PWADIkYRefined 1.27c - Difficulty damage multipliers .75 1 1.25 2 3->.75 1 1.25 1.85 2.5 This, along with the monster file damage pass, should retain the difficulty change while nerfing the primary attack of Archviles and high damage of hitscan monsters - Erroneous values and flags in some ammo types fixed - Atchisson AA-12 renamed, reload bolt time decreased 6 4 tics - Striker-12 Scavenger PRO ammo pickup 9->8 - Franchi SPAS-12 Ex Mags non-Sleight of Hand reload fixed - Refined monster file: General damage pass (+~25% on melee, projectiles) Projectiles at speeds 20+ with fastspeed have had their fastspeed scaled down some Demons, Revenants melee lunge strength slightly decreased Spider Masterminds radius 112->100 - BladeHunter's addon Damagefactor tweaks from 1.27b monster file appended Refined 1.27b - Player mass 120 240->125 250 - Difficulty damage multipliers .75 1 1 1.5 2->.75 1 1.25 2 3, a few other changes Hopefully this will make RGA2 Refined actually difficult again! - Player sprite movement rate increased to doom default (step sound freq halved) - Many weapons' early reload deselect improved - Shotguns Grip now increases pellet range, speed as well - Striker-12 Dragon's Breath puff damage 58->45 (NOT the fire itself) - M4 Benelli refire, Dragon's breath refire delay 3 4->2 3 tics - Franchi SPAS-12 puff speeds fixed (was a leftover from a visible puff test) No starting ammo fixed, Rapid Fire puff range, speed decreased to match Striker, M4 - Mini-UZI Akimbo damage 14->13 - Sniper Knife Attack still doing damage through 3 puffs instead of 1 fixed - Walther WA 2000 ammo capacity 36 54 66->42 66 78 - M14 EBR ammo capacity 30 60 80->40 70 90 - CheyTac Intervention Fine Tuned (Rapid Fire) added - Refined monster file: Damagefactors tweaked - Sub-AR bullets 1.1->1.2, Shotguns 1.1->1.0, LMGs 1.6->1.7 - BladeHunter's addon IMI TAR-21 Thermal Scope coop bullet damage type fixed, tap fire accuracy 1.4->.7 - aimed recoil increased RPD multipickup glitch fixed (anyone who used this is a faggot for not telling me how2) Refined 1.27a - Player mass 100 200->120 240 (Experimental) - All weaponsfire volume 1->0.9 (Experimental) - Botplayers now always spawn with One Man Army Pro + LOTS of extra ammo - Sniper Thermal Scope attachment scoped no longer sways with Steady Aim Pro - Shotgun ammo from excess weapon pickup normalized - AA-12 ammo backpack amount 8->12 - M4 Benelli ammo backpack capacity 52->56, ammo backpack amount 8->10 - Sears Ranger ammo capacity 20 40 60->24 48 72, ammo backpack amount 8->10 - Refined monster file: Dark Archvile no longer temporarily uses Archvile sprites after any action or pain - BladeHunter's addon IMI TAR-21 Thermal Scope no longer sways with Steady Aim Pro when scoped - Holding altfire on scoping now properly illuminates scope, sways when it should RPD sprites lowered, fire sprites tweaked, should be less jumpy Refined 1.27 - 80th Release - Player mass 200 400->100 200 (Experimental) - moved explosive barrel gldef to proper file - Last Stand grenade should no longer alert unharmed monsters - Striker-12, M4 Benelli refire, Dragon's breath refire delay 2 3->3 4 tics - IMI TAR-21 remaining code removed, all code now in Blade's Addon - Sniper Thermal Scope attachment now improves stability, adds two-step zoom (3.0 to 7.5) - Sniper Explosive Rounds splash radius fixed (smaller, more consistent), self damage halved (You can still sniper jump, it just takes effort now :P ) - FAMAS-F1 M203, M79 Thumper Stun munitions added, uses Grip attachment - FAMAS-F1 M203 max ammo 2 4 6->3 6 8 - M79 Thumper max ammo 4 6 8->6 10 12 - RPG-7 max ammo 2 4 6->3 6 8 - AT4-CS max ammo 1 3 4->2 4 5 - Refined monster file: Melee attack damages normalized, decreased to match damage factors Imps, Cacodemons projectile damage tweaked, fast speed fixed Pain resistant monsters now have increased pain chance to Snipers Back to Saturn X palette no longer garbles non-vanilla sprites Imp Trooper weapon fire tweaked Blood Demon health 300->275 Cacodemons selfraise chance 40 40 36 32->36 34 32 30, attack states improved Revenants selfraise chance 28 32 20->24 20 16, Assault Revenant chance fixed Revenants, Cybruiser missiles now properly damage Spider Masterminds, Cyberdemons Arachnobaron health 1000->900 Dark Archvile area raise count 4->3, raise spirit lifetime halved, cooldown increased Spider Mastermind firing sprites are now little bit more awesome, spread 20->17.5 - BladeHunter's addon Steyr TMP, IMI TAR-21, RPD sprites brightened (Experimental) IMI TAR-21 Thermal Scope attachment added - 2x to 4.5x Scope, +50% damage, low instability Refined 1.26 - Fixed some pickup messages - Added a lovely secret - Refined monster file: Stone Demon, Stone Knight now resistant to Dragon's Breath 1.2->0.6 Pain Elementals now blinded by Stun grenades Demons, Revenants melee now lunge forward on melee, are slowed by Stun grenades Mancubi now vulnerable to explosives 1.6->2 Archviles fire spray attack added Dark Archvile area raise overhauled (looks a bit like ZDoomWarsI's pulse, doesn't it) - BladeHunter's addon IMI TAR-21 sprites replaced, reload times tweaked Refined 1.25b - hud reserve ammo bar fixed (because lol rolling back code from zandro 2.0) - BladeHunter's addon Steyr TMP damage 15->16, dropped pickup giving H&K MP5K message and ammo fixed RPD frames vanishing on altfire hold fixed Refined 1.25a - Last Stand should no longer preemptively 'abort out' and leave the player fully healed - Starting attachment being nommed if it can't fit fixed - Revived hud_scale 0 forcing from 1.23 (it got lost in 1.24) - Most recoil changes reverted, chance to horizontal shift decreased 2/7->1/7 - L86 Ex Mags using Grip recoil fixed - BladeHunter's addon Steyr TMP iron sights cleared RPD accuracy 8 11->7 9, recoil increased Refined 1.25 - Minor hud issues fixed, hud now shows reserve ammo - Weapon recoil behavior tweaked - small chance to shift horizontal angle, slight drift added - SV_DoubleAmmo, Buckshot, Instagib now supported - Inventory Use All now blocked from wasting all your awards randomly - Shots that hit nonbleeding monsters now create impact smoke again - OFFLINE BEHAVIOR ONLY If playing on a server, all shots will now create impact smoke again - Perk pickups now behave exactly as Perk awards, and update your award selection if any - Handgun ammo always giving scavenger amount fixed, giving an extra H&K USP45 bullet with scav pro fixed - Playerclass death, pain timing tweaked - H&K USP45 non-Coop steady aim fire accuracy fixed, sustained fire accuracy 10 8 11->8 6 9 - PP-2000 Akimbo Coop Bullets not working fixed - IMI Desert Eagle recoil tweak reversed - Auto, Semi-Auto Dragon's Breath shotguns rate of fire decreased slightly - Striker-12 fire bright frames tweaked - KRISS Vector aimed fire offsets tweaked - IMI TAR-21 split into BladeHunter90's Addon - AK47 reload end frames tweaked - FN FAL reload tweaked - Refined monster file: Damagefactors tweaked - LMG 1.5->1.6 Fixed several effects' gldefs, some effects not being clientsided Step frequency decreased, code tweaked Zombies, Imps Last Stand, Ghost revive chance decreased Zombies delay to Last Stand decreased 35->15 tics, drops now only dropped on actual death Cacodemons crashing to the ground effect improved Revenant missile rendering tweaked, hopefully less taxing, damage 36 30 30->42 35 35 Hell Nobles offhand, double handed attacks should now remap properly (no red shadow) Hell Nobles, Archviles sniper damagefactor 1.6->2.0 Arachnobaron now has proper damagefactors Dark Archvile raising only raising one monster fixed, BFG damage 90->105 Refined 1.24a - Fixed flags for last stand morphing, redundant morph check scripts removed - Players now start with weaponslots full until class selected, slot clearing scripts removed - Player mass 500 1000->200 400 - M14 EBR reload sounds synced for real Refined 1.24 - Softcore difficulty damage multiplier 1.25->1.5 - Last Stand will always survive, never bleed out in SINGLEPLAYER (netgame etc excluded) - Support for SV_WeaponStay added, courtesy of Samsara, TerminusEst13, Ijon Tichy - 'Vanishing Weapons Bug' fixed - clientside no ammo switch var should now respect player's reserve ammo for akimbo and other hipfire only weapons - Further improved scripts responsible for applying perk effects - Dehacked lump removed, replaced by language lump - fixes some compatibility issues - Shots that hit bleeding targets no longer create impact smoke puffs - Logo updated, no longer has a spelling error, hud tweaked - Burst weapons accuracy on second shot decreased, now similar to third shot - H&K USP45 recoil, return 600->750 - .44 Magnum damage 30->32, aimed accuracy 0.75->1.0, aimed sustained accuracy 2.25->3.0, recoil tweaked - IMI Desert Eagle damage 32->30, aimed accuracy 1.2->1.8, recoil tweaked - CheyTac Intervention ammo pickup infinite loop when full ammo fixed - Refined monster file: Trooper, Corrupted Marine grenade drop timing tweaked Kamikaze Soul explosion damage not always happening should be fixed Imp Ghosts deaths changed Imp Trooper chance to throw regular fireball added Revenant projectile splash radius 96->72 Spider Mastermind fire sound doom shotgun->AA-12 for more boom Cyberdemon projectile quake radius decreased Cyberdemons, Cyber Mastermind, Dark Archvile cube summon chance decreased slightly Masterminds, Cyberdemons explosion damage factor 1.6->2.0 - to improve bfg on boss maps - Scythe2v2 compatability file - load after Refined monster file Refined 1.23 - Turns out... Stopping Power and every other damagefactor-changing perk NEVER WORKED! This bug is also present in NR6, TR12 and even RGH - Yes, I checked. IT TOOK 3 GUYS THIS LONG TO NOTICE!!! Fixed that, made them apply when acquired rather than on coop respawn, and made them reapply on Last Stand Revival - Difficulty levels reverted, Softcore and Hardcore damage factors 1.5 2.5->1.25 2.0 (because anything else was lame) - Last Stand check tweaked - Getting hit instantly after revival should no longer put the player into last stand - Last Stand revival by other players should no longer break Experience counter - Sniper scoped breath system overhauled, should be more responsive and much less prone to glitches and sploits - Map Healthbonus, Armorbonus, Armors, Last Stand Pro Medikit given new sprites courtesy of their creators and Realm667 - Shotgun Coop near damage range doubled - M14 EBR reload sounds synced - Barrett M82, CheyTac Intervention scoped sway increased - Refined monster file: Dropped Healthbonus now give only 1 health, given new sprites courtesy of their creators and Realm667 Scientists, Corrupted Marines, Cyber Lords given new sounds courtesy of their creators and Realm667 Troopers, Scientists, Last Stand troops damage decreased by 1 (average 8->7) Sniper Revenant given custom sprites courtesy of their creators and Realm667 Revenants projectile damage radius 128->96, Flak Revenants spread 12.5 7.5->15.0 7.5 Cybruiser projectile damage 49->45 Arachnotron, Mancubus, Hectebus, Cyberdemon projectile damage 15 24 24 75->20 30 30 105 Refined 1.22 - Return of the 6th difficulty level (because servers never ever change away from 3 it seems!) - Starting reserve ammo for non-explosives doubled - Alt Hud no longer shows magazine ammo for IMI Desert Eagle Ex Mags, PP2000 Akimbo - Sniper Explosives hits now shake the camera - Refined monster file: SpawnIDs removed (why I didn't do this earlier..) Spawn weights tweaked further towards standard monsters Exploding monsters (cybers, spiders, kamikazes, final cacos and revs, cybruisers) now shake the camera Zombies, Imps sounds reverted to DooM sounds Blood Imp, Imp Trooper, Blood Imp Ghost health 150 120 90 -> 120 105 75 Imp Ghosts chance decreased 32->28 / 256 Demons, Revenants, Cacodemons Selfrevival decreased 32 32 44-> 28 28 36 / 256 Forgotten Souls, Faint Elemental removed (temporarily, may be permanently) Hell Spectre, Arachnospectre health 600->500, speed increased Baron of Hell, Cybruiser projectile changes reverted Acubus, Dark Archvile BFG radius 512->384 Acubus BFG damage decreased 75->60 Refined 1.21 - Shakin' it up! Most weapons fire explosions now shake your view - Hud tweaked, some functionality added - Coop Last Stand duration 20->14 seconds, handgun ammo given for Ex Mags and Akimbo weapons +25% +50% - Instant Megasphere award added - does what it says on the tin, can be taken repeatedly - Incendiary fire damage 4->5, splash range 112->96 - Misc code pass - Beretta M9 damage 20->21, damagetype Rifle->Standard - Shotguns Ex Mags per shell reload time decreased 3 2 tics - Atchisson AA-12 reload end tweaked slightly - Striker-12 reload end tweaked slightly - Benelli M4 reload end tweaked slightly - Franchi SPAS-12 Rapid Fire per shell reload time decreased 3 2 tics - Winchester Model 1887 Solid Slugs damage 85 95 90->90 135 105 (possible due to decreased pvp damage) - Sears Ranger fire code tweaked - KRISS Vector bolt reload frames tweaked slightly - Bushmaster Adaptive Combat Rifle damage 20->21 - FAMAS-F1 aimed fire frames cleaned, reload frames tweaked slightly - FAMAS-F1 M203 damage 215->225, starting ammo 3->2 - M79 Thumper explosion sparks not clientsided fixed - Refined monster file: Misc code pass Damagefactors tweaked - Damage from Fire 1.2->1.3, Explosive barrels 2.5->3 Corrupted Marine speed 7->8, Health 300->250, prefire time decreased Demons damage from Knife 1.65->1.15, custom active and pain sounds added, pain chance 130->100 Lost Souls attack tweaked, no longer award experience Cacodemons custom active and pain sounds added Revenants projectiles overhauled Revenant custom pain sound added Arachnotron pain sound changed Hell Nobles melee sounds, damage standardized Lord of Purgatory translation brownified Masterminds health decreased 4500 5000->3500 4000, damage from cyber missile -.5 Spider Mastermind active and pain sounds changed Cyberdemons health decreased 4500 5000->4000 4500 Refined 1.20 - Small Explosion effect fixed - Stun Explosion effect beefed up - Incendiary Grenade fire count increased, splash range 104->112, gravity .7->.6 - Launcher Incendiary fire count increased, splash range 104->112, gravity .7->.6 - M203, Thumper accuracy increased - RPG-7, AT4-CS aimed drift decreased - RPG-7 projectile acceleration removed, speed restored - Refined monster file: Damagefactors for ARs/Snipers/LMGs +.2, Explosives +.25 Archvile vanishing on spawn fixed (1.19a) Cyberdemon projectile acceleration removed, speed restored Refined 1.19 - PvP damage reduction increased 30% 40% 50%->40% 50% 60% - Last Stand revival failing when last stander health too high fixed (for good) - Last Stand coop warning for other players no longer spams console - Juggernaut perk numbers fixed (durrrr) - Extreme Conditioning Pro not working in competitive gametypes fixed - Grenade Throw accuracy 0 0->2 1.5 - Coop thrown grenades can now enter teleporters - Many assorted sprite, sound tweaks - Join, Chat sounds added - Beretta M93 Raffica damage 16->17 - Launcher Incendiary fire behavior fixed - Refined monster file: Attachment, Grenade Perk Removal sounds added Cyberdemons infight fixed Many assorted sprite, offset tweaks and improvement Refined 1.18 - Beretta M93 Raffica empty frame jumps fixed - Refined monster file: Lost Souls attack timing, speed fixed Cyberdemons, Spiderminds remaining experience bugs fixed Refined 1.17 - Weapon pickups now only give additional ammo when picking up those you already have - Dropping then picking up Ex Mags, Akimbo weapons no longer fills them up - .44 Magnum refire inconsistencies fixed - H&K UMP45 damage 19->18 - CheyTac Intervention Ex Mags capacity 12->11 - RPG-7, AT4-CS projectile drift logic changed, fire sound moved to weapon - RPG-7 projectile acceleration, exhaust, flight sound added - Refined monster file: General melee damage, obituary pass Additional demonic ambushes added Alt death graphics added for Demons, Hell Nobles courtesy a LOT of people (see altdeathsprite effects on Realm667) Zombies, Imps gib health decreased by 10 Scientist translations improved Corrupted Marine, Space Nazi, Nazi Collaborator health 350 200 150->300 175 125 Space Nazi, Nazi Collaborator fire time 6 4->5 3, damage 10 6->8 5 Space Nazi sprites improved Revenants projectile damage normalized, puff damage randomness removed, Sniper Revenant range increased Hell Nobles scale tweaked Hectebus projectile spread improved, damage decreased 24->22 Archvile damage from Dragon's Breath 0.6->0.3 Acubus, Dark Archvile BFG distant sound added, damage tweaked Arachnobaron offsets improved Cyberdemons, Mastermind infight balance tweaked, missile damage 66->75, pain chance from missile *2 Spider Mastermind damage 3*8->3*7, offsets improved Cyber Mastermind now has chance to fire missile as opposed to always firing it Refined 1.16 - Coop Bullet speeds increased, life duration