == BT_FORWARD) { ConsoleCommand("puke 637 3"); delay(4); } delay(1); restart; } //Choose extra if(CheckWeapon("Menu") == 1 && CheckInventory("MenuPlace") == 6) { SetHudSize(800,600,1); SetFont("JH_MENU"); HudMessage(s:"a"; HUDMSG_PLAIN, 320, CR_WHITE, 172.1, 225.0, 2.0); if(CheckInventory("MenuCursor") < 8) { SetFont(MenuDisplay[4][CheckInventory("MenuCursor")]); HudMessage(s:"a"; HUDMSG_PLAIN, 319, CR_WHITE, 323.1, 190.0, 2.0); } else if(CheckInventory("MenuCursor") < 10) { SetFont(MenuDisplay[4][CheckInventory("MenuCursor")]); HudMessage(s:"a"; HUDMSG_PLAIN, 319, CR_WHITE, 398.1, 185.0, 2.0); } SetFont("CONFONT"); HudMessage(s:"\cfUp\cj, \cfDown\cj,\n\cfAltfire\n\cjscrolls\n\n\cfFire\cj, \cfRight\n\cjselects\n\n\cfLeft\n\cjreturns"; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 148.0, 2.0); HudMessage(s:"Choose an \ckextra\n\cguse before\n\cgrank up"; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 202.0, 2.0); if(CheckInventory("MenuCursor") < 10) { HudMessage(s:MenuDisplay[20][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 314, CR_WHITE, 330.1, 287.0, 2.0); HudMessage(s:MenuDisplay[21][CheckInventory("MenuCursor")]; HUDMSG_PLAIN, 316, CR_WHITE, 330.1, 317.0, 2.0); } //List menu HudMessage(s:"Extended Mags"; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 220.0, 2.0); HudMessage(s:"Tactical Knife"; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 230.0, 2.0); HudMessage(s:"Akimbo"; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 2.0); HudMessage(s:"Rapid Fire"; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 250.0, 2.0); HudMessage(s:"Thermal Scope"; HUDMSG_PLAIN, 306, CR_WHITE, 190.1, 260.0, 2.0); HudMessage(s:"Grip"; HUDMSG_PLAIN, 307, CR_WHITE, 190.1, 270.0, 2.0); HudMessage(s:"Incendiary Ammo"; HUDMSG_PLAIN, 308, CR_WHITE, 190.1, 280.0, 2.0); HudMessage(s:"Tac Insertion"; HUDMSG_PLAIN, 309, CR_WHITE, 190.1, 290.0, 2.0); HudMessage(s:"Stun Grenades"; HUDMSG_PLAIN, 310, CR_WHITE, 190.1, 300.0, 2.0); HudMessage(s:"Inc. Grenades"; HUDMSG_PLAIN, 311, CR_WHITE, 190.1, 310.0, 2.0); HudMessage(s:"Back"; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 330.0, 2.0); if(CheckInventory("MenuCursor") == 0) HudMessage(s:"> Extended Mags"; HUDMSG_PLAIN, 302, CR_YELLOW, 174.1, 220.0, 2.0); else if(CheckInventory("MenuCursor") == 1) HudMessage(s:"> Tactical Knife"; HUDMSG_PLAIN, 303, CR_YELLOW, 174.1, 230.0, 2.0); else if(CheckInventory("MenuCursor") == 2) HudMessage(s:"> Akimbo"; HUDMSG_PLAIN, 304, CR_YELLOW, 174.1, 240.0, 2.0); else if(CheckInventory("MenuCursor") == 3) HudMessage(s:"> Rapid Fire"; HUDMSG_PLAIN, 305, CR_YELLOW, 174.1, 250.0, 2.0); else if(CheckInventory("MenuCursor") == 4) HudMessage(s:"> Thermal Scope"; HUDMSG_PLAIN, 306, CR_YELLOW, 174.1, 260.0, 2.0); else if(CheckInventory("MenuCursor") == 5) HudMessage(s:"> Grip"; HUDMSG_PLAIN, 307, CR_YELLOW, 174.1, 270.0, 2.0); else if(CheckInventory("MenuCursor") == 6) HudMessage(s:"> Incendiary Ammo"; HUDMSG_PLAIN, 308, CR_YELLOW, 174.1, 280.0, 2.0); else if(CheckInventory("MenuCursor") == 7) HudMessage(s:"> Tac Insertion"; HUDMSG_PLAIN, 309, CR_YELLOW, 174.1, 290.0, 2.0); else if(CheckInventory("MenuCursor") == 