for range overhauled - Grenade 'clipping' explosion sounds not playing fixed - H&K MP5K accuracy 6,8,1.8,2.4,4,6->5,7,1.5,2.1,3.5,5 - H&K UMP45 damage 18->19, ammo capacity 150,225,275->125,225,275, scav pickups 15,22,4->13,20,3 - Launcher projectile playing hitsound on death fixed - Refined monster file: Lieutenant weapontype changed M4A1->Vector Imp Ghost, Blood Imp Ghost hurt by distant stun damage fixed, ghost projectile alpha 1->.7 Grenadier fire sound fixed, projectile damagetype Explosion->Normal, projectile playing hitsound on death fixed Refined 1.15 - Fixed muzzle flash gldef - Refined monster file: Imp Trooper, Arachnotron, Cacodemon, Hell Nobles, Mancubi projectile splash damage reverted cause cba writing damagefactors Refined 1.14 - Coop Bullet spawning centered on all weapons - Weapon Muzzle Flash alpha decreased .7->.6 - Explosive Barrel health decreased 60->40, damage from barrels increased *1->*2 (fixes barrels not chain exploding) - YET another iron sights offset pass, should be the very last - Beretta M9 Tac Knife aimed fire sprites improved - Glock 18 sustained aimed accuracy decreased 1.4->4.2 - Beretta M93 Raffica sustained aimed accuracy decreased 1.2->3.6 - PP-2000 sustained aimed accuracy decreased 1.4->4.2 - Shotguns now leave smaller bulletchip decals - Sniper explosive rounds now give hit indicator if coop - M14 EBR given new scope optic - WA2000 given new scope optic - Refined monster file: Cube Summoned monsters should now respect their creators Imp Trooper, Arachnotron, Cacodemon, Hell Nobles, Mancubi projectile now do splash damage (32,32,48,48,72) Stun Grenade resistance changed Pain Elemental melee now has sound Hell Knight, Baron of Hell, Lord of Purgatory, Arachnobaron, Mancubi are now vulnerable to Stun Grenade Hell Knight, Baron of Hell health increased 550,950->600,1000 Mancubus health increased 600->750, Hectebus & Acubus attacks tweaked, Mancubi now resistant to fire Refined 1.13a - Frag Grenade self damage extremely low due to 1.12 PvP change fixed - AA-12 coop fire rate fixed Refined 1.13 - Stun Grenade max damage increased 30->35 - Smaller explosion echo not working fixed - Increased sound distance of weapons by 500 for pistols/shotguns/smgs, 1000 for ars/lmgs/snipers/launchers - Zombie grenade damage type changed explosion->normal - Explosive Barrel health increased 20->60, damage v monsters increased *2->*2.5 - Sniper explosive rounds given distant echo - Refined monster file: Boss Brain health decreased 750->500, damage from crush, barrels decreased *3->*2 Blood Imp now more resistant to Stun Grenade Commandos now fire while stunned Grenadier accuracy decreased 0,0->3,1.5 Cacodemons now affected by Stun Grenade, will wander blindly, stronger variants more resistant, Ascended is immune Arachnotron now affected by Stun Grenade, suffers accuracy penalty Arachnobaron no longer limps Refined 1.12 - Coop Bullet 'blocky' spread fixed, velocities for snipers, lmgs, assault rifles increased - PvP damage reduction increased 10%,20%,30%->30%,40%,50% - New Muzzle Flash effect imported from RealGuns Hardcore (Matej Zabsky) - Shotguns, Barrett M82, CheyTac Intervention muzzleflash duration increased - Weapon smoke puff Translucent transparency reverted - Beretta M9, H&K USP45, .44 Magnum, IMI Desert Eagle coop fire left, steady aim fire using wrong frames fixed - .44 Magnum sprites cleaned - Benelli M4 sprites cleaned - Striker-12 sprites cleaned - Franchi SPAS-12 sprites cleaned - Model 1887 sprites cleaned - Sears Ranger sprites cleaned - H&K MP5K fire sounds tweaked for Rapid Fire - FN P90 fire sounds tweaked for Rapid Fire - AT4-HS Incendiary, Stun, all Coop versions of grenade throw returning to mid reload fixed - Refined monster file: Blinded Zombies, Imps chance to cry in pain decreased 96/256->64/256 Arachnobaron missing pain state sprites fixed Refined 1.11 - Frag Grenade now damages Cyberdemons, Masterminds - Major tweaks (and major nerfs) to Incendiary Grenade, Incendiary munitions - Weapon smoke puff transparency changed Additive->Translucent - will be reverted if feedback is negative - Bullet wall, flesh hit sounds replaced with MW3/RGA3 sounds - Added extra explosion sounds from MW3/RGA3, added MW3/RGA3 distant explosion sounds - Knife attack effect given proper sounds, tweaked - Pistol Tac Knife knife attack recovery playing weapon swap sound fixed - Beretta M9, H&K USP45, .44 Magnum Sustained steady aim fire accuracy tweaked - FAMAS-F1 M203 Incendiary explosive damage fixed, not spawning fire fixed - M79 Thumper Incendiary explosive damage fixed, not spawning fire fixed - RPG-7 Incendiary aimed explosive damage fixed - Refined monster file: Corrupted Marine, Commandos rising from death/piles given raise sound and fire effect Imp Trooper, Revenant, Revenant Lord, Revenant God, Cyber Baron missile effects improved in Software mode Arachnotron, Arachnobaron pain state fixed, Arachnobaron mass decreased 1000->800 Knight, Baron spawn weights tweaked in favor of Hell Knight, Baron of Hell Cyber Baron missile missing GLDEF fixed Refined 1.10 THIS WAS A LARGE CHANGE - Bullets, grenades and rockets now pass through fellow players in cooperative modes when friendly fire is disabled THIS WAS A LARGE CHANGE - Stun and Incendiary Grenade perks added - changes thrown grenades: Stun blinds enemies, Incendiary does lasting fire area damage Removal perk added, removes and reimburses grenade perk - Frag Grenade scale increased .19->.25 - SV_RegenRate, SV_XPMultiply limits increased, setting over (generous) limit automatically reverts to to limit - changing SV_RegenRate should now take effect immediately - Some more weapons renamed - Assorted ACS improvements - Glock 18 range corrected 6000->4000 units - PP2000 range corrected 6000->4000 units - Beretta M93 Raffica non-auto refire improved - Striker-12 Grip accuracy decreased 5,4->6,5 (1 down from Striker-12) - Benelli M4 Ex Mags reload not properly reloading fixed - Model 1887 Fine Tuned Fire Empty values fixed - Sears Ranger altfire now fires remaining barrel if not empty, reload and altfire logic improved for low ammo situations - FAMAS-F1 range corrected 8000->6000 units, non-auto refire improved - FAMAS-F1 M203 now affected by Steady Aim, accuracy decreased 0->3.5,2.5 Steady Aim - M16A4 non-auto refire improved - Steyr AUG HBAR Grip accuracy increased 6,4,1.8->5,3.5,1.5 - Launcher Incendiary munitions attachment added, trades direct damage for lasting fire area damage - M79 Thumper now affected by Steady Aim, accuracy decreased 0->3,2 Steady Aim, aimed fire unchanged - AT4-HS select, deselect behavior when empty improved - Refined monster file: Blinded behavior when hit by Stun Grenade added to the following: Trooper, Scientist, Sergeant, Lieutenant, Captain, Commando, Elite Commando, Grenadier, Imp, Blood Imp, Imp Trooper, Nazi Collaborator (Strife Peasant) and all their Last Stand versions (Imp Ghosts excluded) Commando, Commando Elite sprite offsets improved, Elite Commando fire frames tweaked Grenadier fire frames tweaked Refined 1.09 - Aimed Zoom tweaked pistols 1.2->1.15, ARs 1.2,1.25->1.3 - Radiation Suit pickup given Armor pickup sound - Knife attack given proper wall decal - Beretta M9, H&K USP45, .44 Magnum, IMI Desert Eagle sustained aimed fire states added - Beretta M9 Ex Mags capacity decreased 25->23 - IMI Desert Eagle not clearing firing check when empty fixed - Shotgun ammo add, knife, fire switch during reload ammo tweaked - Striker reload ammo increased 27,18->30,20 tics, one fire frame improved - Bushmaster ACR damage increased 21->20, sustained accuracy decreased 8.5,6.5,1.7->8,6,1.6 (revert from 1.06) - Refined monster file: Renames and obituary changes ahoy! Trooper chance to spawn without grenade added (48/256) Scientist Gib death blank frames fixed Lieutenant translation tweaked Last Stand Super Shotgunner missing state fixed Blood Imp translation tweaked Blood Demon translation tweaked Revenant Lord translation tweaked Refined 1.08 Most of this update reported, suggested by Eligitine - lots of thanks - Base Explosion effect duration shortened 1 tic - Beretta M93 Raffica first shot perfect accuracy fixed - IMI Desert Eagle, Tac Knife firing 0 bullet per shot fixed - Franchi SPAS-12 Grip steady aim damage fixed - FN FAL Auto reload failing if full Ex Mags fixed (but you should never experience this anyway) - AUG HBAR damage increased 20,22->21,23 - Sniper unaimed, steady aim, explosive tipped rounds damage inconsistency fixed - Refined monster file: All bullet attack damage randomness removed Dragon's Breath pain chance halved for all but Cyberdemon, Cyber Annihilator, Spider Mastermind, Cyber Mastermind Some fixes to Scientist, Last Stand attacks Space Nazi, Nazi Collaborator weights added 3/2 Stone Demon, Stone Spectre, Assault Revenant, Sniper Revenant, Revenant Lord now only clip after selfrevive complete Archvile, Dark Archvile damage from Dragon's Breath halved, pain chance decreased 10,5->2,1 Refined 1.07 - Last Stand gibbed death added - grenade explodes prematurely - FAMAS-F1 M203 crosshair offsets fixed - AUG HBAR recoil fixed - M79 Thumper crosshair offsets fixed - Refined monster file: General spawn, revive code pass Most spawn ratios tweaked, slightly favoring standard monsters Trooper sprites, stats further tweaked Scientist chance to refire added, health decreased 80->70, damage increased, accuracy decreased Lieutenant added, carries an M4A1 - 2/10 chance to replace Sergeant/Super Shotgunner Stone Demon translation improved Refined 1.06 - Fixed hud displaying wrong experience requirement for start rank - Erroneous perk reward text fixed - Model 1887 Fine Tuned damage increased 188->200 (1.05 incorrectly listed +20 damage), aimed accuracy decreased 4->4.5 - Bushmaster ACR damage increased 20->21, sustained accuracy decreased 8,6,1.6->8.5,6.5,1.7 - L86 LSW not working fixed - Refined monster file: Trooper, Scientist, Imp, Imp Ghost, Arachnotron, Arachnobaron pain chance 200,200,170,96,64->150,175,120,64,48 Last Stand zombies pain chance normalized, attacks standardized Trooper pistol-wielding sprites added, grenade throw sprites tweaked Trooper, Sergeant fire time decreased, Sergeant damage increased 4*(3,6,9)->5*(3,6,9) Last Stand Scientist offsets improved Last Stand Super Shotgunner fire sprite cleaned Flak Revenant accuracy decreased 9->10 Refined 1.05 - Last Stand losing Handgun on map change fixed, frame flicker fixed, no handgun exploit fixed - PvP damage reduction from 1.04 reverted - Extreme Conditioning changed - regular now doubles regen amount, pro also increases regen rate and injury cooldown - Further weapon name changes for consistency and authenticity (and badassness) - Other assorted ACS fixes - Franchi SPAS-12 Rapid Fire damage increased 136->148, accuracy decreased 6.5,5.5->7,6 - Model 1887 Fine Tuned (Rapid Fire) added doing 188 damage (down from standard 220) - KRISS Vector damage decreased 16->15, sustained accuracy tweaked 10,7,3->9.5,7.5,2.85 - Sniper scoped breath time increased, instability, instability speed increased, out of breath instability decreased Refined 1.04 - Last Stand sprites edited, max health increased 25->30, PvP health increased 10->20 death grenade no longer damages owner, player now dies if still in last stand when entering next map - PvP damage reduction increased 10%,20%,30%->15%,30%,45% - Added compatibility with RGH archived hitsound toggle - FAMAS fire frames slightly tweaked - Monsterdropped Health Bonus culling should now work properly Refined 1.03 - Fixed Last Stand bug where people with over 20 health could not be revived - Some weapon names have been tweaked, some consistency added - Improved pickup messages for weapon, ammo, perk pickups - Footstep logic changed - volume and animrate now based on player velocity as opposed to player aiming - Added missing Tactical Insertion sound - F2000 sustained accuracy increased 10,8,2->9,7,1.8 - M16A4 damage decreased 22->21 - Sniper moving check now uses player velocity as opposed to item given on player moving state - Refined monster file: Monsterdropped Health Bonuses pickup message and sound culled (stops console spam for item pickup message level users) Fixed missing GL definitions for Dark Imp, Cacolantern, Bluodemon, Abaddon, Ascended Cacodemon projectiles Added subtle scaling between monster variants, harder being larger Blood Demon, Stone Demon health decreased 350,500->300,425 Hell Knight, Stone Knight health decreased 600,800->550,750 Arachnotron, Baron of Hell, Hell Knight pain chance decreased 128,50,50->96,40,40 Refined 1.02 - Field Supplies given 1/6 chance to replace Medikit, ammo increased 2,1->3,2 ammo capacity increased 8,10,12->8,12,16 - Footstep noise radii increased 300,750,1200->450,900,1350, Coldblooded footstep volume increased .15->.2 - Hit indicator volume decreased 75%->62.5% - Weapon damage randomness removed - M1014 ammo capacity increased 4,6->5,7 - Model 1887 aimed damage increased 90->95 - SMG aimed accuracy decreased *0.2->*0.3 - M4A1 damage increased 18->19 - F2000 accuracy increased 8,6,1.6->7,5,1.4, sustained accuracy unchanged - TAR-21 aimed damage fixed - FAMAS M203 grenade speed decreased 45->34, gravity decreased .4->.3 - M14 EBR Steady Aim Pro aimed moving damage fixed - WA2000 recoil decreased 2400->2000, Steady Aim Pro aimed moving damage fixed - Refined monster file: Zombies, Imps knife death volume increased .25->.5 Dark Imp renamed, retranslated to Blood Imp Last Stand Chaingunner sprites edited Cacolantern, Bluodemon, Abaddon, Ascended Cacodemon damage decreased 20,30,30,30->15,20,20,20 Hell Knight (of all things) now uses translations as opposed to including sprites for DooM compatability Hell Knight is now also slightly more AWESOME Arachnobaron now shares species with Arachnotrons, should stop infighting Improved Cube Spit sound courtesy of PerKristian's hi-res Doom sound pack Refined 1.01 - EXP requirements for rank 1, 2 decreased 500, 500->300, 400 - Missing Explosive Barrel code readded - Explosive Ammo spawn rates tweaked - You are hurt message culled - Shotgun Dragon's Breath splash damage per flame decreased 6x7->5x7 - Barrett 50cal reload end frames slightly tweaked - Refined monster file: Zombies, Imps killed by knife now make a subtle thud as they fall to the floor Imp, Blood Demon, Cacolantern, Belphegor translations redone Bluodemon, Stone Knight now uses translations as opposed to sprites Dr Dude spawn chance decreased 40%->31% Imp ghost spawn chance further decreased by 4/256 Zombie Marine, Chaingunners from Gib pool spawn chance significantly decreased Cacodemons, Revenant, Flak Revenant, Sniper Revenant revival chance further decreased by 4/256 Pain Elementals now have proper melee attacks Sniper Revenant now fires two puffs, aimed post delay increased 10->15 Stone Knight, Baron of Hell, Belphegor are now AWESOME, health decreased 900, 1000, 1250->850, 950, 1200 Spider Mastermind is now AWESOME!, radius decreased 128->102 Refined 1.0 Standalone - Refined is now STANDALONE - Does not require RGA2NR6 files - Please don't actually load them now - All Skulltag dependency removed - Please don't actually load Skulltag files now - Data compressed where possible - Core file roughly 40% smaller - Refined monster file: Dark Imp, Dark Imp Ball, Blood Demon, Stone Demon, Cacolantern, Cacolantern Ball, Abaddon, Ascended Cacodemon, Belphegor now use engine translation as opposed to Skulltag/included sprites Ascended Abaddon renamed Ascended Cacodemon Super Shotgun Zombie, Hectebus, Hectebus Shot sprites courtesy of their creators and Realm667 Refined 0.17b - Create-a-class menu damage values for Striker, WA2000 corrected, clarified who made what - Award notice no longer displays past rank 10, notifies player of this - Reverted smoke puff removal on bullet hitting objects - Ammo, Stimpack, Medikit, Field Supplies pickup sounds added - Handgun accuracy pass - should actually match the description now - M9 backpack ammo pickup increased 12->15, reload magazine in sound synced, redundant jumpchecks cleaned - USP .45 redundant jumpchecks cleaned - PP2000 Akimbo reload time decreased 15 10 tics - G18 Akimbo reload time increased 3 2 tics - .44 Magnum aimed fire frames improved - Mini-UZI Akimbo reload time increased 3 2 tics - MP5K aimed frames tweaked and improved, reload frames tweaked slightly - ACR reload end frames tweaked slightly - FAL fire frames tweaked slightly, aimed frames improved, Auto recoil increased slightly - Refined monster file: Refined's Monster damagefactors now actually WORK (Whoo!) Trooper chance of dropping unused grenade on death decreased Imp ghosts no longer solid, do not feel pain, speed decreased 7->6 /2 mass increased 100->500 Teal pixels on chaingunners rising from gibs cleaned Lost Soul damage normalised (no longer multiplied by 1d8) Lost Soul, Spectre Lost Soul damage decreased 27->18 Dark Archvile pain chance decreased 10->5 /256, increased raise power Cyberdemons pain experience award to knife damage halved Various fixes, improvements to space nazi, nazi collaborator Refined 0.17a - Footsteps timing reverted - Refined monster file: Ditto Refined 0.17 - Player last stand height increased 24->28, footsteps while midair removed, base skin now has jump sound (push) - Players not going to last stand if killed by knife, explosion reverted due to people exploiting associated bug - Class builds should no longer be saved across maps - affects coop intermission spectate/disconnect, pvp - Create-a-class display, text tweaks - Experience awarded to spectators fixed - Award notice not displaying if on first life fixed - Excess actors for footstep, effects culled - should positively affect netplay - Random class botplayer checks tweaked - bots now get a wider range of weaponry - Weapon select, Weapon deselect, Armor pickup, Backpack pickup sounds added - Tac Insertion flare remaining on player disconnect fixed - Grenade speed increased 20->25, detonation time decreased 2.6s->2.1s bounce decreased 50%->45%, boss exp exploit fixed - Ex Mags weapons failing to automatically reload after reload cancelling fixed (reported by The Truth) - G18 Akimbo SOH dry reload fixed (reported by Deathman27) - AA12 reload time decreased 3 2 tics - FAMAS bolt sound synced - WA2000 damage increased 60->65 - L86 magazine in sound synced - Refined monster file: Corrected all uses of bulletpuff to the monster type Taught Troopers, Scientists, Sergeants, Imps and Dark Imps to run if very far away from their target Troopers that have yet not thrown their grenade can now drop it on death, last stand death Scientist speed increased 6->7 /3 Lost Soul, Spectre Lost Soul damage increased 3->6 Spectre Lost Soul health increased 50->75, alpha decreased .2->.3 Revenants rocket explosion scale decreased 1->0.9 Super Revenant name changed to Revenant God (super just sounds so lame) Super Abaddon name changed to Ascended Abaddon (ditto) Hell Nobles and variants infighting fixed Belphegor fire time decreased 6 tics Cybruiser missile damage increased 40->50, missile burst decreased 6->4 Cybruiser chance to cancel burst after 2 fired increased Mancubus pain chance decreased 80->40 /256 Cyberdemons, Spider Masterminds mass increased 1000->2000, Experience rewarded now displays, rocket damage 64->66 Cyberdemon, Spider Mastermind health increased 4000->4500 Spider Mastermind, Cyber Mastermind prefire time decreased 20->10 Refined 0.16b - Voice select text fixed - RPG-7 aimed fire not 'arming' properly fixed, aimed offsets improved - AT4-HS aimed offsets improved Refined 0.16a - Create-a-class Juggernaut Scar-H missing Ex Mags fixed - Random class attachment favoring Tac Insertion fixed - should've preferred Ex Mags - Random class botplayer checks added - bots should now always have automatic weapons - RPG-7, AT4, grenade instant detonation now results in reduced damage, especially to the shooter - Ranger tactical reload animation added - FAMAS M203 shell arming time decreased 6->5 - Intervention damage increased 90->100 (now shut up noob) - Thumper shell arming time decreased 6->5 - Refined monster file: Monster health bonus drop now 'springs' more from corpse Super Shotgunner fire times tweaked Revenant chance to drop weapon decreased 25%->22% Cybruiser chance to drop launcher halved Arachnotron, Arachnobaron chance to drop LMG halved Refined 0.16 - Massive Menu Overhaul - Further Devolting, other code fixes and improvements - USP .45 fire perfect accuracy bug fixed - Model 1887 reload cancel improved - FAMAS M203 disabled grenade throw fixed - Intervention reload sound slightly improved - Barrett 50cal aim speed decreased - Refined monster file: Monster replacement method changed - should be more efficient and less prone to invisible monsters bug All zombies should now properly gib Refined 0.15e - Create-a-class menu is now clientside and supports keyboard input - Class reset key NOT working in pvp gametypes fixed - Model 1887 Solid Slugs damage decreased 50->45, aimed accuracy decreased 1->1.25 - Ranger single fire accuracy increased 14/8 10/6->12/7 8/5 - M16A4 distinct reload sounds added (similar, but not identical to M4A1) - Intervention fire sound improved - AT4 reload sound improved Refined 0.15d - 'Cause I can't QA for shit! - Create-a-class Medic not recieving Revival Kit fixed - Model 1887 aimed offsets improved, SOH reload missing frame fixed Solid Slugs damage increased 45->50, accuracy 6 4 1.8->5 3.5 1 - Refined monster file: Scientist death, last stand offsets improved Imp Trooper no longer relies on Imp sprites (graphical compatability with wads like Epic2) Refined 0.15c - Desert Eagle Ex Mags dropping fixed - M1014 aimed offsets improved - Model 1887 Solid Slugs attachment added - use Grip to acquire - AUG HBar SOH reload fixed - Refined monster file: Zombiemen, Sergeants, Imps can now gib again if killed by explosives All Zombies, Imps names, obituaries tweaked Refined 0.15b - Reload echo bug fixed - Erratic weapon bobbing if moving during reload fixed - Shotgun glitch if refiring and hitting reload key at the same time fixed (reported by deathman27) - SPAS-12 rapid fire reload fixed Refined 0.15a - Unused awards are now kept across rank ups - this does NOT include starting attachments - Reverted changes to weapon push, player mass - Tweaked weapon spawn weights, selection orders some more - Devolted several scripts - Most automatic weapons now click while firing if magazine nears empty - Dragon's Breath harming shooter if hitting terrain fixed some more - Ranger fire sprites improved, fire and reload tweaked - Refined monster file: Fixed monsters not always entering pain state if hit with knife or explosives Zombie Players health decreased 450->350, damage decreased Revenant TAR-21 drop now properly vanishes over time Sniper Revenant chance to drop sniper rifle decreased 37.5%->25% Cybruiser now has 12.5% chance to drop a launcher Arachnotron now has 12.5% chance to drop an lmg, arachnobaron 9% chance Refined 0.15 - Create-a-class text, order, completion and given ammo amounts tweaked - Compressed audio and sprites - M93 Raffica Auto added, muzzleflash position for non-steady aim fixed, bad code removed - PP2000 Akimbo added from RealGuns Hardcore (Matej Zabsky), code cleaned - G18 akimbo reload speed decreased 2, 3 tics - Dragon's Breath harming shooter if hitting terrain fixed, code cleaned and moved - M1014 aimed accuracy increased 7->6 - Ranger Dragon fire fixed - Mini-Uzi akimbo reload speed decreased 2, 3 tics - FAMAS Auto reload refire fixed - M16A4 Auto reload refire fixed - FAL Auto reload refire fixed - WA2000 ammo capacity increased 30 48 60->36 54 66 - Intervention capacity increased 5 10->7 12, ammo capacity increased 25 40 50->35 56 70 damage decreased 110->90, aim speed decreased - AT4 aim speed increased - Refined monster file: Zombies no longer go into last stand if killed, but not gibbed, by explosions Impboy renamed to Imp Trooper, projectile changed to blaster effect, burst decreased 4->3 Refined 0.14a - Return of the Explosive weapon slot: 1: Menu, Kits 2: Handguns 3: Shotguns 4: SMGs 5: ARs 6: Snipers, LMGs 6: Explosives - Weapon pickup sounds changed to type specific: Pistol: Desert Eagle, Shotgun: SPAS-12, SMG: Vector Rifle: AK47, LMG: AUG HBar, Sniper: Barrett 50cal, Launcher: RPG-7 - Weapon replacers changed, BFG9000 now always replaced by an LMG, RL now always replaced by a Launcher - Ranger Dragon pickup check fixed - FAL damage increased 15->17, puff type changed Sniper->LMG (more pvp damage, same pve damage) - AUG HBar damage decreased 11->10 - MG4 damage decreased 10->9 - L86 damage decreased 9->8, tactical reload animation added - M240 damage decreased 11->10 - Refined monster file: Monster damagefactors tweaked (Snipers 1.6->1.5) Monster idle shuffle reduced, removed depending on type Slower monsters' seek movement interpolated Imp ghosts chance, health, speed decreased Refined 0.14 - Zoey??? - Minor Clean up of every weapon's deselect - TAR-21 added (sprites courtesy of Bladehunter90) - M16A4 horizontal recoil flipped, shake on empty with no spare ammo fixed - Refined monster file: Dark Imp no longer screams on knife death Refined 0.13e - I mean it. hud_scale 0. Or I'll tear my teeth out and use them for aquarium gravel. - Fixed (potential) ADS flicker for: MP5K, F2000, AK47, Aug HBar, MG4, L86, M240 - M9 Ex Mags order fixed - G18 Ex Mags order fixed - SPAS-12 waggle after 8th shell pump reload fixed Refined 0.13d - Experience bar added to health bar - Dragon's Breath visuals now much more user friendly (to the guy shooting the weapon) - AK47 damage increased 11->12 - SCAR-H damage increased 12->13 Refined 0.13c - Experience system tweaked - ranking up restarts counter at 0 - All Specials REMOVED - in their place are regular attachment weapons - ACR aimed fire empty flicker fixed - FAMAS capacity decreased 30 45->25 37, ammo capacity increased 120 210 270->150 225 275 - Refined monster file: All monsters given step damage (invokes infight if stuck) All ranged monsters given pseudo melee attacks (increases aggression, infight if stuck) Beefed up death of Cyberdemons, Masterminds Refined 0.13b - I said, ACS NOW ENFORCES hud_scale 0 Refined 0.13a - New hud tweaked, font forced DooM default (lol didn't work), keys upscaled - ACS now enforces hud_scale 0 - ACS crosshair for grenade launcher restored - Semi Auto weapons refire code cleaned (should improve netplay and general refire) Refined 0.13 - NEW HUD (MUCH better looking, though removes grenade launcher crosshair and perfect aspect ratio compatibility) - Player mass decreased 500->250, last stand 1000->500 - Fixed Assault preset, Random class for pvp not recieving proper One Man Army weapon slots - Fixed max weapons text on failed pickup not showing proper keybind - Voice chance decreased 60%->75% - MP5K reload time decreased 6, 4 tics - UMP45 capacity decreased 30 45->25 37, ammo capacity 150 240 300->150 225 275 - FAMAS burst refire improved - M16A4 burst refire improved - Refined monster file: Spawncubes no longer telefrag, players now properly telefrag boss monsters Super Shotgunner scale decreased 1->0.9 imps now die silently with no chance of last stand if killed by knife Demons no longer attacks twice as fast when SV_FastMonsters 1 Cacolantern, Bluodemon, Abaddon, Super Abaddon health decreased 600, 800, 1000, 1500->500, 600, 800, 1250 Slightly reduced cacolantern, bluodemon chance to spawn instead of regular cacodemon Removed Juggernaut Henchman - he was so hopelessly out of place Dark Archvile attack frequency increased, BFG damage increased 50->80, ball AOE 2->3 Spider Mastermind, Cyber Mastermind now inherit from RGAMonster base (fixes a lot of stuff), pain chance decreased 40->30 Refined 0.12 - Player forward/back movespeed increased 0.65->0.75 - Multiplayer coop audio, graphics sync should be improved - Monsters should no longer rank up - Hud not properly displaying experience requirements for ranks 21 and up fixed - Many hud and text tweaks, including removal of some, clarification of other - DeVolted rank up scripts - Voice chance decreased 100%->60% - Tactical Insertion should now return ammo on removal - Cell replacers now have a chance to spawn explosive ammo - Akimbo weapons given special recoil logic - Dropped weapons now disappear over time - CVar SV_RespawnSuper no longer forced true - Knife now deals all damage in one hit, recoil decreased ->80% - M9 fire sprites tweaked - G18 Akimbo reload speed decreased 3,2 tics, recoil fixed (far too low) - Dragon's Breath functionality experimental overhaul - player pitch is now taken into account - Mini-Uzi fire sprites improved (including pixel gaps in iron sights fixed), Akimbo reload speed decreased 3, 2 tics, dry reload speed increased - MP5K fire sprites tweaked - TDI Vector fire sprites tweaked - Intervention Explosive radius decreased 100->90 - RPG7 fire and aim speeds tweaked, aimed fire accuracy increased - AT4 fire and aim speeds tweaked, aimed fire now always seeking - Refined monster file: All monsters now always enter pain when hit by explosive or knife All weapon drops from monsters disappear over time (~5 minutes) Soulsphere drops from monsters disappear over time Monster damagefactors tweaked (Rifles 1.25->1.35, Barrels 1.0->1.5, Barrels V Bossbrain 1.0->3.0) All zombies now die silently with no chance of last stand if killed by knife, last stand heights improved, Super Shotgunners reddened, Dr Dudes brownified Revenant now drops a random assault rifle up from only SCAR-H Sniper Revenant accuracy decreased 6,2 3,1->6,3 4,2, damage decreased 10->9, now uses M14 EBR fire sound for regular attack Assault Revenants accuracy decreased 8.5->9 Hectebus, Juggernaut Henchman, Acubus health decreased 1200, 1500, 1800->1050, 1275, 1500 Dark Archvile no longer turns into a regular Archvile on death, health increased 1200->1300 Cyberdemon rockets appearance changed to vanilla doom Cyberdemons, Masterminds damage from Dragon's Breath decreased, added proper crush pain and death states to prevent gratuitous experience for players Cyber Annihilator health decreased 6000->5500 Cyber Mastermind attack nerfed (rockets 2->1, spawncubes 4->2), bossdeath fixed Slightly reduced most monsters chance to spawn instead of regular version, exceptions are: Zombiemen, Shotgunners, Imps, Chaingunners Refined 0.11b - Rank cap increased 20->30 - USP .45 damage increased 10->12, automatic fire added for convenience - is slower than tapping - M9 damage increased 9->10, now uses Rifle Puff (small pve factor increase), automatic fire added for convenience - is slower than tapping - M93R recoil decreased - PP2000 singefire accuracy decreased 4,2,1.2->5,3,1.5 - .44 Magnum pvp factor increased 0.8->0.9 - Desert Eagle pvp factor increased 0.8->0.9 - M4A1 sustained accuracy increased 10,8,2->9,7,1.8 - AUG HBar aim/unaim speed increased, ammo pickup decreased 42,63,8->36,54,6, backpack pickup decreased 42,84->36,72 - L86 rate of fire increased, damage decreased 11->9, accuracy increased slightly, ammo capacity increased 210,336,420->252,378,504 - M240 rate of fire decreased, damage decreased 10->11 - AT4 reload speed decreased, aim speed decreased - Added another secret attachment weapon for bladehunter90 - Refined monster file: Monster Spawncube speed decreased 10->8 Cyberdemon, Cyber Annihilator movement damage to fellow monsters nerfed and readded Refined 0.11a - Fixed Dragon's Breath not doing proper damage to Cyberdemons, Masterminds - Refined monster file: Fixed Shotguns, Dragon's Breath not awarding proper EXP when attacking Cyberdemons, Masterminds Refined 0.11 - Pain recoil now has random direction - Basic Alternate Hud support added - Difficulty levels decreased 6 ->5 (default DooM count), player damage values 0.5HMP, 0.75HMP, 0.9HMP, 1UV, 1.5UV, 2.5UV -> 0.75HMP, 1HMP, 1UV, 1.5UV, 2.5UV - Shotgun damage on players increased .6 to .7 - Last Stand chance to bleed out on revival attempt decreased 1/8->1/15 - Field Supplies pickup decreased 3->2 - Voice selection text given additional colors - YET another Muzzleflash position pass, including fixed scoped offsets for Snipers - Frag Grenade ammo capacity decreased 4,8->2,4,6 - .44 Magnum given large muzzle flash, Akimbo fire sprites improved (pixel gaps in left revolver fixed) - AA-12 ammo pickups increased 4,6,1->6,9,2, OMA max ammo capacity increased 84->88, Steady Aim sustained accuracy fixed, code and bug fixes - M1014 ammo pickups increased 4,6,1->5,7,2, OMA max ammo capacity increased to 72 - SPAS-12 Rapid Fire no longer uses pump action on dry reloads - Model 1887 fire frames improved, attachment pickup fixed - Mini-Uzi accuracy non-sustained decreased, aimed accuracy increased, akimbo sustained non-steady accuracy increased - MP5K sustained accuracy increased - UMP45 sustained aimed accuracy slightly increased - FN P90 SOH reload cancel improved - FAMAS M203 ammo capacity decreased 3,6,8->2,4,6, backpack pickup decreased 3->2 - F2000 sustained accuracy increased 12->11, given small muzzle flash - FAL given large muzzle flash, slot priority increased - AUG HBar frames tweaked, rate of fire decreased, damage increased 10->11, ammo pickup increased 24,42->42,84 - MG4 frames tweaked, aimed offsets improved, aimed frames improved, Ex Mags capacity decreased 200->150 - L86 frames tweaked, capacity decreased 100->84, Ex Mags capacity decreased 200->126, ammo pickups decreased 50,100,10->42,84,8 - M240 frames tweaked, rate of fire increased, damage decreased 11->10, aimed frames improved, Ex Mags capacity decreased 200->150 - Sniper seperate explosive ammo merged back into regular ammo - rocket boxes now always give a small amount of sniper ammo - WA2000 refire slightly improved - AT4 seeking