8) HudMessage(s:"> Stun Grenades"; HUDMSG_PLAIN, 310, CR_YELLOW, 174.1, 300.0, 2.0); else if(CheckInventory("MenuCursor") == 9) HudMessage(s:"> Inc. Grenades"; HUDMSG_PLAIN, 311, CR_YELLOW, 174.1, 310.0, 2.0); else if(CheckInventory("MenuCursor") == 10) HudMessage(s:"> Back"; HUDMSG_PLAIN, 313, CR_YELLOW, 174.1, 330.0, 2.0); forcedelay++; if(forcedelay > 10 && (buttons == BT_RIGHT || buttons == BT_MOVERIGHT)) { ConsoleCommand("puke 637 0"); Delay(9); } if(buttons == BT_LEFT || buttons == BT_MOVELEFT) { forcedelay = 0; ConsoleCommand("puke 637 1"); Delay(6); } if(buttons == BT_BACK) { ConsoleCommand("puke 637 2"); delay(4); } if(buttons == BT_FORWARD) { ConsoleCommand("puke 637 3"); delay(4); } delay(1); restart; } } //Make selection script 637 (int Choice) Net { if(CheckWeapon("Menu") == 1) { if(Choice == 1) { TakeInventory("MenuPlace",1); TakeInventory("MenuCursor",15); LocalAmbientSound("Cursor/Select",95); } else if(Choice == 2) { if((CheckInventory("MenuPlace") == 0 && CheckInventory("MenuCursor") >= 9) || (CheckInventory("MenuPlace") == 1 && CheckInventory("MenuCursor") >= 4) || (CheckInventory("MenuPlace") == 2 && CheckInventory("MenuCursor") >= 11) || (CheckInventory("MenuPlace") == 3 && CheckInventory("MenuCursor") >= 4) || (CheckInventory("MenuPlace") == 4 && CheckInventory("MenuCursor") >= 4) || (CheckInventory("MenuPlace") == 5 && CheckInventory("MenuCursor") >= 3) || (CheckInventory("MenuPlace") == 6 && CheckInventory("MenuCursor") >= 10)) TakeInventory("MenuCursor",15); else GiveInventory("MenuCursor",1); LocalAmbientSound("Cursor/Scroll",95); } else if(Choice == 3) { if(CheckInventory("MenuPlace") == 0 && CheckInventory("MenuCursor") < 1) GiveInventory("MenuCursor",9); else if(CheckInventory("MenuPlace") == 1 && CheckInventory("MenuCursor") < 1) GiveInventory("MenuCursor",4); else if(CheckInventory("MenuPlace") == 2 && CheckInventory("MenuCursor") < 1) GiveInventory("MenuCursor",11); else if(CheckInventory("MenuPlace") == 3 && CheckInventory("MenuCursor") < 1) GiveInventory("MenuCursor",4); else if(CheckInventory("MenuPlace") == 4 && CheckInventory("MenuCursor") < 1) GiveInventory("MenuCursor",4); else if(CheckInventory("MenuPlace") == 5 && CheckInventory("MenuCursor") < 1) GiveInventory("MenuCursor",3); else if(CheckInventory("MenuPlace") == 6 && CheckInventory("MenuCursor") < 1) GiveInventory("MenuCursor",10); else TakeInventory("MenuCursor",1); LocalAmbientSound("Cursor/Scroll",95); } else if(Choice == 0) { LocalAmbientSound("Cursor/Select",95); //MenuPlace 0: We're in the presets menu. if(CheckInventory("MenuPlace") == 0) { if(CheckInventory("MenuCursor") == 0) GiveInventory("MenuPlace",1); else if(CheckInventory("MenuCursor") > 0) { HudMessage(s:""; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 306, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 307, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 308, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 309, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 310, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 311, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 312, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 314, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 315, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 316, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 318, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 319, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 320, CR_WHITE, 190.1, 240.0, 1.0); RGA_BuildClass((CheckInventory("MenuCursor")-1),0); } } //MenuPlace 1: We're in the handguns menu. else if(CheckInventory("MenuPlace") == 1) { if(CheckInventory("MenuCursor") != 4) { GiveInventory("MenuPlace",1); Handgun[PlayerNumber()+1] = MenuGuns[CheckInventory("MenuCursor")][0]; HandgunAmmo[PlayerNumber()+1] = MenuGuns[CheckInventory("MenuCursor")][1]; HandgunAmmoAmount[PlayerNumber()+1] = MenuGuns[CheckInventory("MenuCursor")][2]; } else TakeInventory("MenuPlace",1); TakeInventory("MenuCursor",15); } //MenuPlace 2: We're in the primary weapons menu. else if(CheckInventory("MenuPlace") == 2) { if(CheckInventory("MenuCursor") != 11) { GiveInventory("MenuPlace",1); Primary[PlayerNumber()+1] = MenuGuns[CheckInventory("MenuCursor")+4][0]; PrimaryAmmo[PlayerNumber()+1] = MenuGuns[CheckInventory("MenuCursor")+4][1]; PrimaryAmmoAmount[PlayerNumber()+1] = MenuGuns[CheckInventory("MenuCursor")+4][2]; PrimaryType[PlayerNumber()+1] = MenuGuns[CheckInventory("MenuCursor")+4][3]; } else TakeInventory("MenuPlace",1); TakeInventory("MenuCursor",15); } //MenuPlace 3: We're in the Tier 1 perks menu else if(CheckInventory("MenuPlace") == 3) { if(CheckInventory("MenuCursor") != 4) { GiveInventory("MenuPlace",1); Perk1[PlayerNumber()+1] = MenuPerks[CheckInventory("MenuCursor")]; TakeInventory("MenuCursor",15); } else TakeInventory("MenuPlace",1); TakeInventory("MenuCursor",15); } //MenuPlace 4: We're in the Tier 2 perks menu else if(CheckInventory("MenuPlace") == 4) { if(CheckInventory("MenuCursor") != 4) { GiveInventory("MenuPlace",1); Perk2[PlayerNumber()+1] = MenuPerks[CheckInventory("MenuCursor")+4]; } else TakeInventory("MenuPlace",1); TakeInventory("MenuCursor",15); } //MenuPlace 5: We're in the Tier 3 perks menu else if(CheckInventory("MenuPlace") == 5) { if(CheckInventory("MenuCursor") != 3) { GiveInventory("MenuPlace",1); Perk3[PlayerNumber()+1] = MenuPerks[CheckInventory("MenuCursor")+8]; } else TakeInventory("MenuPlace",1); TakeInventory("MenuCursor",15); } //MenuPlace 6: We're in the Attachments menu else if(CheckInventory("MenuPlace") == 6) { if(CheckInventory("MenuCursor") != 10) { Perk4[PlayerNumber()+1] = MenuPerks[CheckInventory("MenuCursor")+11]; HudMessage(s:""; HUDMSG_PLAIN, 300, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 301, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 302, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 303, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 304, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 305, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 306, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 307, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 308, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 309, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 310, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 311, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 312, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 313, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 314, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 315, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 316, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 318, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 319, CR_WHITE, 190.1, 240.0, 1.0); HudMessage(s:""; HUDMSG_PLAIN, 320, CR_WHITE, 190.1, 240.0, 1.0); RGA_BuildClass(9,0); } else { TakeInventory("MenuPlace",1); TakeInventory("MenuCursor",15); } } } } } function void RGA_BuildClass (int Which, int Noise) { if(Which < 9) { TakeInventory("Menu",1); if(PlayerIsBot(PlayerNumber())) GiveInventory("Perk1_OneManArmy_PRO",1); else { TakeInventory("MaxWeaponsFilled_AR",1); TakeInventory("MaxWeaponsFilled_Sub",1); TakeInventory("MaxWeaponsFilled_Heavy",1); TakeInventory("MaxWeaponsFilled_Explosive",1); } GiveInventory(ClassBuild[Which][0],1); GiveInventory(ClassBuild[Which][1],ClassBuild[Which][2]); Handgun[PlayerNumber()+1] = ClassBuild[Which][0]; HandgunAmmo[PlayerNumber()+1] = ClassBuild[Which][1]; HandgunAmmoAmount[PlayerNumber()+1] = ClassBuild[Which][2]; if(ClassBuild[Which][3] == "FAMAS-F1") GiveInventory("FAMAS-F1 M203",1); GiveInventory(ClassBuild[Which][3],1); GiveInventory(ClassBuild[Which][4],ClassBuild[Which][5]); Primary[PlayerNumber()+1] = ClassBuild[Which][3]; PrimaryAmmo[PlayerNumber()+1] = ClassBuild[Which][4]; PrimaryAmmoAmount[PlayerNumber()+1] = ClassBuild[Which][5]; PrimaryType[PlayerNumber()+1] = ClassBuild[Which][6]; GiveInventory(ClassBuild[Which][6],1); if(ClassBuild[Which][7] == "Perk1_OneManArmy") GiveInventory("Backpack",3); else if(ClassBuild[Which][7] == "Perk1_Scavenger") GiveInventory("Backpack",3); GiveInventory(ClassBuild[Which][7],1); GiveInventory(ClassBuild[Which][8],1); if(ClassBuild[Which][9] == "Perk3_LastStand_PRO") GiveInventory("Revival Kit",1); GiveInventory(ClassBuild[Which][9],1); GiveInventory(ClassBuild[Which][10],1); Perk1[PlayerNumber()+1] = ClassBuild[Which][7]; Perk2[PlayerNumber()+1] = ClassBuild[Which][8]; Perk3[PlayerNumber()+1] = ClassBuild[Which][9]; Perk4[PlayerNumber()+1] = ClassBuild[Which][10]; ACS_ExecuteAlways(634,0,0,0,0); SetFont("BIGFONT"); HudMessage(s:ClassBuild[Which][11]; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); GotClass[PlayerNumber()+1] = True; SetPlayerProperty(0,0,1); SetPlayerProperty(0,0,7); RGA_ApplyPowers(); GiveInventory("EnablePickup",1); } else if(Which == 9) { TakeInventory("Menu",1); if(PlayerIsBot(PlayerNumber())) GiveInventory("Perk1_OneManArmy_PRO",1); else { TakeInventory("MaxWeaponsFilled_AR",1); TakeInventory("MaxWeaponsFilled_Sub",1); TakeInventory("MaxWeaponsFilled_Heavy",1); TakeInventory("MaxWeaponsFilled_Explosive",1); } GiveInventory(Handgun[PlayerNumber()+1],1); GiveInventory(HandgunAmmo[PlayerNumber()+1],HandgunAmmoAmount[PlayerNumber()+1]); if(Primary[PlayerNumber()+1] == "FAMAS-F1") GiveInventory("FAMAS-F1 