missile damage decreased - Secret attachment weapons now require combinations - Armor Bonus now ACTUALLY gives 2 armor - Refined monster file: Monster damagefactors tweaked (Pistols/Shotguns/SMGs 1.15->1.2, Rifles 1.15->1.25, LMGs 1.5->1.4) All self-reviving monsters now create hellfire effect during their resurrection Super Shotgunner postfire, pain duration increased Grenadier pain duration increased Demons bite tweaked - now damages after 1/3rd of the attack's duration Super Abaddon now fullbright to match it's hellfire effect Spectre Elemental, Kamikaze Elemental given chance to spit lost soul instead of Spectre, Kamikaze Soul respectively Kamikaze Elemental death animation fixed Revenant self-revival chances decreased Super Revenant now fullbright to match it's hellfire effect Cyberbruiser rocket attack given 37% chance to fire only 3 rockets, given 2 degrees inaccuracy Arachnotron altfires added - 25% to either fire 4 plasmaballs in a 6 degrees spread or a quick burst of 2 plasmaballs, chance to cancel main fire decreased Arachnobaron blaster attack given 4 degrees inaccuracy, knight attack duration increased, chance to cancel main fire decreased Archvile no longer raises instantly after last raise Dark Archvile no longer raises instantly after last raise, movement speed decreased 2->3 tics Cyberdemon, Cyber Annihilator given 25% to fire in a spread pattern, movement no longer damages fellow monsters Cyber Annihilator projectiles per attack decreased 6->4, chase tweaked Bossbrain (Romero Head) health decreased 1000->750, now takes triple damage from crushing (see Plutonia 2 map30) Refined 0.10 - Players no longer get telefragged while in create-a-class menu reverted for now (didn't actually work) - Last Stand now disables dropping weapons, applying attachments - Voice logic changed - speaking is now cleared on spawn, delay before speaking again increased to 2-5 seconds, fixed Last Stand voice Refined 0.09e - Tip system added - one of 62 more or less useful tips will now appear on spawn - Voice logic changed - none is now default (0) - SV_OldRegen changed to SV_RegenRate - now supports any value between 1 and 10 (previous only supported the values 1 and 7) - Perk display not showing Commando Pro fixed - Grenade no longer teleports - FAMAS M203 no longer telestomps - Launchers no longer telestomp - RPG7 fire instability increased 0 5->0 6, aimed fire instability decreased 0 5->0 4 - AT-4 backpack ammo capacity increased 2->3, OMA Pro 3->4, now supports Sleight of Hand, aimed fire vertical instability decreased 0 3->0 2 Refined 0.09d - New Perk - Commando Pro, increases knife damage to 1.3 (Commando buff decreased 1.25->1.15) - New Perk - Cold Blooded, silent footsteps & no pain kickback - New Perk - Cold Blooded Pro, invisible to seeking weapons (AT4, Archviles missiles cannot trace you) - One Man Army Pro should now properly award ammo up to the increased capacity - Intervention Explosive Rounds splash radius decreased 110->100 Refined 0.09c - Activate All Items counter from RealGuns Hardcore (Matej Zabsky) added - Weapon slot clearing logic not checking for F2000 fixed - Create-a-class menu now suppresses grenade throw, knife attack commands - Class system improved - now remembers attachments, and random weapons now get attachment as well - Class presets enhanced to match Create-a-class capabilities while still being unique - Class added - CQB, M1014 Shotgun and Desert Eagle w/ Tac Insertion, Extreme Cond., Juggernaut, Steady Aim - Class added - Rifleman, ACR and USP .45 w/ Sleight of Hand Pro, Scavenger, Steady Aim - Smoke, Muzzle Smoke variation increased - Explosion sprites evened out - Sniper Thermal grenade throw/knife attack unscope for infrared exploit fixed Refined 0.09b - Aimed fire visuals for non-full auto weapons now stays on target - Pistol Akimbo altfire now actually does nothing - SPAS-12 Rapid Fire refire improved, timing errors fixed - F2000 aimed offsets fixed - Sniper Explosive Rounds not doing damage against Cyberdemons, Masterminds fixed - M14 EBR fire frames cleaned - WA2000 bolt sound replaced with true to source one - Barrett .50cal reload frames, sound sync improved - Thumper unaimed fire added - Added XY Billboarding for all projectiles and effects, Clientsided many effects - Refined monster file: Cleaned up some code Increased duration of monster health drops 30->40 seconds Overhauled zombies and their last stand versions, as well as nazis, uziguys and imps Fixed bug in Pain Elemental, decreased chance to spit special lost souls 50%->25%, 50%->38% on death Belphegor now properly triggers boss deaths (DooM episode 1 compatibility) Stone Knight, Cybruiser now cannot be raised if they cube respawn on their own Arachnobaron no longer counts as boss monster, now has melee attack, ranged attacks less, obituary fixed Refined 0.09a - Weapon slot clearing logic delayed - no longer messes with random weapons class - Last stand should no longer cause corpses to stand up - One Man Army, Scavenger perks pickups now also rewards player with backpack - Tweaked GLDefs - Sniper Explosive Rounds friendly fire exploit fixed - M14 EBR failing to pick up for Explosive Rounds ammo fixed - WA2000 failing to pick up for Explosive Rounds ammo fixed - Added another secret attachment weapon Refined 0.09 - Players no longer get telefragged while in create-a-class menu - Ranking up no longer reduces health if over new maximum - Dragon's Breath attachment renamed Fire Ammo - applies Dragon's Breath to shotguns, Explosive Rounds to snipers - Shotgun Dragon's Breath puff scale slightly decreased 1->0.9 - MP5K aimed offsets improved - F2000 aimed offsets improved - M16A4 fire frames improved, aimed offsets improved - AK-47 fire frames improved, aimed offsets improved - FAL sustained aimed accuracy decreased 1.2->2.0 - All Snipers now support Fire Ammo attachment - M14 EBR Ex Mags hud display fixed - Barrett .50cal Ex Mags hud display fixed - Grenade pin pull sound sync improved - Added a second secret attachment weapon - Refined monster file: Fixed Zombie type monsters not doing proper damage on players Replaced Zombieman Last Stand Desert Eagle variant with USP .45 Software rendering of Monster BFG, Blaster, Rocket effects improved Slightly reduced following monsters chance to spawn instead of regular version: Cyber Annihilator, Cyber Mastermind Refined 0.08c - Culled respawn, enter script repeating from several PRO perks - Ranking up while in last stand now brings you to your feet, added extra bonus ammo for last stand weapons - Weapon Slot clearing logic added to Perk Display (use with show perks bind and auto-run when respawning) - Being able to pick up One Man Army when already in inventory fixed - Further reload sound logic improvements for many weapons - Explosion effects further improved - FAL aimed accuracy bug fixed, accuracy increased 7 12, 5 10, 0.6 1.8->6 10, 4 8, 0.6 1.2 - Health Bonus, Armor Bonus now give 2 health, armor respectively - Invulnerability respawn time increased 30->60 seconds - Refined monster file: Monster Health Bonus drop count decreased by half, will fade out over 30 seconds Fixed Imp ghosts not materializing fully when shot at (0.08 change was not properly saved) Renamed spectre blood demon, spectre stone demon to blood spectre, stone spectre respectively Slightly nerfed Archvile, Dark Archvile raise time and power Slightly reduced following monsters chance to spawn instead of regular version: Flak Cannon Revenant, Kamikaze Elemental, Spectre and Stone Knights, Cybruiser, Belphegor, Dark Archvile Refined 0.08b - Improved Tac Insertion, Revival Kit raise states, Revival Kit medikit health increased 30->35 - Field Supplies capacity increased 6/8->8/10/12oma, amount from backpack decreased 2->1, added hud graphic - Muzzleflash position pass for M16A4, SCAR-H, AK-47, FAL, Aug HBar, MG4, L86, M240 - .44 Magnum fire sprites tweaked, cleaned - UMP45 reload sounds changed from A_PlaySoundEx soundslot5 to A_PlayWeaponSound (better net sync) - M4A1 sustained accuracy increased 11, 9, 2.2->10, 8, 2 - FAMAS accuracy tweaked 8 10 10, 5 7 7, 1.6 2 2->8 9 10, 6 7 8, 1.6 1.8 2, M203 starting ammo decreased 4->3 - M16A4 accuracy increased 8 9 10, 5 6 7, 1.6 1.8 2->7 8 9, 5 6 7, 1.4 1.6 1.4 - SCAR-H sustained fire accuracy increased 10, 8, 2->9, 7, 1.8 Refined 0.08a - Player being ignored by monsters FIXED Refined 0.08 - Player invulnerability on spawn when using create-a-class decreased 54->49 tics - Player being ignored by monsters fixed - Rank limit increased 15->20, rank up message changed - Tactical Insertion, Revival Kit revamped with unique idle sprites, improved SOH times, sound sync - Both tools now use field supplies (formerly revival kit) as ammo, capacity 5/10->6/8/10, chance for field supplies to spawn over stimpaks 1/4->1/3 - Last Stand chance to bleed out on revival attempt decreased 1/8->1/9 - .44 Magnum Tac Knife muzzleflash positions improved - Desert Eagle aimed fire not using proper puff fixed, dry reload sound improved, Tac Knife muzzleflash positions improved - AA-12 ammo capacity increased 8 - M1014 ammo capacity increased 4 - SCAR-H ammo pickups tuned - FAL Starting ammo decreased 20 - Fixed a secret - Refined monster file: Reduced rate of fire from Last Stand zombies Fixed Imp ghosts not materializing fully when shot at Improved Impboy (but slightly reduced chance to spawn) Rebalanced chaingunners Fixed Striker variant of flak cannon revenant Refined 0.07e - Cleared a few empty lines at the start of files - Properly ported Grenade scale, bounce factor to Zombie grenades - Refined monster file: Improved color translations for Dr Dudes, Zombie Players Redone Chaingunners, Double Chaingunners - now comes in 2 variants of each Made Stone Demons faster at nightmare, fastmonsters settings Sniper revenant damage decreased, accuracy increased Added Health bonus drops to permanent deaths of Hellknight, Baron of Hell, Belphegor and all Cacodemons Refined 0.07d - Sniper damage on players increased .6 to .7 - Grenade bounce factors decreased, bounce sound frequency decreased - M9 Akimbo muzzleflash offsets improved - G18 Akimbo muzzleflash offsets improved - FAL aimed fire accuracy increased, added sustained aimed fire state with reduced accuracy - Refined monster file: Added GLDef for Uzi Guy Tweaked zombiemen fire chance and accuracy Visual scale of revenants decreased 1->0.85 Added variants of green revenant (shotgun revenant) - variants are model 1887 and striker Added sniper revenant (nearly 50% chance to spawn instead of default) - fires and drops a sniper weapon Belphegor, Cybruiser health decreased 1500->1250, 2000->1500 Decreased Arachnobaron health 1200->1000, added slight chance to abort blaster firing despite target in sight Increased Arachnotron health 500->600, added minimal chance to abort plasma firing despite target in sight Monster Spawning Cubes size increased 16->20 to reduce chance of monsters spawning stuck in a wall Refined 0.07c - Last Stand bleeding out after revival fixed, logic improved - Tactical Insertion, Dragon's Breath attachment added to random selection - M93 Raffica added to create-a-class menu and random selection - Striker Dragon's Breath spread increased 6->7, code cleaned up - Ranger now supports Dragon's Breath attachment - UMP45 aimed fire cleaned a little more - FAMAS can be picked up if full ammo but not full M203 grenades - Thumper aimed move speed sticking fixed Refined 0.07b - Slightly improved menu handling and visual - Monsters will now ignore players in create-a-class menu - Akimbo handguns should clear left fire tag on reloading (to prevent akimbo desync bug) - .44 Magnum Akimbo reload time increased 12, 10 tics - Model 1887 Dragon's Breath buffed ever so lightly, fire empty and fire aim empty fixed - UMP45 aimed fire sprites tweaked - FAMAS M203 crosshair logic changed (no longer blocks automap, not visible when reloading) - Thumper crosshair added (not visible when aiming or reloading) Refined 0.07a - Removed unwanted line in class creation (it ate an AR slot) - Tactical Insertion made invulnerable for now Refined 0.07 - Switching to main weapon on class/random creation reverted due to netplay bug - When netplay, checking other clients for inventory, perks HOPEFULLY FIXED THIS TIME - Autoswapping to newly attached weapon disabled due to netplay bug - Improved weapon sorting - Software rendering smoke puffs, explosion effects improved - Muzzle flash sizes decreased .15->.12, .2->1.6 - Iron Sights accuracy pass (iron sights are slightly less accurate overall, and more reliant on the weapon type and rate of fire) - UMP45 accuracy decreased slightly - Vector accuracy decreased slightly - ACR given small muzzle flash - SCAR-H given large muzzle flash - possible AT4 fix Refined 0.06 - Switching to main weapon on class/random creation added. - Fixed triggered actions on respawn (aim, reload, knife attack, grenade throw) - When netplay, checking other clients for inventory, perks fixed - When netplay, attachment not properly switching to modded weapon maybe fixed - Added Tactical Insertion to level up selection - Proper icon for Last Stand Pro - All Akimbo weapons given unique obituaries, reload sounds improved - minor reload time increase for most, G18 and Mini-UZI given extra reload time - All Dragon's Breath Shotguns given unique obituaries - Sniper scope instability when unscoped fixed, instability strength and speed reduced - USP .45 Ex Mags, Akimbo ammo display improved - M9 pickup not checking for Tac Knife, Akimbo fixed - M93 Raffica accuracy increased 8->5,6, 6->3,4 - G18 pickup not checking for Akimbo fixed - AA-12 damage increased 40->44, 46->51, Ex Mags ammo capacity decreased 16->12, now supports Dragon's Breath attachment - Model 1887 now supports Ex Mags, Dragon's Breath attachments - FAMAS using Ex Mags on M203 while already having Ex Mags fixed - Refined monster file: Zombie Player given unique skin from Realm677; Courtesy Tormentor667, Bouncy, Dreadopp & Ixnatiful Added chance for gib piles and dead marines not to raise at all Added variety to zombie Player, Dr Dudes and Zombieguys. They now have randomized weaponry. Stone Knight revival chance reduced, health reduced 1000->900 Refined 0.05 - Fixed players blocking eachother despite SV_UnblockPlayers 1 - Fixed monsters calling target down and gaining experience, levels - Cleaned a few weapon fire frames of white specks - P90 magazine pull sound sync improved - M4A1 aimed accuracy decreased 0.5 1 -> 0.5 1.5 - ACR damage increased 9->10, rate of fire decreased 1 tic, accuracy increased 8 12, 6 8, 0.5 1.5 -> 6 8, 4 6, 0.5 1 - SCAR-H aimed accuracy decreased 0.5 1 -> 0.5 1.5 - MG4 reload time decreased, frames trimmed Refined 0.04 - Voice selection text given additional colors - Last Stand Pro no longer requires Last Stand - Revival system tweaked for better performance - M9 damage decreased 9.5->9 - Striker Dragon's Breath slightly nerfed - M1014 Dragon's breath slightly nerfed - UMP45 ammo pickups tweaked (16 24->15 22), bolt pull frames tweaked, bolt sound replaced - P90 damage reduced 8->7, tactical reload end frames further improved, bolt sound sync improved - M4A1 bolt sound sync improved - M16A4 stalling dry reload frame removed - Steyr HBar magazine pull, bolt sound sync improved - MG4 bolt sound sync improved - M240 bolt sound sync improved - Refined monster file: removed random pitch from class, upgrade, level up sounds and limited them to 1 Fixed Shotgunner alert sound, explosive barrel fixed when respawning enabled Refined 0.03 - Weapon slots rearranged again 1: Menu, Kits 2: Handguns 3: Shotguns 4: SMGs 5: ARs 6: Snipers, LMGs, Explosives - Further muzzleflash position passes - M9 Akimbo, Tac recoil fixed - SPAS-12 fixed Ex Mags pump action - Striker now supports Dragon's Breath attachment - M1014 magazine sizes / refire tapping reverted, now supports Dragon's breath attachment - AA-12 magazine pull sound sync improved - F2000 magazine pull sound sync improved - FAL offsets improved (moved to the right) - WA2000 magazine pull, bolt sound sync improved - Refined monster file: Further Boss EXP fixes, Cyberdemon overall EXP increased Refined 0.02 - Player damage from Player Shotguns 1->0.8 (hopefully will improve PvP) - Weapon slots simplified and rearranged for better usability 1: Menu, Kits 2: Handguns 3: Shotguns, SMGs 4: ARs 5: Snipers, LMGs, Explosives - Most Automatic weapons' gunflash frames tweaked for better player skin firing effect - Shotgun pellet count reverted - negatively affected screen recoil of player victims - Large Muzzleflash (LMG's, certain AR's) size decreased .25->.2 - M9, M9 w/ Tac Knife magazine release, insert, action sound sync improved - SPAS-12 aim offsets improved, Dragon's Breath given "Dragon" damagetype (to be used with refined monster file) - FN P90 tactical reload end frames improved - F2000 aim offsets improved, bolt sound sync further improved (one frame wasn't satisfactory, let's try two) - Aug HBar aim offsets improved - L86 magazine pull, bolt sound sync improved - Refined monster file adds GLDefs for monsters, removes blank raise states from pain elementals and archviles Adds "Dragon" damagetype painstate to Cyberdemon, Spider Mastermind tier monsters to prevent easy EXP exploit with Dragon's Breath Refined 0.01 (Unofficial patchmod by -Jes-) - Health bonus per player level decreased 5->3 - Players can now be gibbed - Player movement volume 1 run .25 aim->.6 run .3 aim, run falloff range 100 500->150 700 - Added support for alt skins (see ZDooM altskin for more info) - Player voice logic improved - no longer speaks while already speaking - Player sound logic improved - Pain can be overridden by skin, Hurt sounds for female gender added (source: Selene Skin) - Added server CVar SV_NoVoice - 1 disables all voicing (default 0) - Basic GLDefs added - Weaponslots reconfigured Max 1 AR, 2 with OMA Max 1 Shotgun/SMG, 2 with OMA Max 1 Heavy (LMGs, Snipers, Explosives) Total 6 weapons, formerly 7 - Weaponreplacers tweaked - Weapons will now spawn near their tier (AR's slot 3-6, Shotguns/SMGs slot 2-4) - Weapon respawn time increased 1s->2s - Ammoreplacers tweaked - Pistol, Sniper ammo less frequent - Ammo sprites tweaked - Sizes tweaked 0.75->0.8 (AR, SMG, Shells, Sniper) 0.5->0.6 (Handgun) 0.75->0.7 (Explosives) Colors tweaked (SMG blue, Handgun beige) - Muzzleflash position pass - Hit smokepuffs opacity and scale reduced - firing sprites improved for: .44 Magnum, Model 1887, Ranger, SPAS-12, M1014, UMP45 - Frag Grenade scale increased .16->.18, new obituary for thrown grenades, added 1in5 chance to bounce being silent - Fixed OMA weaponslots not applying until after death/map change - Removed Last Stand perk from berserk randomreplacer - Revival Kit chance to spawn over stimpaks 1/3->1/4 - Tactical Insertion in create a class Attachments list fixed, use volume falloff range 250 -> 350 - PP2000 bolt sound sync improved - ALL Shotguns' pellet count increased (nearly doubled), damage remains the same - SPAS-12 Pro OMA ammo cap increased 56->64, Ex Mags magazine decreased 16->12, fixed 'jump' at end of fire sequence Pump-action system added, now supports rapid fire attachment (Semi-Auto, sound source: Mungmods) - M1014 magazine increased 4->6, Ex Mags magazine increased 6->8, short range pellets changed 3*8->4*6, refire tapping reduced - MP5K bolt, clip out sounds sync improved - TDI Vector bolt sound sync improved - UMP45 magazine sizes decreased 32->30, 48->45, Ammo caps decreased to 150, 270, pulls bolt on dry reload (doctored frames) - P90 Ammo caps decreased 300->250, 450->400 - FAMAS Ammo caps decreased 180->150, 270->240, accuracy reduced 10f .5a 5s -> 10f 1a 7s, refire tapping improved - M203 grenade insert sound sync improved, bolt sound sync improved, bolt wobble frame removed - SCAR-H damage increased 10->12, Ammo caps increased 120->140, 180->200 - M16A4 Recoil decreased, refire tapping improved - ACR magazine insert sound sync improved - F2000 bolt sound sync improved - FAL flicker on last round while aiming fixed, refire tapping improved, bolt sound sync improved - AK47 Ammo caps decreased 180->150, 270->240, damage increased 10->11, aim fire sprites tweaked (sights will stay on target) - M240 damage increased 10->11, Grip Recoil increased, ammo capacity 200,400,600->200,300,400 - L86 damage decreased 12->11, full auto accuracy 12->10, ammo capacity 200,400,600->200,300,400 - MG4 damage decreased 11->10, ammo capacity 200,400,600->200,300,400 ---Real Guns Advanced 2: Refined--- ==Refined Code== Refined by: -Jes- Original mod by by: VoltlocK Additional fixes by: Matěj "CommanderZ" Zábský ==Weapons graphics, audio== Conversions by: VoltlocK, BladeHunter90 Fixes, edits by: -Jes-, Matěj "CommanderZ" Zábský Original content from Call of Duty: Modern Warfare 2 by Infinity Ward and Activision ==Additional Code== Thru-Bullets by: TerminusEst13, Ijon Tichy, President Purple (Samsara) CustomInventory Weapon Stay by: TerminusEst13, Ijon Tichy, President Purple (Samsara) Fun Stuff by: Ijon Tichy (Dakka) ==Real Guns Hardcore== Created by: Matěj "CommanderZ" Zábský Assorted Credits: Dark-Slayer, Nanami, Ghastly_dragon, Keksdose, Espi, Ebola, Jimmy, Eriance, Vader, WhoDaMan, Xaser, Quasar, Dreadopp, ItsNatureToDie, neoworm, scalliano, Icytux, zrrion the insect, Lord_Z, Captain Toenail, Cryptic, AgentSpork, The Dark Archon, The Ultimate Doomer, DBThanatos, Xim, Mungbean, Blox and Se7eNytes Call of Duty: Modern Warfare 2 is developed by Infinity Ward and is published by Activision and Square Enix DOOM and DOOM 2 are developed by Id Software and is the property of ZeniMax Media Real Guns Advanced 2: Refined is a freely available mod for the Zandronum Source Port of DOOM - No infringement intended If someone is missing or misattributed in the credits lists, then please contact -Jes- immediately in order to remedy the discrepancy ---Bestiary--- =Annihilator - Cyber Lord= Submitted: Tormentor667 Decorate: Eriance GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps) Sounds: Id Software, Midway Sprites: Id Software, Raven Software, Wolfendoom Sprite Edit: Eriance =Cyber Mastermind= Submitted: Tormentor667 Decorate: Nanami GLDEFs: Ghastly Dragon Sounds: Id Software Sprites: Id Software Sprite Edit: Nanami =Diabolist - Dark Archvile= Submitted: Tormentor667 Decorate: Eriance GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps) Sounds: Id Software, Raven Software, Rogue Entertainment, Eriance Sprites: Id Software, Raven Software Sprite Edit: Eriance =Arachnobaron= Submitted: WhoDaMan Decorate: WhoDaMan GLDefs: Sandypaper (Brightmaps) Sounds: Id Software Sprites: Id Software Sprite Edit: WhoDaMan =Cybruiser= Submitted: Tormentor667 Decorate: Eriance GLDEFs: Dreadopp, Sandypaper (Brightmaps) Sounds: id Software, Eriance Sprites: id Software, Raven Software, Wolfendoom Sprite Edit: Eriance =Baron of Hell Alt Deaths= Sprites: Vader (Lord of Heresy death) Sprites: Vader (Hell Warrior death), ItsNatureToDie =Stone Knight= Concept: Tormentor667's Warlord of Hell =Albino Mancubus - Acubus= Sprites: Id Software Sprite Edit: Mr. John Pinkertin =Hectebus= Submitted: Tormentor667 Decorate: AgentSpork, Carnevil, Ghastly_dragon GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps) Sounds: Blizzard Entertainment, Vader, Id Software Sprites: Id Software, Midway Sprite Edit: AgentSpork =Abaddon= Concept: The Skulltag Team's Abaddon =Cacolantern= Concept: The Skulltag Team's Cacolantern =Beam Revenant - Sniper Revenant= Submitted: Captain Ventris Decorate: Captain Ventris GLDEFs: Captain Ventris Sounds: Id Software Sprites: Id Software Sprite Edit: Spectator =Stone Demon= Concept: Dutch Devil, Tormentor667's Plasma Demon =Demon Alt Death= Sprites: Neoworm (Blood Demon death) =Double Chaingunner - Elite Commando= Submitted: Tormentor667 Decorate: Eriance GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps) Sounds: Midway Sprites: Id Software, Eriance Sprite Edit: Eriance =Super Shotgun Zombie - Captain= Submitted: Tormentor667 Decorate: Rhoq, Aerial GLDefs: Dreadopp Sounds: Id Software Sprites: The Skulltag Team =Dr. Dude - Scientist= Sprites: JAM Productions, Apogee Software =Pistol Zombie - Trooper= Submitted: BlueFireZ88 Sprites: Id Software Sprite Edit: BlueFireZ88 ---Items--- =Medpack - Revival Kit Medikit= Submitted: Dreadopp Decorate: Dreadopp Sounds: Id Software Sprites: Id Software Sprite Edit: Dreadopp =Portable Rejuvenation Unit - Health Bonus= Submitted: Blue Shadow Decorate: Blue Shadow Sprites: Rogue Entertainment Sprite Edit: Blue Shadow =Small Blood Container - Monster Health Drop= Submitted: Lucario Decorate: Lucario Sounds: Raven Software Sprites: Raven Software Sprite Edit: Lucario =Armor Shard - Armor Bonus= Submitted: Infirnex Decorate: Infirnex GLDefs: Infirnex Sprites: ID Software Sounds: ID Software Sprite Edit: Infirnex =Tech Armor - Armors= Submitted: Ghastly_dragon Decorate: Ghastly_dragon Sounds: Id Software, Raven Software Sprites: Id Software Sprite Edit: Ghastly_dragon, -Jes- gameinfo { creditpage = "CREDIT", "HELP1" titlemusic = "$MUSIC_INTRO" titletime = 5 finalemusic = "$MUSIC_VICTOR" finaleflat = "FLOOR4_8" finalepage = "HELP1", "VICTORY2", "ENDPIC" infopage = "HELP2", "HELP1" quitsound = "brain/sight" borderflat = "FLOOR7_2" drawreadthis = true intermissionmusic = "D_INTER" } clearskills skill real1 { AmmoFactor = 2 DamageFactor = 0.75 SpawnFilter = "Normal" Name = "Easy" textcolor = blue mustconfirm = "Barely a challenge. Are you sure?" autousehealth easybossbrain Key = "1" } skill real2 { AmmoFactor = 1 DamageFactor = 1.25 SpawnFilter = "Normal" Name = "Medium" mustconfirm = "Fairly trivial if you're skilled." textcolor = green autousehealth Key = "2" } skill real3 { AmmoFactor = 1 DamageFactor = 1.25 SpawnFilter = "Hard" Name = "Hard" mustconfirm = "More monsters. How it's meant to be." textcolor = yellow autousehealth Key = "3" } skill real4 { Aggressiveness = 0.5 AmmoFactor = 1 DamageFactor = 1.875 SpawnFilter = "Hard" Name = "Softcore" textcolor = orange mustconfirm = "+ 50% damage. Ready for it?" autousehealth Key = "4" } skill real5 { Aggressiveness = 1 AmmoFactor = 1 DamageFactor = 2.5 SpawnFilter = "Hard" Name = "Hardcore" textcolor = red mustconfirm = "Come on, man, it's double damage!!" autousehealth Key = "5" }[enu default] OB_SUICIDE = "%o bled out."; OB_EXIT = "%o could not be revived, and bled out.";WeaponSection "RealGunsUltimate" setslot 1 "RandomThing" "Menu" "TacticalInsertion" "Revival Kit" setslot 2 "Beretta M9" "Beretta M9 Ex Mags" "Beretta M9 Akimbo" "Beretta M9 Tac Knife" "H&K USP45" "H&K USP45 Ex Mags" "H&K USP45 Akimbo" "H&K USP45 Tac Knife" "Beretta M93 Raffica" "Beretta M93 Raffica Ex Mags" "Beretta M93 Raffica Auto" "PP-2000" "PP-2000 Ex Mags" "PP-2000 Akimbo" "Glock 18" "Glock 18 Ex Mags" "Glock 18 Akimbo" ".44 Magnum" ".44 Magnum Akimbo" ".44 Magnum Tac Knife" "IMI Desert Eagle" "IMI Desert Eagle Ex Mags" "IMI Desert Eagle Akimbo" "IMI Desert Eagle Tac Knife" setslot 3 "Atchisson AA-12" "Atchisson AA-12 Ex Mags" "Atchisson AA-12 Grip" "Atchisson AA-12 Dragon" "Benelli M4" "Benelli M4 Ex Mags" "Benelli M4 Grip" "Benelli M4 Dragon" "Striker-12" "Striker-12 Ex Mags" "Striker-12 Grip" "Striker-12 Dragon" "Franchi SPAS-12" "Franchi SPAS-12 Ex Mags" "Franchi SPAS-12 Grip" "Franchi SPAS-12 Rapid Fire" "Franchi SPAS-12 Dragon" "Model 1887" "Model 1887 Ex Mags" "Model 1887 Fine Tuned" "Model 1887 Solid Slugs" "Model 1887 Dragon" "Sears Ranger" "Sears Ranger Dragon" setslot 4 "Mini-UZI" "Mini-UZI Ex Mags" "Mini-UZI Akimbo" "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" "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" "FN M240" "FN M240 Ex Mags" "FN M240 Grip" setslot 7 "M79 Thumper" "M79 Thumper Stun" "M79 Thumper Incendiary" "RPG-7" "RPG-7 Incendiary" "AT4-CS" "AT4-CS Incendiary" addkeysection "Real Guns Ultimate" RealGuns addmenukey "Reload" reload addmenukey "Equipment/Grenade" grenade addmenukey "Knife attack" knife addmenukey "Drop Weapon" dropcurrent addmenukey "Change Voice" voice addmenukey "View Perks" perks addmenukey "Reset Class" resetclass defaultbind r reload defaultbind q grenade defaultbind f knife defaultbind x dropcurrent alias reload "puke 601" alias grenade "puke 603" alias knife "puke 604" alias dropcurrent "puke 621" alias classmenu "puke 613" alias voice "puke 626" alias perks "puke 634" alias resetclass "puke 641" clearplayerclasses Addplayerclass RGUPlayer_Create Addplayerclass RGUPlayer_Randomm9/fire m9 m9/clipin m9clipin m9/clipout m9clipou m9/slide1 m9slide1 m9/lock m9lockba m9/select m9select $random u45/fire { u45/fire1 u45/fire2 u45/fire3 u45/fire4} u45/fire1 uspfire1 u45/fire2 uspfire2 u45/fire3 uspfire3 u45/fire4 uspfire4 $random 44magnum/fire { 44magnum/fire1 44magnum/fire2 44magnum/fire3} 44magnum/fire1 magnfir1 44magnum/fire2 magnfir2 44magnum/fire3 magnfir3 44magnum/out magnclpo 44magnum/in magnclpi 44magnum/click magnclp2 g2/clipin famaclpi g2/clipout famaclpo g2/bolt famabolt $random g2/fire { g2/fire1 g2/fire2 } g2/fire1 famfire1 g2/fire2 famfire2 $random m203/fire { m203/fire1 m203/fire2 } m203/fire1 grenfir1 m203/fire2 grenfir2 m203/open grenopen m203/in grenin m203/close grenclos $random fal/fire { fal/fire1 fal/fire2 fal/fire3 fal/fire4 } fal/fire1 falfire1 fal/fire2 falfire2 fal/fire3 falfire3 fal/fire4 falfire4 fal/select falselec fal/clipin falclipi fal/clipout falclipo fal/bolt falbolt $random spas/fire { spas/fire1 spas/fire2} $random spas/fireempty { spas/fire3 spas/fire4} spas/fire1 spasfir1 spas/fire2 spasfir2 spas/fire3 spasfir3 spas/fire4 spasfir4 $random spas/insert { spas/insert1 spas/insert2} spas/insert1 spasshl1 spas/insert2 spasshl2 spas/pump spaspump $random aa12/fire { aa12/fire1 aa12/fire2 aa12/fire3 } aa12/fire1 aa12fir1 aa12/fire2 aa12fir2 aa12/fire3 aa12fir3 aa12/clipout aa12clpo aa12/clipin aa12clpi aa12/bolt aa12bolt aa12/select aa12sele $random ump45/fire { ump45/fire1 ump45/fire2 ump45/fire3 ump45/fire4 } ump45/fire1 umpfire1 ump45/fire2 umpfire2 ump45/fire3 umpfire3 ump45/fire4 umpfire4 ump45/clipout umpclipo ump45/clipin umpclipi ump45/bolt umpbolt $random vector/fire { vector/fire1 vector/fire2 vector/fire3 } vector/fire1 vecfire1 vector/fire2 vecfire2 vector/fire3 vecfire3 vector/bolt vecbolt vector/clipout vecclipo vector/clipin vecclipi $random uzi/fire { uzi/fire1 uzi/fire2 uzi/fire3 uzi/fire4 } uzi/fire1 uzifire1 uzi/fire2 uzifire2 uzi/fire3 uzifire3 uzi/fire4 uzifire4 uzi/bolt uzibolt uzi/clipin uziclipi uzi/clipout uziclipo $random p90/fire { p90/fire1 p90/fire2 p90/fire3 } p90/fire1 p90fire1 p90/fire2 p90fire2 p90/fire3 p90fire3 p90/fire4 p90fire4 p90/clipout p90clipo p90/clipin p90clipi p90/hit p90hit p90/bolt p90bolt $random m79/fire {m79/fire1 m79/fire2 } m79/fire1 thumfir1 m79/fire2 thumfir2 m79/select m79selec m79/deselect m79desel m79/open thumopen m79/out thumout m79/in thumin m79/close thumclos $random acr/fire { acr/fire1 acr/fire2 acr/fire3 } acr/fire1 acrfire1 acr/fire2 acrfire2 acr/fire3 acrfire3 acr/clipout acrclipo acr/clipin acrclipi acr/bolt acrbolt at4/fire avrilfir seek/lock seeklock seek/lost seeklost intervention/fire intfire1 intervention/dry intboltd intervention/open intbolto intervention/close intboltc intervention/clipout intclipo intervention/clipin intclipi $random barrett/fire { barrett/fire1 barrett/fire2 barrett/fire3 } barrett/fire1 ba50fir1 barrett/fire2 ba50fir2 barrett/fire3 ba50fir3 barrett/clipout barrclpo barrett/clipin barrclpi barrett/bolt barrbolt $random misc/footstep { step/step1 step/step2 step/step3 step/step4 step/step5 step/step6 } $random misc/footstep2 { step/step1 step/step2 step/step3 step/step4 step/step5 step/step6 } $random misc/footstep3 { step/step1 step/step2 step/step3 step/step4 step/step5 step/step6 } step/step1 step01s step/step2 step02s step/step3 step03s step/step4 step04s step/step5 step05s step/step6 step06s $random mg4/fire { mg4/fire1 mg4/fire2 mg4/fire3 } mg4/fire1 mg4fire1 mg4/fire2 mg4fire2 mg4/fire3 mg4fire3 mg4/reload1 mg4relo1 mg4/reload1soh mg4rsoh1 mg4/reload2 mg4relo2 mg4/reload3 mg4relo3 mg4/reload4 mg4relo4 mg4/reload5 mg4relo5 mg4/reload6 mg4relo6 $random g18/fire { g18/fire1 g18/fire2 g18/fire3 } g18/fire1 g18fire1 g18/fire2 g18fire2 g18/fire3 g18fire3 g18/clipout g18clipo g18/clipin g18clipi g18/bolt g18bolt $random tactical/insert { tactical/insert1 tactical/insert2 } tactical/insert1 tactins1 tactical/insert2 tactins2 tactical/flare flares1 $random pp2000/fire { pp2000/fire1 pp2000/fire2 pp2000/fire3 } pp2000/fire1 pp20fir1 pp2000/fire2 pp20fir2 pp2000/fire3 pp20fir3 pp2000/clipoutsoh pp20csoh pp2000/clipout pp20clpo pp2000/clipin pp20clpi pp2000/bolt pp20bolt pp2000/boltsoh pp20bsoh $random scar/fire { scar/fire1 scar/fire2 scar/fire3 } scar/fire1 scarfir1 scar/fire2 scarfir2 scar/fire3 scarfir3 scar/clipout scarclpo scar/clipin scarclpi scar/bolt scarbolt $random m4a1/fire { m4a1/fire1 m4a1/fire2 m4a1/fire3 } m4a1/fire1 m4a1fir1 m4a1/fire2 m4a1fir2 m4a1/fire3 m4a1fir3 m4a1/clipout m4a1clpo m4a1/clipin m4a1clpi m4a1/bolt m4a1bolt $random ranger/fire { ranger/fire1 ranger/fire2 ranger/fire3 } ranger/fire1 rangfir1 ranger/fire2 rangfir2 ranger/fire3 rangfir3 ranger/open rangopen $random ranger/in { ranger/in1 ranger/in2 } ranger/in1 rangin1 ranger/in2 rangin2 ranger/close rangclos $random f2000/fire { f2000/fire1 f2000/fire2 f2000/fire3 } f2000/fire1 f200fir1 f2000/fire2 f200fir2 f2000/fire3 f200fir3 f2000/clipout f200clpo f2000/clipin f200clpi f2000/bolt f200bolt $random mp5k/fire { mp5k/fire1 mp5k/fire2 mp5k/fire3 } mp5k/fire1 mp5kfir1 mp5k/fire2 mp5kfir2 mp5k/fire3 mp5kfir3 mp5k/clipout mp5kclpo mp5k/clipsoh mp5kclps mp5k/clipin mp5kclpi mp5k/bolt mp5kbolt $random m93r/fire { m93r/fire1 m93r/fire2 m93r/fire3 } m93r/fire1 