M203",1); GiveInventory(Primary[PlayerNumber()+1],1); GiveInventory(PrimaryAmmo[PlayerNumber()+1],PrimaryAmmoAmount[PlayerNumber()+1]); GiveInventory(PrimaryType[PlayerNumber()+1],1); if(Perk1[PlayerNumber()+1] == "Perk1_OneManArmy") GiveInventory("Backpack",3); else if(Perk1[PlayerNumber()+1] == "Perk1_Scavenger") GiveInventory("Backpack",3); GiveInventory(Perk1[PlayerNumber()+1],1); GiveInventory(Perk2[PlayerNumber()+1],1); if(Perk3[PlayerNumber()+1] == "Perk3_LastStand_PRO") GiveInventory("Revival Kit",1); GiveInventory(Perk3[PlayerNumber()+1],1); GiveInventory(Perk4[PlayerNumber()+1],1); if(Perk4[PlayerNumber()+1] != "TacticalInsertion") { GiveInventory("AwardLock",1); GiveInventory("AwardCount",1); } else if(Perk4[PlayerNumber()+1] == "Perk1_OneManArmy") { GiveInventory("Backpack",3); SetAmmoCapacity("MaxWeaponsFilled_AR",2); SetAmmoCapacity("MaxWeaponsFilled_Sub",2); } else if(Perk4[PlayerNumber()+1] == "Perk1_Scavenger") GiveInventory("Backpack",3); GiveInventory(Perk4[PlayerNumber()+1],1); ACS_ExecuteAlways(634,0,0,0,0); GotClass[PlayerNumber()+1] = True; SetPlayerProperty(0,0,1); SetPlayerProperty(0,0,7); RGA_ApplyPowers(); GiveInventory("EnablePickup",1); } else if(Which == 10) { GiveInventory("DisablePickup",1); GiveInventory("GrenadeAmmo",1); GiveInventory("MaxWeaponsFilled_Handgun",1); GiveInventory("MaxWeaponsFilled_Sub",1); GiveInventory("MaxWeaponsFilled_AR",1); GiveInventory("MaxWeaponsFilled_Heavy",1); GiveInventory("MaxWeaponsFilled_Explosive",1); if(PlayerIsBot(PlayerNumber())) { GiveInventory("Atchisson AA-12",1); GiveInventory("AA12Clip",8); SetAmmoCapacity("AA12Ammo",88); GiveInventory("AA12Ammo",88); GiveInventory("Perk2_StoppingPower",1); } else { GiveInventory("Franchi SPAS-12 Ex Mags",1); GiveInventory("SPASClip2",12); SetAmmoCapacity("SPAS12Ammo",72); GiveInventory("SPAS12Ammo",72); GiveInventory("PerkX_GamemodeEffect",1); } GiveInventory("Perk1_SOH",1); GiveInventory("Perk1_SOH_Pro",1); GiveInventory("Perk1_ExtremeConditioning",1); GiveInventory("Perk2_ColdBlooded",1); if(Noise == 0) { SetFont("BIGFONT"); HudMessage(s:"\cdBuckshot Mode!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); } SetPlayerProperty(0,0,1); SetPlayerProperty(0,0,7); RGA_ApplyPowers(); } else if(Which == 11) { TakeInventory("RailGun",1); GiveInventory("DisablePickup",1); GiveInventory("GrenadeAmmo",1); GiveInventory("MaxWeaponsFilled_Handgun",1); GiveInventory("MaxWeaponsFilled_Sub",1); GiveInventory("MaxWeaponsFilled_AR",1); GiveInventory("MaxWeaponsFilled_Heavy",1); GiveInventory("MaxWeaponsFilled_Explosive",1); if(PlayerIsBot(PlayerNumber())) { GiveInventory("FN Fal Auto",1); GiveInventory("FalClip",20); SetAmmoCapacity("FALAmmo",180); GiveInventory("FALAmmo",180); GiveInventory("Perk2_StoppingPower",1); GiveInventory("Perk2_StoppingPower_Pro",1); } else { GiveInventory("Walther WA 2000 Ex Mags",1); GiveInventory("WA2000Clip2",12); SetAmmoCapacity("WA2000Ammo",96); GiveInventory("WA2000Ammo",96); GiveInventory("Perk3_SteadyAim",1); GiveInventory("PerkX_GamemodeEffect",1); } GiveInventory("Perk1_SOH",1); GiveInventory("Perk2_ColdBlooded",1); if(Noise == 0) { SetFont("BIGFONT"); HudMessage(s:"\cdInstagib Mode!"; HUDMSG_FADEOUT, 140+PlayerNumber(), CR_Green, 0.5, 0.59, 