m93rfir1 m93r/fire2 m93rfir2 m93r/fire3 m93rfir3 m93r/clipout m93rclpo m93r/clipin m93rclpi m93r/bolt m93rbolt $random m16/fire { m16/fire1 m16/fire2 m16/fire3 } m16/fire1 m16afir1 m16/fire2 m16afir2 m16/fire3 m16afir3 m16/clipout m16aclpo m16/clipin m16aclpi $random ak47/fire { ak47/fire1 ak47/fire2 ak47/fire3 } ak47/fire1 ak47fir1 ak47/fire2 ak47fir2 ak47/fire3 ak47fir3 ak47/clipout ak47clpo ak47/clipin ak47clpi ak47/bolt ak47bolt $random striker/fire { striker/fire1 striker/fire2 striker/fire3} striker/fire1 strkfir1 striker/fire2 strkfir2 striker/fire3 strkfir3 $random striker/insert { striker/insert1 striker/insert2} striker/insert1 strkin1 striker/insert2 strkin2 striker/up strkopen striker/down strkclos $random hbar/fire { hbar/fire1 hbar/fire2 hbar/fire3 } hbar/fire1 hbarfir1 hbar/fire2 hbarfir2 hbar/fire3 hbarfir3 hbar/clipout hbarclpo hbar/clipin hbarclpi hbar/bolt hbarbolt hbar/up hbarup $random wa2000/fire { wa2000/fire1 wa2000/fire2 wa2000/fire3 wa2000/fire4 } wa2000/fire1 wa20fir1 wa2000/fire2 wa20fir2 wa2000/fire3 wa20fir3 wa2000/fire4 wa20fir4 $random deagle/fire { deagle/fire1 deagle/fire2 deagle/fire3 deagle/fire4 } deagle/fire1 deagfir1 deagle/fire2 deagfir2 deagle/fire3 deagfir3 deagle/fire4 deagfir4 deagle/clipout deagclpo deagle/clipin deagclpi deagle/bolt deagbolt $random m1014/fire { m1014/fire1 m1014/fire2 m1014/fire3 m1014/fire4} m1014/fire1 m101fir1 m1014/fire2 m101fir2 m1014/fire3 m101fir3 m1014/fire4 m101fir4 $random m1014/insert { m1014/insert1 m1014/insert2} m1014/insert1 m101in1 m1014/insert2 m101in2 $random m240/fire { m240/fire1 m240/fire2 m240/fire3 m240/fire4 } m240/fire1 m240fir1 m240/fire2 m240fir2 m240/fire3 m240fir3 m240/fire4 m240fir4 m240/reload1 m240rel1 m240/reloadsoh1 m240soh1 m240/reload2 m240rel2 m240/reload3 m240rel3 m240/reload4 m240rel4 m240/reload5 m240rel5 m240/reload6 m240rel6 $random l86/fire { l86/fire1 l86/fire2 l86/fire3 } l86/fire1 l86fire1 l86/fire2 l86fire2 l86/fire3 l86fire3 l86/clipout l86clipo l86/clipsoh l86clips l86/clipin l86clipi l86/bolt l86bolt rpg/fire rpgfire rpg/fly rpgfly rpg/in rpg7clpi $random m1887/fire { m1887/fire1 m1887/fire2 m1887/fire3 m1887/fire4 } m1887/fire1 m887fir1 m1887/fire2 m887fir2 m1887/fire3 m887fir3 m1887/fire4 m887fir4 m1887/fireempty m887fir0 m1887/click m887open m1887/clack m887clos m1887/open m887open m1887/close m887clos $random m1887/insert { m1887/in1 m1887/in2 m1887/in3 } m1887/in1 m887in1 m1887/in2 m887in2 m1887/in3 m887in3 $random grenade/lob { grenade/lob1 grenade/lob2 grenade/lob3 grenade/lob4 blanksnd blanksnd } grenade/lob1 grenlob1 grenade/lob2 grenlob1 grenade/lob3 grenlob3 grenade/lob4 grenlob4 $random m14/fire { m14/fire1 m14/fire2 m14/fire3 } m14/fire1 m14efir1 m14/fire2 m14efir2 m14/fire3 m14efir3 m14/clipout m14eclpo m14/clipin m14eclpi m14/bolt m14ebolt $random dragon/fire { dragon/fire1 dragon/fire2 } dragon/fire1 dragbrt1 dragon/fire2 dragbrt2 $random weapon/draw { weapon/draw1 weapon/draw2 weapon/draw3 } weapon/draw1 wepup1 weapon/draw2 wepup2 weapon/draw3 wepup3 $random weapon/down { weapon/down1 weapon/down2 weapon/down3 } weapon/down1 wepdown1 weapon/down2 wepdown2 weapon/down3 wepdown3 weapon/wellbonk wellbonk pickup/backpack pkupback pickup/armor pkuparmo pickup/stim pkupstim pickup/healthbonus pkupstim pickup/medi pkupmedi pickup/armorbonus pkupambo revival/open rangopen revival/insert scarbolt $rolloff 44magnum/fire 500 2500 $rolloff u45/fire 400 2000 $rolloff g2/fire 500 2500 $rolloff m203/fire 600 3000 $rolloff fal/fire 500 2500 $rolloff spas/fire 400 2000 $rolloff spas/fireempty 400 2000 $rolloff aa12/fire 400 2000 $rolloff ump45/fire 400 2000 $rolloff vector/fire 400 2000 $rolloff uzi/fire 400 2000 $rolloff p90/fire 400 2000 $rolloff acr/fire 500 2500 $rolloff m79/fire 600 3000 $rolloff at4/fire 700 3500 $rolloff rpg/fire 600 3000 $rolloff rpg/fly 150 900 $rolloff intervention/fire 800 4000 $rolloff barrett/fire 800 4000 $rolloff misc/footstep 500 1500 $rolloff misc/footstep2 300 900 $rolloff misc/footstep3 200 600 $volume misc/footstep 0.6 $volume misc/footstep2 0.45 $volume misc/footstep3 0.3 $rolloff mg4/fire 500 2500 $rolloff g18/fire 400 2000 $rolloff pp2000/fire 400 2000 $rolloff scar/fire 500 2500 $rolloff m4a1/fire 500 2500 $rolloff tactical/insert 117 350 $rolloff tactical/flare 117 350 $rolloff revival/open 117 350 $rolloff revival/insert 117 350 $rolloff ranger/fire 400 2000 $rolloff f2000/fire 500 2500 $rolloff mp5k/fire 400 2000 $rolloff m93r/fire 400 2000 $rolloff m16/fire 500 2500 $rolloff ak47/fire 500 2500 $rolloff striker/fire 400 2000 $rolloff hbar/fire 500 2500 $rolloff wa2000/fire 700 3500 $rolloff deagle/fire 500 2500 $rolloff m1014/fire 400 2000 $rolloff m240/fire 500 2500 $rolloff l86/fire 500 2500 $rolloff m1887/fire 400 2000 $rolloff m1887/fireempty 400 2000 $rolloff m1887/click 400 2000 $rolloff m1887/clack 400 2000 $rolloff m14/fire 700 3500 $volume 44magnum/fire 0.9 $volume u45/fire 0.9 $volume g2/fire 0.9 $volume fal/fire 0.9 $volume spas/fire 0.9 $volume spas/fireempty 0.9 $volume aa12/fire 0.9 $volume ump45/fire 0.9 $volume vector/fire 0.9 $volume uzi/fire 0.9 $volume p90/fire 0.9 $volume acr/fire 0.9 $volume barrett/fire 0.95 $volume mg4/fire 0.9 $volume g18/fire 0.9 $volume pp2000/fire 0.9 $volume scar/fire 0.9 $volume m4a1/fire 0.9 $volume ranger/fire 0.9 $volume f2000/fire 0.9 $volume mp5k/fire 0.9 $volume m93r/fire 0.9 $volume m16/fire 0.9 $volume ak47/fire 0.9 $volume striker/fire 0.9 $volume hbar/fire 0.9 $volume wa2000/fire 0.9 $volume deagle/fire 0.9 $volume m1014/fire 0.9 $volume m240/fire 0.9 $volume l86/fire 0.9 $volume m1887/fire 0.9 $volume m1887/fireempty 0.9 $volume m1887/click 0.9 $volume m1887/clack 0.9 $volume m14/fire 0.9 $rolloff weapon/draw 150 450 $rolloff weapon/down 150 450 $volume weapon/draw 0.25 $volume weapon/down 0.3 $volume weapon/wellbonk 1 //0.8 $volume pickup/backpack 0.8 $volume pickup/stim 0.7 $volume pickup/healthbonus 0.4 $volume pickup/medi 0.7 $alias dragon/fire2 dragon/fire $volume dragon/fire2 0.5 $random generic/explosion { generic/explosion1 generic/explosion2 generic/explosion3 generic/explosion4 generic/explosion5 generic/explosion6 generic/explosion7 } $alias generic/explosionsmall generic/explosion $alias generic/explosionsmaller generic/explosion generic/explosion1 explo01 generic/explosion2 explo02 generic/explosion3 explo03 generic/explosion4 explo04 generic/explosion5 explo05 generic/explosion6 explo06 generic/explosion7 explo07 $rolloff generic/explosion 700 2500 $rolloff generic/explosionsmall 500 2000 $rolloff generic/explosionsmaller 300 1500 $volume generic/explosionsmall 0.85 $volume generic/explosionsmaller 0.7 $limit generic/explosion 0 $limit generic/explosionsmall 0 $limit generic/explosionsmaller 0 $random distant/explosion { distant/explosion1 distant/explosion2 distant/explosion3 } $alias distant/explosionsmall distant/explosion $alias distant/explosionsmaller distant/explosion $alias distant/explosionsmallerer distant/explosion distant/explosion1 explo08 distant/explosion2 explo09 distant/explosion3 explo10 $rolloff distant/explosion 3000 7500 $rolloff distant/explosionsmall 2500 6000 $rolloff distant/explosionsmaller 2000 4500 $volume distant/explosionsmall 0.85 $volume distant/explosionsmaller 0.7 $limit distant/explosion 0 $limit distant/explosionsmall 0 $limit distant/explosionsmaller 0 $random stun/explosion { stun/explosion1 stun/explosion2 } stun/explosion1 flshexp1 stun/explosion2 flshexp2 $rolloff stun/explosion 1000 2000 $limit stun/explosion 0 knife/swing knifeswi knife/wall1 knifhit1 knife/wall2 knifhit2 knife/wall3 knifhit3 knife/flesh1 knifhit4 knife/flesh2 knifhit5 $random knife/wall { knife/wall1 knife/wall2 knife/wall3 } $random knife/flesh { knife/flesh1 knife/flesh2 } $rolloff knife/wall 200 600 $rolloff knife/flesh 100 300 $volume knife/wall 1 $volume knife/flesh 0.7 generic/fleshhit hitsound $pitchshift generic/fleshhit 0 $limit generic/fleshhit 0 //generic/ricochets ricoche6 //$random generic/ricochet { world/ricochet1 world/ricochet2 world/ricochet3 world/ricochet4 world/ricochet5 world/blank1 world/blank2 world/blank1 world/blank2 } $random generic/ricochet { world/bullethit1 world/bullethit2 world/bullethit3 world/bullethit4 world/bullethit5 world/bullethit6 world/bullethit7 world/blank1 world/blank2 world/blank1 world/blank2 } $random generic/ricochets { world/fleshhit1 world/fleshhit2 world/fleshhit3 world/fleshhit4 } $volume generic/ricochet 0.85 $volume generic/ricochets 0.7 world/bullethit1 bullhit1 world/bullethit2 bullhit2 world/bullethit3 bullhit3 world/bullethit4 bullhit4 world/bullethit5 bullhit5 world/bullethit6 bullhit6 world/bullethit7 bullhit7 world/fleshhit1 fleshit1 world/fleshhit2 fleshit2 world/fleshhit3 fleshit3 world/fleshhit4 fleshit4 //world/ricochet1 ricoche1 //world/ricochet2 ricoche2 //world/ricochet3 ricoche3 //world/ricochet4 ricoche4 //world/ricochet5 ricoche5 world/blank1 blanksnd world/blank2 blanksnd $rolloff generic/ricochet 150 900 $rolloff generic/ricochets 50 300 $random us/grenade { us/grenade1 us/grenade2 us/grenade3 us/grenade4 us/grenade5 } $random us/reload { us/reload1 us/reload2 us/reload3 us/reload4 us/reload5 us/reload6 } $random us/kill { us/kill1 us/kill2 us/kill3 us/kill4 us/kill5 us/kill6 } us/grenade1 r_fragg1 us/grenade2 r_fragg2 us/grenade3 r_fragg3 us/grenade4 r_greng1 us/grenade5 r_greng2 us/reload1 r_relo1 us/reload2 r_relo2 us/reload3 r_relo3 us/reload4 r_relo4 us/reload5 r_relo5 us/reload6 r_relo6 us/kill1 r_kill1 us/kill2 r_kill2 us/kill3 r_kill3 us/kill4 r_kill4 us/kill5 r_kill5 us/kill6 r_kill6 $random us/down { us/down1 us/down2 } us/down1 us_inj1 us/down2 us_inj2 $random russian/grenade { russian/grenade1 russian/grenade2 russian/grenade3 russian/grenade4 russian/grenade5 russian/grenade6 } $random russian/reload { russian/reload1 russian/reload2 russian/reload3 russian/reload4 russian/reload5 russian/reload6 } $random russian/kill { russian/kill1 russian/kill2 russian/kill3 russian/kill4 russian/kill5 russian/kill6 russian/kill7 russian/kill8 } russian/grenade1 ru_gren1 russian/grenade2 ru_gren2 russian/grenade3 ru_gren3 russian/grenade4 ru_gren4 russian/grenade5 ru_gren5 russian/grenade6 ru_gren6 russian/reload1 ru_relo1 russian/reload2 ru_relo2 russian/reload3 ru_relo3 russian/reload4 ru_relo4 russian/reload5 ru_relo5 russian/reload6 ru_relo6 russian/kill1 ru_kill1 russian/kill2 ru_kill2 russian/kill3 ru_kill3 russian/kill4 ru_kill4 russian/kill5 ru_kill5 russian/kill6 ru_kill6 russian/kill7 ru_kill7 russian/kill8 ru_kill8 $random russian/down { russian/down1 russian/down2 } russian/down1 ru_inj1 russian/down2 ru_inj2 $random brazil/grenade { brazil/grenade1 brazil/grenade2 brazil/grenade3 brazil/grenade4 brazil/grenade5 brazil/grenade6 } $random brazil/reload { brazil/reload1 brazil/reload2 brazil/reload3 brazil/reload4 brazil/reload5 brazil/reload6 } $random brazil/kill { brazil/kill1 brazil/kill2 brazil/kill3 brazil/kill4 brazil/kill5 brazil/kill6 } brazil/grenade1 pg_gren1 brazil/grenade2 pg_gren2 brazil/grenade3 pg_gren3 brazil/grenade4 pg_gren4 brazil/grenade5 pg_gren5 brazil/grenade6 pg_gren6 brazil/reload1 pg_relo1 brazil/reload2 pg_relo2 brazil/reload3 pg_relo3 brazil/reload4 pg_relo4 brazil/reload5 pg_relo5 brazil/reload6 pg_relo6 brazil/kill1 pg_kill1 brazil/kill2 pg_kill2 brazil/kill3 pg_kill3 brazil/kill4 pg_kill4 brazil/kill5 pg_kill5 brazil/kill6 pg_kill6 $random brazil/down { brazil/down1 brazil/down2 } brazil/down1 pg_inj1 brazil/down2 pg_inj2 $random seal/grenade { seal/grenade1 seal/grenade2 seal/grenade3 seal/grenade4 seal/grenade5 seal/grenade6 } $random seal/reload { seal/reload1 seal/reload2 seal/reload3 seal/reload4 seal/reload5 seal/reload6 } $random seal/kill { seal/kill1 seal/kill2 seal/kill3 seal/kill4 seal/kill5 seal/kill6 } seal/grenade1 ns_gren1 seal/grenade2 ns_gren2 seal/grenade3 ns_gren3 seal/grenade4 ns_gren4 seal/grenade5 ns_gren5 seal/grenade6 ns_gren6 seal/reload1 ns_relo1 seal/reload2 ns_relo2 seal/reload3 ns_relo3 seal/reload4 ns_relo4 seal/reload5 ns_relo5 seal/reload6 ns_relo6 seal/kill1 ns_kill1 seal/kill2 ns_kill2 seal/kill3 ns_kill3 seal/kill4 ns_kill4 seal/kill5 ns_kill5 seal/kill6 ns_kill6 $random seal/down { seal/down1 seal/down2 } seal/down1 ns_inj1 seal/down2 ns_inj2 $random opfor/grenade { opfor/grenade1 opfor/grenade2 opfor/grenade3 opfor/grenade4 opfor/grenade5 opfor/grenade6 } $random opfor/reload { opfor/reload1 opfor/reload2 opfor/reload3 opfor/reload4 opfor/reload5 opfor/reload6 } $random opfor/kill { opfor/kill1 opfor/kill2 opfor/kill3 opfor/kill4 opfor/kill5 opfor/kill6 } opfor/grenade1 of_gren1 opfor/grenade2 of_gren2 opfor/grenade3 of_gren3 opfor/grenade4 of_gren4 opfor/grenade5 of_gren5 opfor/grenade6 of_gren6 opfor/reload1 of_relo1 opfor/reload2 of_relo2 opfor/reload3 of_relo3 opfor/reload4 of_relo4 opfor/reload5 of_relo5 opfor/reload6 of_relo6 opfor/kill1 of_kill1 opfor/kill2 of_kill2 opfor/kill3 of_kill3 opfor/kill4 of_kill4 opfor/kill5 of_kill5 opfor/kill6 of_kill6 $random opfor/down { opfor/down1 opfor/down2 } opfor/down1 ab_inj1 opfor/down2 ab_inj2 $random tf141/grenade { tf141/grenade1 tf141/grenade2 tf141/grenade3 tf141/grenade4 tf141/grenade5 tf141/grenade6 } $random tf141/reload { tf141/reload1 tf141/reload2 tf141/reload3 tf141/reload4 tf141/reload5 tf141/reload6 } $random tf141/kill { tf141/kill1 tf141/kill2 tf141/kill3 tf141/kill4 tf141/kill5 tf141/kill6 } tf141/grenade1 uk_gren1 tf141/grenade2 uk_gren2 tf141/grenade3 uk_gren3 tf141/grenade4 uk_gren4 tf141/grenade5 uk_gren5 tf141/grenade6 uk_gren6 tf141/reload1 uk_relo1 tf141/reload2 uk_relo2 tf141/reload3 uk_relo3 tf141/reload4 uk_relo4 tf141/reload5 uk_relo5 tf141/reload6 uk_relo6 tf141/kill1 uk_kill1 tf141/kill2 uk_kill2 tf141/kill3 uk_kill3 tf141/kill4 uk_kill4 tf141/kill5 uk_kill5 tf141/kill6 uk_kill6 $random tf141/down { tf141/down1 tf141/down2 } tf141/down1 uk_inj1 tf141/down2 uk_inj2 $random zoey/grenade { zoey/grenade1 zoey/grenade2 zoey/grenade3 zoey/grenade4 zoey/grenade5 zoey/grenade6 } $random zoey/reload { zoey/reload1 zoey/reload2 zoey/reload3 zoey/reload4 } $random zoey/kill { zoey/kill1 zoey/kill2 zoey/kill3 zoey/kill4 zoey/kill5 zoey/kill6 } zoey/grenade1 zo_gren1 zoey/grenade2 zo_gren2 zoey/grenade3 zo_gren3 zoey/grenade4 zo_gren4 zoey/grenade5 zo_gren5 zoey/grenade6 zo_gren6 zoey/reload1 zo_relo1 zoey/reload2 zo_relo2 zoey/reload3 zo_relo3 zoey/reload4 zo_relo4 zoey/kill1 zo_kill1 zoey/kill2 zo_kill2 zoey/kill3 zo_kill3 zoey/kill4 zo_kill4 zoey/kill5 zo_kill5 zoey/kill6 zo_kill6 $random zoey/down { zoey/down1 zoey/down2 zoey/down3 zoey/down4 } zoey/down1 zo_inj1 zoey/down2 zo_inj2 zoey/down3 zo_inj3 zoey/down3 zo_inj3 $rolloff us/down 400 2000 $rolloff russian/down 400 2000 $rolloff brazil/down 400 2000 $rolloff seal/down 400 2000 $rolloff opfor/down 400 2000 $rolloff tf141/down 400 2000 $rolloff zoey/down 400 2000 grenade/throw throw grenade/pinpull pinpull Cursor/Select curselec Cursor/Scroll curscrol $random misc/chat { misc/chata misc/chata misc/chata misc/chatb misc/chatb } misc/chata mp_radi1 misc/chatb mp_radi2 $playersounddup player male *death *pain100 $playersounddup player male *xdeath *pain100 $playersound player male *gibbed dsslop $playeralias player male *pain100 commando/death $playersounddup player male *pain75 *pain100 $playersounddup player male *pain50 *pain100 $playersounddup player male *pain25 *pain100 $playeralias player male *grunt footstep/crunch $playersound player male *land landstn1 $playersounddup player male *jump *usefail $playersound player male *fist dspunch $playersound player male *usefail dsnoway $random player/okay { player/okay1 player/okay2 player/okay3 } $random player/hurt { player/hurt1 player/hurt2 player/hurt3 player/hurt4 player/hurt5 player/hurt6 player/hurt7 } $random player/hurtlow { player/hurt blanksnd } $random player/hurtnormal { player/hurt blanksnd blanksnd blanksnd } $random player/fokay { player/fexhale1 player/fexhale2 player/fexhale3 } $random player/fhurt { player/fhurt1 player/fhurt2 player/fhurt3 player/fhurt4 } $random player/fhurtlow { player/fhurt blanksnd blanksnd } $random player/fhurtnormal { player/fhurt blanksnd blanksnd blanksnd blanksnd } player/okay1 playoky1 player/okay2 playoky2 player/okay3 playoky3 player/hurt1 playpn1 player/hurt2 playpn2 player/hurt3 playpn3 player/hurt4 playpn4 player/hurt5 playpn5 player/hurt6 playpn6 player/hurt7 playpn7 player/heartbeat playhart $random player/holdbreath { player/holdbreath1 player/holdbreath2 } $random player/fholdbreath { player/holdbreathf1 player/holdbreathf2 } player/holdbreath1 plyrhol1 player/holdbreath2 plyrhol2 player/holdbreathf1 plyrinhf player/holdbreathf2 plyrinhf player/exhale1 plyrexh1 player/exhale2 plyrexh2 player/exhale3 plyrexh3 player/fexhale1 plyrexhf player/fexhale2 plyrexhf player/fexhale3 plyrexhf player/fhurt1 femhurt1 player/fhurt2 femhurt2 player/fhurt3 femhurt3 player/fhurt4 