2.0, 1.0); } SetPlayerProperty(0,0,1); SetPlayerProperty(0,0,7); RGA_ApplyPowers(); } if(Noise == 0) { LocalAmbientSound("game/rank",223); SETFONT("SMALLFONT"); HudMessage(s:RGATip[Random(1,80)]; HUDMSG_TYPEON, 1320+PlayerNumber(), CR_Green, 0.45, 0.77, 3.0, 0.03, 2.0); } } script 639 (void) { int Randomiser; Delay(4); TakeInventory("H&K USP45",1); Randomiser = random(0,3); if(PlayerIsBot(PlayerNumber()) && Randomiser == 2) Randomiser = 3; Handgun[PlayerNumber()+1] = MenuGuns[Randomiser][0]; HandgunAmmo[PlayerNumber()+1] = MenuGuns[Randomiser][1]; HandgunAmmoAmount[PlayerNumber()+1] = MenuGuns[Randomiser][2]; Randomiser = random(0,10); Primary[PlayerNumber()+1] = MenuGuns[Randomiser+4][0]; PrimaryAmmo[PlayerNumber()+1] = MenuGuns[Randomiser+4][1]; PrimaryAmmoAmount[PlayerNumber()+1] = MenuGuns[Randomiser+4][2]; PrimaryType[PlayerNumber()+1] = MenuGuns[Randomiser+4][3]; if(PlayerIsBot(PlayerNumber()) && (Randomiser == 1 || Randomiser == 3 || (Randomiser > 2 && Randomiser < 7) || Randomiser == 10)) { Randomiser = random(0,9); Primary[PlayerNumber()+1] = MenuGuns[Randomiser+15][0]; PrimaryAmmo[PlayerNumber()+1] = MenuGuns[Randomiser+15][1]; PrimaryAmmoAmount[PlayerNumber()+1] = MenuGuns[Randomiser+15][2]; PrimaryType[PlayerNumber()+1] = MenuGuns[Randomiser+15][3]; } Randomiser = random(0,3); Perk1[PlayerNumber()+1] = MenuPerks[Randomiser]; Randomiser = random(0,3); Perk2[PlayerNumber()+1] = MenuPerks[Randomiser+4]; Randomiser = random(0,7); if(Randomiser < 5) Perk3[PlayerNumber()+1] = MenuPerks[8]; else if(Randomiser > 3) Perk3[PlayerNumber()+1] = MenuPerks[9]; else Perk3[PlayerNumber()+1] = MenuPerks[10]; Randomiser = random(0,12); if(PlayerIsBot(PlayerNumber())) Perk4[PlayerNumber()+1] = MenuPerks[random(0,9)]; else if(Randomiser == 0 || Randomiser == 1 || Randomiser == 2) Perk4[PlayerNumber()+1] = MenuPerks[11]; else Perk4[PlayerNumber()+1] = MenuPerks[Randomiser+9]; RGA_BuildClass(9,1); } script 640 (int Who) DISCONNECT { if(TacticalInsertion[Who+1] == True) { Thing_Remove(Who+600); TacticalInsertion[Who+1] = False; } GotClass[Who+1] = False; } script 641 (void) NET { if(!(GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER)) { GotClass[PlayerNumber()+1] = False; print(s:"You will get to redo your class on respawn."); } else print(s:"To redo your class in non-competitive gametypes, you must spectate and rejoin."); } script 642 (int which) { if(which == 0) { if(CheckInventory("Speaking") == 0 && random(0,4) > 0) { GiveInventory("Speaking",1); if(PlayerTeam() == TEAM_RED || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 2)) ActivatorSound("russian/reload",127); else if(PlayerTeam() == TEAM_BLUE || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 1)) ActivatorSound("us/reload",127); else if(PlayerTeam() == 2 || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 3)) ActivatorSound("brazil/reload",127); else if(PlayerTeam() == 3 || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 4)) ActivatorSound("opfor/reload",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 5) ActivatorSound("seal/reload",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 6) ActivatorSound("tf141/reload",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 7) ActivatorSound("zoey/reload",127); Delay(3*35); TakeInventory("Speaking",1); } } if(which == 1) { if(CheckInventory("Speaking") == 0 && random(0,5) > 0) { GiveInventory("Speaking",1); if(PlayerTeam() == TEAM_RED || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 2)) ActivatorSound("russian/grenade",127); else if(PlayerTeam() == TEAM_BLUE || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 1)) ActivatorSound("us/grenade",127); else if(PlayerTeam() == 2 || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 3)) ActivatorSound("brazil/grenade",127); else if(PlayerTeam() == 3 || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 4)) ActivatorSound("opfor/grenade",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 5) ActivatorSound("seal/grenade",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 6) ActivatorSound("tf141/grenade",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 7) ActivatorSound("zoey/grenade",127); Delay(3*35); TakeInventory("Speaking",1); } } if(which == 2) { if(CheckInventory("Speaking") == 0 && CheckInventory("InLastStand") == 1 && GetActorProperty(0,APROP_Health) > 0 && GetCVAR("sv_novoice") == 0) { GiveInventory("Speaking",1); if(PlayerTeam() == TEAM_RED || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 2)) ActivatorSound("russian/down",127); else if(PlayerTeam() == TEAM_BLUE || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 1)) ActivatorSound("us/down",127); else if(PlayerTeam() == 2 || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 3)) ActivatorSound("brazil/down",127); else if(PlayerTeam() == 3 || ((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 4)) ActivatorSound("opfor/down",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 5) ActivatorSound("seal/down",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 6) ActivatorSound("tf141/down",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 7 && GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("zoey/down",127); else if((GameType() == GAME_NET_COOPERATIVE || GameType() == GAME_SINGLE_PLAYER) && CheckInventory("Voice") == 7 && GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) != 1) TakeInventory("Voice",10); Delay(2*35); TakeInventory("Speaking",1); } } if(which == 3) { if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_GENDER) == 1) ActivatorSound("player/fhurt",127); else ActivatorSound("commando/death",127); } } script 643 (void) { SetAmmoCapacity("MaxWeaponsFilled_AR",2); SetAmmoCapacity("MaxWeaponsFilled_Sub",2); }OggS]vorbisDwOggSkX[-vorbisXiph.Org libVorbis I 20070622vorbis)BCV1L ŀАU`$)fI)(yHI)0c1c1c 4d( Ij9g'r9iN8 Q9 &cnkn)% Y@H!RH!b!b!r!r * 2 L2餓N:騣:(B -JL1Vc]|s9s9s BCV BdB!R)r 2ȀАU GI˱$O,Q53ESTMUUUUu]Wvevuv}Y[}Y[؅]aaaa}}} 4d #9)"9d ")Ifjihm˲,˲ iiiiiiifYeYeYeYeYeYeYeYeYeYeYeYeY@h*@@qq$ER$r, Y@R,r4Gs4sv+KndZLEjW͠']i dv.D>p|gƹ (JDx(.chA[絮!mivaW}vZVWgqS&Om}slVnG^]U9| )VuCy[pgwlmv7hp?;̖bǞ ~)Lj!X&IfEZs^~~wwדd' L\\&{-iHX$pMot\k?z}10I8囘n#̋Җ!ɃV uETHj&FhlyQ.~9P'k!D3O~wޚ$8}@{JY7߿ 7eNjD+W^>H;#uMQ8r-!̽ho 'iovKhȎ>xai+[NHԢE6·Y6r{R*q6m5 _+xvhu6s . 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