femhurt4 $alias weapon/select footstep/gear $random footstep/crunch { footstep/crunch1 footstep/crunch2 } $random footstep/gear { footstep/gear2 footstep/gear3 } $random footstep/stone { footstep/stone1 footstep/stone2 footstep/stone3 } $random footstep/stones2 { footstep/stone1 footstep/stone2 footstep/stone3 } footstep/crunch1 crunch02 footstep/crunch2 crunch02 footstep/gear1 stepger1 footstep/gear2 stepger2 footstep/gear3 stepger3 footstep/stone1 stepstn1 footstep/stone2 stepstn2 footstep/stone3 stepstn3 footstep/stone4 stepstn4 $random commando/death { cmdo/death1 cmdo/death2 cmdo/death3 cmdo/death4 cmdo/death5 cmdo/death6 cmdo/death7 } cmdo/death1 irandi1 cmdo/death2 irandi2 cmdo/death3 irandi3 cmdo/death4 irandi5 cmdo/death5 irandi6 cmdo/death6 irandi7 cmdo/death7 irandi8 $random commando/pain { cmdo/pain1 cmdo/pain2 cmdo/pain3 cmdo/pain4 } cmdo/pain1 iranpa1 cmdo/pain2 iranpa2 cmdo/pain3 iranpa3 cmdo/pain4 iranpa4 $random renegade/deaths1 { renegade/death1 renegade/death2 renegade/death3 renegade/death4 renegade/death5 renegade/death6 renegade/death7 renegade/death8 renegade/death9 renegade/death10 } $random renegade/deaths2 { renegade/death21 renegade/death22 renegade/death23 } renegade/death1 dedman1 renegade/death2 dedman2 renegade/death3 dedman3 renegade/death4 dedman4 renegade/death5 dedman5 renegade/death6 dedman6 renegade/death7 dedman7 renegade/death8 dedman8 renegade/death9 dedman9 renegade/death10 dedman10 renegade/death21 death01 renegade/death22 death02 renegade/death23 death03 height 0; interpolatehealth true, 8; interpolatearmor true, 8; monospacefonts true, "8"; StatusBar normal, fullscreenoffsets { //left bar drawimage "JH_BARL", 80, -184; drawimage "JH_TUBE", 90, -177; drawbar "JH_TUBR", "JH_TUBN", health, vertical, 95, -172; drawbar "JH_TUBG", "JH_TUBN", armor, vertical, 95, -172; ininventory BasicArmor, 101 { drawbar "JH_TUBC", "JH_TUBN", armor, vertical, 95, -172; } drawimage "MEDIA0", 147, -16; drawnumber 4, BIGFONT, yellow, health, drawshadow, 205, -32, 0, Red, 33, Green, 66; drawimage armoricon, 148, -47; drawnumber 4, BIGFONT, green, armor, drawshadow, whennotzero, 205, -64, 0, yellow, 33, Blue, 101; gamemode deathmatch, teamgame { drawimage "JH_FRAG", 147, -80; drawnumber 2, BIGFONT, green, frags, drawshadow, 205, -96; } gamemode singleplayer, cooperative { ininventory not Rank, 30 { drawimage "JH_EXP", 147, -80; drawnumber 5, SMALLFONT, orange, ammocapacity Experience, drawshadow, 210, -90; drawnumber 5, SMALLFONT, yellow, ammo Experience, drawshadow, 203, -98; drawbar "JH_TUBB", "JH_TUBN", ammo Experience, vertical, 95, -172; } drawimage "JH_RANK", 147, -112; drawnumber 2, BIGFONT, yellow, ammo Rank, drawshadow, 192, -128; drawswitchableimage BlueCard && BlueSkull, "", "STKEYS0", "STKEYS3", "STKEYS6", 213, -34; drawswitchableimage YellowCard && YellowSkull, "", "STKEYS1", "STKEYS4", "STKEYS7", 213, -56; drawswitchableimage RedCard && RedSkull, "", "STKEYS2", "STKEYS5", "STKEYS8", 213, -78; } //right bar drawimage "JH_BARR", -240, -184; drawimage "JH_TUBE", -130, -177; drawbar "JH_TUBY", "JH_TUBN", ammo1, vertical, -125, -172; drawbar "JH_TUBZ", "JH_TUBN", ammo2, vertical, -125, -172; drawimage "BPAKA0", -147, -17; drawnumber 3, BIGFONT, yellow, ammo2, drawshadow, -160, -32; drawimage "JH_CLIP", -148, -47; drawnumber 3, BIGFONT, yellow, ammo1, drawshadow, -160, -64; drawswitchableimage GrenadeAmmo, "", "FRAGAMMO", -156, -135; drawnumber 1, BIGFONT, yellow, ammo GrenadeAmmo, drawshadow, whennotzero, -160, -128; ininventory AwardLock, 1 { drawselectedinventory INDEXFON, -262, -71; } } statusbar inventory { drawinventorybar Doom, noarrows, 8, BIGFONT, -84 , 132; } StatusBar fullscreen, fullscreenoffsets { //left bar drawimage "JH_TUBE", 110, -177; drawbar "JH_TUBR", "JH_TUBN", health, vertical, 115, -172; drawbar "JH_TUBG", "JH_TUBN", armor, vertical, 115, -172; ininventory BasicArmor, 101 { drawbar "JH_TUBC", "JH_TUBN", armor, vertical, 115, -172; } drawimage "MEDIA0", 167, -16; drawnumber 4, BIGFONT, yellow, health, drawshadow, 225, -32, 0, Red, 33, Green, 66; drawimage armoricon, 168, -47; drawnumber 4, BIGFONT, green, armor, drawshadow, whennotzero, 225, -64, 0, yellow, 33, Blue, 101; gamemode deathmatch, teamgame { drawimage "JH_FRAG", 167, -80; drawnumber 2, BIGFONT, green, frags, drawshadow, 225, -96; } gamemode singleplayer, cooperative { ininventory not Rank, 30 { drawimage "JH_EXP", 167, -80; drawnumber 5, SMALLFONT, orange, ammocapacity Experience, drawshadow, 230, -90; drawnumber 5, SMALLFONT, yellow, ammo Experience, drawshadow, 223, -98; drawbar "JH_TUBB", "JH_TUBN", ammo Experience, vertical, 115, -172; } drawimage "JH_RANK", 167, -112; drawnumber 2, BIGFONT, yellow, ammo Rank, drawshadow, 212, -128; drawswitchableimage BlueCard && BlueSkull, "", "STKEYS0", "STKEYS3", "STKEYS6", 233, -34; drawswitchableimage YellowCard && YellowSkull, "", "STKEYS1", "STKEYS4", "STKEYS7", 233, -56; drawswitchableimage RedCard && RedSkull, "", "STKEYS2", "STKEYS5", "STKEYS8", 233, -78; } //right bar drawimage "JH_TUBE", -150, -177; drawbar "JH_TUBY", "JH_TUBN", ammo1, vertical, -145, -172; drawbar "JH_TUBZ", "JH_TUBN", ammo2, vertical, -145, -172; drawimage "BPAKA0", -167, -17; drawnumber 3, BIGFONT, yellow, ammo2, drawshadow, -180, -32; drawimage "JH_CLIP", -168, -47; drawnumber 3, BIGFONT, yellow, ammo1, drawshadow, -180, -64; drawswitchableimage GrenadeAmmo, "", "FRAGAMMO", -176, -135; drawnumber 1, BIGFONT, yellow, ammo GrenadeAmmo, drawshadow, whennotzero, -180, -128; ininventory AwardLock, 1 { drawselectedinventory INDEXFON, -282, -71; } } StatusBar inventoryfullscreen { drawinventorybar Doom, noarrows, 8, BIGFONT, -84, 132; }AT4Ammo "WEAPD0" AT4Clip "" RPGAmmo "WEP2I0" RPGClip "" ThumperAmmo "WEAPN0" ThumperClip "" 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 "" 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 "" 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"flickerlight2 RGAMLIT { color 1.0 0.8 0.2 size 48 secondarySize 56 interval 1 } flickerlight2 RGAMLIT2 { color 1.0 0.8 0.2 size 52 secondarySize 60 interval 1 } flickerlight2 RGAMLIT3 { color 1.0 0.8 0.2 size 56 secondarySize 64 interval 1 } object MuzzleFlash { frame E1_AB { light RGAMLIT } frame E1_AC { light RGAMLIT } frame E2_AB { light RGAMLIT } frame E2_AC { light RGAMLIT } frame E3_AB { light RGAMLIT } frame E3_AC { light RGAMLIT } frame E4_AB { light RGAMLIT } frame E4_AC { light RGAMLIT } frame E5_AB { light RGAMLIT } frame E5_AC { light RGAMLIT } } object MuzzleFlash2 { frame E1_AB { light RGAMLIT2 } frame E1_AC { light RGAMLIT2 } frame E2_AB { light RGAMLIT2 } frame E2_AC { light RGAMLIT2 } frame E3_AB { light RGAMLIT2 } frame E3_AC { light RGAMLIT2 } frame E4_AB { light RGAMLIT2 } frame E4_AC { light RGAMLIT2 } frame E5_AB { light RGAMLIT2 } frame E5_AC { light RGAMLIT2 } } object MuzzleFlash3 { frame E1_AB { light RGAMLIT3 } frame E1_AC { light RGAMLIT3 } frame E2_AB { light RGAMLIT3 } frame E2_AC { light RGAMLIT3 } frame E3_AB { light RGAMLIT3 } frame E3_AC { light RGAMLIT3 } frame E4_AB { light RGAMLIT3 } frame E4_AC { light RGAMLIT3 } frame E5_AB { light RGAMLIT3 } frame E5_AC { light RGAMLIT3 } } object MuzzleFlash4 { frame E1_AB { light RGAMLIT3 } frame E1_AC { light RGAMLIT3 } frame E2_AB { light RGAMLIT3 } frame E2_AC { light RGAMLIT3 } frame E3_AB { light RGAMLIT3 } frame E3_AC { light RGAMLIT3 } frame E4_AB { light RGAMLIT3 } frame E4_AC { light RGAMLIT3 } frame E5_AB { light RGAMLIT3 } frame E5_AC { light RGAMLIT3 } } /// pointlight RGAEXP11 { color 1.0 0.7 0.0 size 68 } pointlight RGAEXP12 { color 0.75 0.4 0.0 size 76 } pointlight RGAEXP13 { color 0.5 0.1 0.0 size 84 } pointlight RGAEXP14 { color 0.4 0.05 0.0 size 92 } pointlight RGAEXP15 { color 0.3 0.0 0.0 size 100 } pointlight RGAEXP21 { color 1.0 0.7 0.0 size 60 } pointlight RGAEXP22 { color 0.75 0.4 0.0 size 68 } pointlight RGAEXP23 { color 0.5 0.1 0.0 size 76 } pointlight RGAEXP24 { color 0.4 0.05 0.0 size 84 } pointlight RGAEXP25 { color 0.3 0.0 0.0 size 92 } pointlight RGAEXP31 { color 1.0 0.7 0.0 size 52 } pointlight RGAEXP32 { color 0.75 0.4 0.0 size 60 } pointlight RGAEXP33 { color 0.5 0.1 0.0 size 68 } pointlight RGAEXP34 { color 0.4 0.05 0.0 size 76 } pointlight RGAEXP35 { color 0.3 0.0 0.0 size 84 } pointlight RGAEXP41 { color 1.0 0.7 0.0 size 44 } pointlight RGAEXP42 { color 0.75 0.4 0.0 size 52 } pointlight RGAEXP43 { color 0.5 0.1 0.0 size 60 } pointlight RGAEXP44 { color 0.4 0.05 0.0 size 68 } pointlight RGAEXP45 { color 0.3 0.0 0.0 size 76 } pointlight RGAEXP51 { color 1.0 0.7 0.0 size 36 } pointlight RGAEXP52 { color 0.75 0.4 0.0 size 44 } pointlight RGAEXP53 { color 0.5 0.1 0.0 size 52 } pointlight RGAEXP54 { color 0.4 0.05 0.0 size 60 } pointlight RGAEXP55 { color 0.3 0.0 0.0 size 68 } object ExplosionMain { frame EXP1A { light RGAEXP11 } frame EXP1B { light RGAEXP11 } frame EXP1C { light RGAEXP11 } frame EXP1D { light RGAEXP11 } frame EXP1E { light RGAEXP12 } frame EXP1F { light RGAEXP12 } frame EXP1G { light RGAEXP12 } frame EXP1H { light RGAEXP12 } frame EXP1I { light RGAEXP13 } frame EXP1J { light RGAEXP13 } frame EXP3A { light RGAEXP13 } frame EXP3B { light RGAEXP13 } frame EXP3C { light RGAEXP14 } frame EXP3D { light RGAEXP14 } frame EXP3E { light RGAEXP14 } frame EXP3F { light RGAEXP14 } frame EXP3G { light RGAEXP15 } frame EXP3H { light RGAEXP15 } frame EXP3I { light RGAEXP15 } } object ExplosionMain2 { frame EXP1A { light RGAEXP21 } frame EXP1B { light RGAEXP21 } frame EXP1C { light RGAEXP21 } frame EXP1D { light RGAEXP21 } frame EXP1E { light RGAEXP22 } frame EXP1F { light RGAEXP22 } frame EXP1G { light RGAEXP22 } frame EXP1H { light RGAEXP22 } frame EXP1I { light RGAEXP23 } frame EXP1J { light RGAEXP23 } frame EXP3A { light RGAEXP23 } frame EXP3B { light RGAEXP23 } frame EXP3C { light RGAEXP24 } frame EXP3D { light RGAEXP24 } frame EXP3E { light RGAEXP24 } frame EXP3F { light RGAEXP24 } frame EXP3G { light RGAEXP25 } frame EXP3H { light RGAEXP25 } frame EXP3I { light RGAEXP25 } } object ExplosionMain3 { frame EXP1A { light RGAEXP31 } frame EXP1B { light RGAEXP31 } frame EXP1C { light RGAEXP31 } frame EXP1D { light RGAEXP31 } frame EXP1E { light RGAEXP32 } frame EXP1F { light RGAEXP32 } frame EXP1G { light RGAEXP32 } frame EXP1H { light RGAEXP32 } frame EXP1I { light RGAEXP33 } frame EXP1J { light RGAEXP33 } frame EXP3A { light RGAEXP33 } frame EXP3B { light RGAEXP33 } frame EXP3C { light RGAEXP34 } frame EXP3D { light RGAEXP34 } frame EXP3E { light RGAEXP34 } frame EXP3F { light RGAEXP34 } frame EXP3G { light RGAEXP35 } frame EXP3H { light RGAEXP35 } frame EXP3I { light RGAEXP35 } } object ExplosionSmall { frame EXP1A { light RGAEXP31 } frame EXP1B { light RGAEXP31 } frame EXP1C { light RGAEXP32 } frame EXP1D { light RGAEXP32 } frame EXP1E { light RGAEXP33 } frame EXP1F { light RGAEXP33 } frame EXP1G { light RGAEXP34 } frame EXP1H { light RGAEXP34 } frame EXP1I { light RGAEXP35 } frame EXP1J { light RGAEXP35 } frame EXP2A { light RGAEXP31 } frame EXP2B { light RGAEXP32 } frame EXP2C { light RGAEXP32 } frame EXP2D { light RGAEXP33 } frame EXP2E { light RGAEXP33 } frame EXP2F { light RGAEXP34 } frame EXP2G { light RGAEXP34 } frame EXP2H { light RGAEXP35 } frame EXP2I { light RGAEXP35 } frame EXP3A { light RGAEXP31 } frame EXP3B { light RGAEXP32 } frame EXP3C { light RGAEXP32 } frame EXP3D { light RGAEXP33 } frame EXP3E { light RGAEXP33 } frame EXP3F { light RGAEXP34 } frame EXP3G { light RGAEXP34 } frame EXP3H { light RGAEXP35 } frame EXP3I { light RGAEXP35 } frame EXP4A { light RGAEXP31 } frame EXP4B { light RGAEXP32 } frame EXP4C { light RGAEXP32 } frame EXP4D { light RGAEXP33 } frame EXP4E { light RGAEXP33 } frame EXP4F { light RGAEXP34 } frame EXP4G { light RGAEXP34 } frame EXP4H { light RGAEXP35 } frame EXP5A { light RGAEXP31 } frame EXP5B { light RGAEXP31 } frame EXP5C { light RGAEXP32 } frame EXP5D { light RGAEXP32 } frame EXP5E { light RGAEXP33 } frame EXP5F { light RGAEXP33 } frame EXP5G { light RGAEXP34 } frame EXP5H { light RGAEXP34 } frame EXP5I { light RGAEXP35 } frame EXP5J { light RGAEXP35 } frame EXP5k { light RGAEXP35 } } object ExplosionSmall2 { frame EXP1A { light RGAEXP41 } frame EXP1B { light RGAEXP41 } frame EXP1C { light RGAEXP42 } frame EXP1D { light RGAEXP42 } frame EXP1E { light RGAEXP43 } frame EXP1F { light RGAEXP43 } frame EXP1G { light RGAEXP44 } frame EXP1H { light RGAEXP44 } frame EXP1I { light RGAEXP45 } frame EXP1J { light RGAEXP45 } frame EXP2A { light RGAEXP41 } frame EXP2B { light RGAEXP42 } frame EXP2C { light RGAEXP42 } frame EXP2D { light RGAEXP43 } frame EXP2E { light RGAEXP43 } frame EXP2F { light RGAEXP44 } frame EXP2G { light RGAEXP44 } frame EXP2H { light RGAEXP45 } frame EXP2I { light RGAEXP45 } frame EXP3A { light RGAEXP41 } frame EXP3B { light RGAEXP42 } frame EXP3C { light RGAEXP42 } frame EXP3D { light RGAEXP43 } frame EXP3E { light RGAEXP43 } frame EXP3F { light RGAEXP44 } frame EXP3G { light RGAEXP44 } frame EXP3H { light RGAEXP45 } frame EXP3I { light RGAEXP45 } frame EXP4A { light RGAEXP41 } frame EXP4B { light RGAEXP42 } frame EXP4C { light RGAEXP42 } frame EXP4D { light RGAEXP43 } frame EXP4E { light RGAEXP43 } frame EXP4F { light RGAEXP44 } frame EXP4G { light RGAEXP44 } frame EXP4H { light RGAEXP45 } frame EXP5A { light RGAEXP41 } frame EXP5B { light RGAEXP41 } frame EXP5C { light RGAEXP42 } frame EXP5D { light RGAEXP42 } frame EXP5E { light RGAEXP43 } frame EXP5F { light RGAEXP43 } frame EXP5G { light RGAEXP44 } frame EXP5H { light RGAEXP44 } frame EXP5I { light RGAEXP45 } frame EXP5J { light RGAEXP45 } frame EXP5k { light RGAEXP45 } } object ExplosionSmall3 { frame EXP1A { light RGAEXP51 } frame EXP1B { light RGAEXP51 } frame EXP1C { light RGAEXP52 } frame EXP1D { light RGAEXP52 } frame EXP1E { light RGAEXP53 } frame EXP1F { light RGAEXP53 } frame EXP1G { light RGAEXP54 } frame EXP1H { light RGAEXP54 } frame EXP1I { light RGAEXP55 } frame EXP1J { light RGAEXP55 } frame EXP2A { light RGAEXP51 } frame EXP2B { light RGAEXP52 } frame EXP2C { light RGAEXP52 } frame EXP2D { light RGAEXP53 } frame EXP2E { light RGAEXP53 } frame EXP2F { light RGAEXP54 } frame EXP2G { light RGAEXP54 } frame EXP2H { light RGAEXP55 } frame EXP2I { light RGAEXP55 } frame EXP3A { light RGAEXP51 } frame EXP3B { light RGAEXP52 } frame EXP3C { light RGAEXP52 } frame EXP3D { light RGAEXP53 } frame EXP3E { light RGAEXP53 } frame EXP3F { light RGAEXP54 } frame EXP3G { light RGAEXP54 } frame EXP3H { light RGAEXP55 } frame EXP3I { light RGAEXP55 } frame EXP4A { light RGAEXP51 } frame EXP4B { light RGAEXP52 } frame EXP4C { light RGAEXP52 } frame EXP4D { light RGAEXP53 } frame EXP4E { light RGAEXP53 } frame EXP4F { light RGAEXP54 } frame EXP4G { light RGAEXP54 } frame EXP4H { light RGAEXP55 } frame EXP5A { light RGAEXP51 } frame EXP5B { light RGAEXP51 } frame EXP5C { light RGAEXP52 } frame EXP5D { light RGAEXP52 } frame EXP5E { light RGAEXP53 } frame EXP5F { light RGAEXP53 } frame EXP5G { light RGAEXP54 } frame EXP5H { light RGAEXP54 } frame EXP5I { light RGAEXP55 } frame EXP5J { light RGAEXP55 } frame EXP5k { light RGAEXP55 } } object ExplosiveBarrel_2 { frame BAR1 { light BARREL } frame BEXPC { light ROCKET_X1 } frame BEXPD { light ROCKET_X2 } frame BEXPE { light ROCKET_X3 } } flickerlight2 STUNSPLO { color 0.85 0.85 0.85 size 32 secondarysize 16 interval 1 } object StunExplosionSpark { frame FLARA { light STUNSPLO } } pointlight RGADRAGON { color 0.9 0.4 0.0 size 33 } Object FlameThrowerFire { frame FLMB { light RGADRAGON } } Object IncGrenadeFire { frame FLMB { light RGADRAGON } } Object FireBallPuff { frame FLMB { light RGADRAGON } } /// object BaronBall2 { frame BAL7A { light BARONBALL } frame BAL7B { light BARONBALL } frame BAL7C { light BARONBALL_X1 } frame BAL7D { light BARONBALL_X2 } frame BAL7E { light BARONBALL_X3 } } object ArachnotronPlasma2 { frame APLSA { light ARACHPLAS } frame APLSB { light ARACHPLAS } frame APBXA { light ARACHPLAS_X1 } frame APBXB { light ARACHPLAS_X2 } frame APBXC { light ARACHPLAS_X2 } frame APBXD { light ARACHPLAS_X3 } frame APBXE { light ARACHPLAS_X4 } } object DoomImpBall2 { frame BAL1A { light IMPBALL } frame BAL1B { light IMPBALL } frame BAL1C { light IMPBALL_X1 } frame BAL1D { light IMPBALL_X2 } frame BAL1E { light IMPBALL_X3 } } object FatShot2 { frame MANFA { light IMPBALL } frame MANFB { light IMPBALL } frame MISLB { light ROCKET_X1 } frame MISLC { light ROCKET_X2 } frame MISLD { light ROCKET_X3 } } object RevenantTracer2 { frame FATBA { light TRACER } frame FATBB { light TRACER } frame FBXPA { light TRACER_X1 } frame FBXPB { light TRACER_X2 } frame FBXPC { light TRACER_X3 } } object CacodemonBall2 { frame BAL2A { light CACOBALL } frame BAL2B { light CACOBALL } frame BAL2C { light CACOBALL_X1 } frame BAL2D { light CACOBALL_X2 } frame BAL2E { light CACOBALL_X3 } } object InvulSphere { frame PINV { light INVULN } } object Soulsphere2 { frame SOUL { light SOULSPHERE } } object Soulsphere3 { frame SOUL { light SOULSPHERE } } object Megasphere2 { frame MEGAA0 { light MEGASPHERE1 } frame MEGAB0 { light MEGASPHERE2 } frame MEGAC0 { light MEGASPHERE3 } frame MEGAD0 { light MEGASPHERE4 } } object GreenArmor_2 { frame ARM1A { light GREENARMOR1 } frame ARM1B { light GREENARMOR2 } } object BlueArmor_2 { frame ARM2A { light BLUEARMOR1 } frame ARM2B { light BLUEARMOR2 } } ///decal KnifeCut1 { pic SLICE1 translucent 0.75 shade "00 00 00" x-scale 0.6 y-scale 0.5 } decal KnifeCut2 { pic SLICE2 translucent 0.75 shade "00 00 00" x-scale 0.6 y-scale 0.5 } decal KnifeCut3 { pic SLICE3 translucent 0.75 shade "00 00 00" x-scale 0.6 y-scale 0.5 } decal KnifeCut4 { pic SLICE1 translucent 0.75 shade "00 00 00" x-scale 0.6 y-scale 0.5 flipx flipy } decal KnifeCut5 { pic SLICE2 translucent 0.75 shade "00 00 00" x-scale 0.6 y-scale 0.5 flipx flipy } decal KnifeCut6 { pic SLICE3 translucent 0.75 shade "00 00 00" x-scale 0.6 y-scale 0.5 flipx flipy } decalgroup KnifeCut { KnifeCut1 1 KnifeCut2 1 KnifeCut3 1 KnifeCut4 1 KnifeCut5 1 KnifeCut6 1 } generator KnifePuff KnifeCut decal ShotChip1 { pic CHIP1 translucent 0.65 shade "00 00 00" x-scale 0.3 y-scale 0.3 randomflipx randomflipy } decal ShotChip2 { pic CHIP2 translucent 0.65 shade "00 00 00" x-scale 0.3 y-scale 0.3 randomflipx randomflipy } decal ShotChip3 { pic CHIP3 translucent 0.65 shade "00 00 00" x-scale 0.3 y-scale 0.3 randomflipx randomflipy } decal ShotChip4 { pic CHIP4 translucent 0.65 shade "00 00 00" x-scale 0.3 y-scale 0.3 randomflipx randomflipy } decal ShotChip5 { pic CHIP5 translucent 0.65 shade "00 00 00" x-scale 0.3 y-scale 0.3 randomflipx randomflipy } decalgroup ShotChip { ShotChip1 1 ShotChip2 1 ShotChip3 1 ShotChip4 1 ShotChip5 1 }remap FLMBA0 FLMBA0H remap FLMBB0 FLMBB0H remap FLMBC0 FLMBC0H remap FLMBD0 FLMBD0H remap FLMBE0 FLMBE0H remap FLMBF0 FLMBF0H remap FLMBG0 FLMBG0H remap FLMBH0 FLMBH0H remap FLARA0 FLARA0H remap WEAPA0 I_VECTOR remap WEAPB0 I_AA12 remap WEAPC0 I_ACR remap WEAPD0 I_AT4 remap WEAPE0 I_BARRET remap WEAPF0 I_FAL remap WEAPG0 I_FAMAS remap WEAPH0 I_INTERV remap WEAPI0 I_44MAGN remap WEAPJ0 I_MG4 remap WEAPK0 I_UZI remap WEAPL0 I_FNP90 remap WEAPM0 I_SPAS12 remap WEAPN0 I_THUMPE remap WEAPO0 I_UMP45 remap WEAPP0 I_USP45 remap WEAPQ0 I_G18 remap WEAPR0 I_PP2000 remap WEAPS0 I_SCAR-H remap WEAPT0 I_M4A1 remap WEAPU0 I_RANGER remap WEAPV0 I_F2000 remap WEAPW0 I_MP5K remap WEAPX0 I_M93R remap WEAPY0 I_M16A4 remap WEAPZ0 I_AK47 remap WEP2A0 I_STRIKE remap WEP2B0 I_AUGHBA remap WEP2C0 I_WA2000 remap WEP2D0 I_DEAGLE remap WEP2E0 I_M9 remap WEP2F0 I_M1014 remap WEP2G0 I_M240 remap WEP2H0 I_L86 remap WEP2I0 I_RPG7 remap WEP2J0 I_1887 remap WEP2K0 I_M14EBR remap ATTAA0 A_THERMA remap ATTAB0 A_EXMAGS remap ATTAC0 A_RAPID remap ATTAD0 A_GRIP remap ATTAE0 A_AKIMBO remap ATTAF0 A_KNIFE remap ATTAG0 A_DRAGON remap ATTAH0 A_TACINS remap FRAGAMMO FRAGAMMH remap INTFG0 INTFG0H remap SCOPA0 SCOPA0H remap MUZZA0 MUZZA0H remap MUZZB0 MUZZB0H remap MUZZC0 MUZZC0H remap MUZZD0 MUZZD0H remap MUZZE0 MUZZE0H remap MUZZF0 MUZZF0H remap PER1A0 PERK1SOH remap PER1B0 PERK1EXC remap PER1C0 PERK1OMA remap PER1D0 PERK1SCA remap PER2A0 PERK2POW remap PER2B0 PERK2DNG remap PER2C0 PERK2JUG remap PER2D0 PERK2COL remap PER3A0 PERK3STD remap PER3B0 PERK3COM remap PER3C0 PERK3LST remap P_SOH PERK1SOH remap P_SOHP PERK4SOH remap P_EXCOND PERK1EXC remap P_EXCONP PERK4EXC remap P_OMA PERK1OMA remap P_OMAP PERK4OMA remap P_SCAVEN PERK1SCA remap P_SCAVEP PERK4SCA remap P_POWER PERK2POW remap P_POWERP PERK5POW remap P_DANGER PERK2DNG remap P_DANGEP PERK5DNG remap P_JUGGER PERK2JUG remap P_JUGGEP PERK5JUG remap P_COLD PERK2COL remap P_COLDP PERK5COL remap P_STEADY PERK3STD remap P_STEADP PERK6STD remap P_COMM PERK3COM remap P_COMMP PERK6COM remap P_LASTAN PERK3LST remap P_LASTAP PERK6LST remap P_GRNSTU PERK7STU remap P_GRNINC PERK7INC remap P_GRNREM PERK7REM remap P_MEGA PERKMEGA remap GRNXA0 GRNXA0H remap GRNXB0 GRNXB0H remap GRNXC0 GRNXC0H remap GRNXD0 GRNXD0H remap GRNXE0 GRNXE0H remap GRNXF0 GRNXF0H remap GRNXG0 GRNXG0H remap GRNXH0 GRNXH0H remap GRNXI0 GRNXI0H remap GRNXJ0 GRNXJ0H remap GRNXK0 GRNXK0H remap GRNXL0 GRNXL0H remap GRNXM0 GRNXM0H remap GRNXN0 GRNXN0H //Explosions remap EXP1A0 EXP1_A00 remap EXP1B0 EXP1_A01 remap EXP1C0 EXP1_A02 remap EXP1D0 EXP1_A03 remap EXP1E0 EXP1_A04 remap EXP1F0 EXP1_A05 remap EXP1G0 EXP1_A06 remap EXP1H0 EXP1_A07 remap EXP1I0 EXP1_A08 remap EXP1J0 EXP1_A09 remap EXP2A0 EXP3_A00 remap EXP2B0 EXP3_A01 remap EXP2C0 EXP3_A02 remap EXP2D0 EXP3_A03 remap EXP2E0 EXP3_A04 remap EXP2F0 EXP3_A05 remap EXP2G0 EXP3_A06 remap EXP2H0 EXP3_A07 remap EXP2I0 EXP3_A08 remap EXP3A0 EXP4_A00 remap EXP3B0 EXP4_A01 remap EXP3C0 EXP4_A02 remap EXP3D0 EXP4_A03 remap EXP3E0 EXP4_A04 remap EXP3F0 EXP4_A05 remap EXP3G0 EXP4_A06 remap EXP3H0 EXP4_A07 remap EXP3I0 EXP4_A08 remap EXP4A0 EXP5_A00 remap EXP4B0 EXP5_A01 remap EXP4C0 EXP5_A02 remap EXP4D0 EXP5_A03 remap EXP4E0 EXP5_A04 remap EXP4F0 EXP5_A05 remap EXP4G0 EXP5_A06 remap EXP4H0 EXP5_A07 remap EXP5A0 EXP6_A00 remap EXP5B0 EXP6_A01 remap EXP5C0 EXP6_A02 remap EXP5D0 EXP6_A03 remap EXP5E0 EXP6_A04 remap EXP5F0 EXP6_A05 remap EXP5G0 EXP6_A06 remap EXP5H0 EXP6_A07 remap EXP5I0 EXP6_A08 remap EXP5J0 EXP6_A09 remap EXP5K0 EXP6_A10 #include W_DEFAUL #include W_PLAYER #include D_AMMO #include W_USP45 #include W_44MAGN #include W_FAMAS #include W_FAL #include W_SPAS #include W_AA12 #include W_UMP45 #include W_VECTOR #include W_UZI #include W_P90 #include W_THUMPE #include W_ACR #include W_AT4 #include W_INTERV #include W_BARRET #include W_MG4 #include W_G18 #include W_PP2000 #include W_SCAR-H #include W_M4A1 #include W_RANGER #include W_F2000 #include W_MP5K #include W_M93R #include W_M16A4 #include W_AK47 #include W_STRIKE #include W_STEYR #include W_WA2000 #include W_DEAGLE #include W_M9 #include W_M1014 #include W_M240 #include W_L86 #include W_RPG7 #include W_W1887 #include W_M14EBR #include D_INFO //Generic information things #include D_PERKS //Perks #include D_GIVE #include D_PICKUP #include D_MONSTE #include D_TACTIC #include D_ATTACH #include D_DROPSPACTOR NoFlash { RenderStyle None States { Spawn: TNT1 A 1 Stop } } actor explosivebarrel_2 : explosivebarrel replaces explosivebarrel { health 40 height 38 damagetype "BarrelBoom" DamageFactor "BarrelBoom", 2.0 DamageFactor "Telebomb", 0.0 States { Death: BEXP A 5 BEXP BC 5 BRIGHT TNT1 A 0 A_SpawnItemEx("ExplosionMain2",0,0,20) TNT1 A 15 A_Explode TNT1 A 1050 A_BarrelDestroy TNT1 A 5 A_Respawn Wait } } Actor BossBrain_2 : BossBrain replaces BossBrain { +ISMONSTER Health 750 PainChance "Dragon", 31 DamageFactor "Crush", 3.0 DamageFactor "BarrelBoom", 3.0 DamageFactor "Sniper", 0.5 } Actor BossEye_2 : BossEye replaces BossEye { +ISMONSTER } actor RGUWeapon : Weapon { obituary "%o was killed." inventory.pickupmessage "Snagged an item that doesn't exist!" weapon.selectionorder 500 weapon.kickback 0 +NOAUTOFIRE +NOALERT +NOLMS +NOAUTOAIM +NOEXTREMEDEATH scale 0.15 } actor RailGun : RGUWeapon { } actor FragGrenade { obituary "%o caught %k's hot potato." radius 5 height 5 speed 25 damage (5) PROJECTILE -NOGRAVITY +HEXENBOUNCE +NOEXTREMEDEATH +FORCERADIUSDMG +CANBOUNCEWATER +BOUNCEONACTORS +ROCKETTRAIL +FORCEXYBILLBOARD Scale 0.25 gravity 0.4 bouncefactor 0.4 wallbouncefactor 0.5 ReactionTime 2 seesound "grenade/lob" damagetype "Explosion" states { Spawn: FRGX A 5 FRGX B 5 A_GiveInventory("M203Armed",1) FRGX CDEFG 5 FRGX H 5 A_Countdown loop Death: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("M203Armed",1,"DeathArmed") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_Explode(100,32,0) TNT1 A 0 A_Explode(60,96) TNT1 A 0 A_PlaySoundEx("generic/explosionsmall","SoundSlot5") TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 0 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-16,16), random(-16,16), random(-8,16), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) TNT1 A 5 stop DeathArmed: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 Radius_Quake(2,11,0,8,0) TNT1 A 0 A_SpawnItemEx("ExplosionMain") TNT1 A 0 A_SpawnItemEx("FragGrenadeExplosion",-1,0,0,0,0,0,0,0,0) TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-16,32), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) TNT1 A 15 stop } } actor FragGrenadeDropped : FragGrenade { speed 2 damage 0 states { Spawn: FRGX A 5 FRGX B 5 A_GiveInventory("M203Armed",1) FRGX CDEFG 5 FRGX H 5 A_Countdown loop Death: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("M203Armed",1,"DeathArmed") TNT1 A 0 A_Explode(100,32,0) TNT1 A 0 A_Explode(60,96,0) TNT1 A 0 A_PlaySoundEx("generic/explosionsmall","SoundSlot5") TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 0 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-16,16), random(-16,16), random(-8,16), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) TNT1 A 5 stop DeathArmed: TNT1 A 0 TNT1 A 0 Radius_Quake(2,11,0,8,0) TNT1 A 0 A_SpawnItemEx("ExplosionMain") TNT1 A 0 A_SpawnItemEx("FragGrenadeExplosionDropped",-1,0,0,0,0,0,0,0,0) TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-16,32), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) TNT1 A 15 stop } } actor FragGrenadeExplosion { RenderStyle None +NOCLIP PROJECTILE +FORCERADIUSDMG Speed 1 Damage 0 Scale 0.7 Obituary "%o almost dodged %k's grenade." DamageType "Explosion" states { Spawn: TNT1 A 0 TNT1 A 0 A_Explode(75,170,0) TNT1 A 0 A_Explode(75,170) TNT1 A 0 A_Explode(50,300) TNT1 A 5 A_Explode(50,300) stop } } actor FragGrenadeExplosionDropped : FragGrenadeExplosion { Obituary "%o didn't see %k's grenade." states { Spawn: TNT1 A 0 TNT1 AA 0 A_Explode(75,170,0) TNT1 A 0 A_Explode(50,300,0) TNT1 A 5 A_Explode(50,300,0) stop } } actor CoopFragGrenade : FragGrenade { -NOTELEPORT -TELESTOMP +THRUSPECIES species "Player" } actor CoopFragGrenadeDropped : FragGrenadeDropped { +THRUSPECIES species "Player" } actor StunGrenade { obituary "%o's face was redecorated by %k's powderbomb." radius 5 height 5 speed 25 damage (3) PROJECTILE -NOGRAVITY +HEXENBOUNCE +NOEXTREMEDEATH +FORCERADIUSDMG +CANBOUNCEWATER +BOUNCEONACTORS +ROCKETTRAIL +FORCEXYBILLBOARD Scale 0.18 gravity 0.4 bouncefactor 0.4 wallbouncefactor 0.5 ReactionTime 2 seesound "grenade/lob" damagetype "Explosion" states { Spawn: GRNX AC 3 GRNX E 3 A_GiveInventory("M203Armed",1) GRNX FHJL 3 GRNX N 3 A_Countdown loop Death: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("M203Armed",1,"DeathArmed") TNT1 A 0 A_Explode(15,16,0) TNT1 A 20 A_SpawnItemEx("StunGrenadeDrop",0,0,0,-2,0,2,random(-8,8),0,0) stop DeathArmed: TNT1 A 0 TNT1 A 0 A_PlaySoundEx("stun/explosion","SoundSlot5") TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 0 A_SpawnItemEx("StunExplosionMain",0,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion",-1,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion2",-1,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion3",-1,0,0,0,0,0,0,0,0) TNT1 A 0 Radius_Quake(3,15,0,16,0) TNT1 A 15 A_AlertMonsters stop } } actor StunGrenadeDrop { Speed 2 Height 1 Radius 0 Scale 0.18 gravity 0.4 bouncefactor 0.5 bouncecount 3 +DOOMBOUNCE +MISSILE +FORCERADIUSDMG +FORCEXYBILLBOARD States { Spawn: GRNX A 0 GRNX AAAAA 5 GRNX A -1 Loop Death: GRNX A 45 TNT1 A 0 A_PlaySoundEx("stun/explosion","SoundSlot5") TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 0 A_SpawnItemEx("StunExplosionMain",0,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion",-1,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion2",-1,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion3",-1,0,0,0,0,0,0,0,0) TNT1 A 0 Radius_Quake(3,15,0,16,0) TNT1 A 15 A_AlertMonsters stop } } actor StunGrenadeExplosion { RenderStyle None +NOCLIP PROJECTILE +FORCERADIUSDMG +NODAMAGETHRUST +NOEXTREMEDEATH Speed 1 Damage 0 Scale 0.7 obituary "%o couldn't handle %k's powderbomb." DamageType "Stun" states { Spawn: TNT1 A 0 TNT1 A 5 A_Explode(10,768) stop } } actor StunGrenadeExplosion2 : StunGrenadeExplosion { DamageType "Stun2" states { Spawn: TNT1 A 0 TNT1 A 5 A_Explode(10,512) stop } } actor StunGrenadeExplosion3 : StunGrenadeExplosion { DamageType "Stun3" states { Spawn: TNT1 A 0 TNT1 A 5 A_Explode(15,256,0) stop } } actor StunExplosionMain { RenderStyle Add alpha 1.0 +NOCLIP +NOGRAVITY +FORCEXYBILLBOARD Scale 1 states { Spawn: FLAR A 0 FLAR AAAAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-64,64), random(-64,64), random(-56,64), random(-6,6), random(-6,6), random(-1,9), 0, 128, 0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(0,3),3,0,random(-1,1),45,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(0,3),3,0,random(-1,1),90,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(0,3),3,0,random(-1,1),135,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(0,3),3,0,random(-1,1),180,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(0,3),3,0,random(-1,1),225,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(0,3),3,0,random(-1,1),270,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(0,3),3,0,random(-1,1),315,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(0,3),3,0,random(-1,1),360,128,0) FLAR A 2 BRIGHT FLAR AAAAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-60,60), random(-60,60), random(-52,60), random(-6,6), random(-6,6), random(-1,9), 0, 128, 0) FLAR A 2 BRIGHT FLAR AAAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-56,56), random(-56,56), random(-48,56), random(-5,5), random(-5,5), random(-1,8), 0, 128, 0) FLAR A 2 BRIGHT A_FadeOut(0.1) FLAR AAAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-52,52), random(-52,52), random(-44,52), random(-5,5), random(-5,5), random(-1,8), 0, 128, 0) FLAR A 2 BRIGHT A_FadeOut(0.1) FLAR AAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-48,48), random(-48,48), random(-40,48), random(-4,4), random(-4,4), random(-1,7), 0, 128, 0) FLAR A 2 BRIGHT A_FadeOut(0.1) FLAR AAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-44,44), random(-44,44), random(-36,44), random(-4,4), random(-4,4), random(-1,7), 0, 128, 0) FLAR A 2 BRIGHT A_FadeOut(0.1) FLAR AAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-40,40), random(-40,40), random(-32,40), random(-3,3), random(-3,3), random(-1,6), 0, 128, 0) FLAR AAAAAAAA 2 BRIGHT A_FadeOut(0.1) stop } } actor StunExplosionMain2 : StunExplosionMain { Scale 0.8 states { Spawn: FLAR A 0 FLAR AAAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-48,48), random(-48,48), random(-40,48), random(-6,6), random(-6,6), random(-1,6), 0, 128, 0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(0,3),3,0,random(-1,1),45,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(0,3),3,0,random(-1,1),90,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(0,3),3,0,random(-1,1),135,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(0,3),3,0,random(-1,1),180,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(0,3),3,0,random(-1,1),225,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(0,3),3,0,random(-1,1),270,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(0,3),3,0,random(-1,1),315,128,0) FLAR A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(0,3),3,0,random(-1,1),360,128,0) FLAR A 2 BRIGHT FLAR AAAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-44,44), random(-44,44), random(-40,44), random(-6,6), random(-6,6), random(-1,6), 0, 128, 0) FLAR A 2 BRIGHT FLAR AAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-40,40), random(-40,40), random(-36,40), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) FLAR A 2 BRIGHT A_FadeOut(0.1) FLAR AAAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-36,36), random(-36,36), random(-32,36), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) FLAR A 2 BRIGHT A_FadeOut(0.1) FLAR AAAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-32,32), random(-32,32), random(-28,32), random(-4,4), random(-4,4), random(-1,4), 0, 128, 0) FLAR A 2 BRIGHT A_FadeOut(0.1) FLAR AAAA 0 A_SpawnItemEx("StunExplosionSpark",random(-28,28), random(-28,28), random(-24,28), random(-4,4), random(-4,4), random(-1,4), 0, 128, 0) FLAR A 2 BRIGHT A_FadeOut(0.1) FLAR AAA 0 A_SpawnItemEx("StunExplosionSpark",random(-24,24), random(-24,24), random(-20,24), random(-3,3), random(-3,3), random(-1,3), 0, 128, 0) FLAR AAAAAAAA 2 BRIGHT A_FadeOut(0.1) stop } } actor StunExplosionSpark { RenderStyle Add alpha 0.9 PROJECTILE +NOCLIP -NOGRAVITY +FORCEXYBILLBOARD Gravity 0.4 Speed 1 Damage 0 Scale 0.035 states { Spawn: TNT1 A 1 FLAR A 2 BRIGHT FLAR A 0 BRIGHT A_Jump(256,1,2,3,4,5,6) FLAR AAAAAAAAAAAAAAAA 1 BRIGHT A_SetTranslucent(0.1+(random(0,3)*0.2),1) stop } } actor CoopStunGrenade : StunGrenade { -NOTELEPORT -TELESTOMP +THRUSPECIES species "Player" } actor IncGrenade { obituary "%k made sure %o felt the heat." radius 5 height 5 speed 23 damage (3) PROJECTILE -NOGRAVITY +HEXENBOUNCE +NOEXTREMEDEATH +FORCERADIUSDMG +CANBOUNCEWATER +BOUNCEONACTORS +ROCKETTRAIL +FORCEXYBILLBOARD Scale 0.2 gravity 0.4 bouncefactor 0.4 wallbouncefactor 0.5 ReactionTime 3 seesound "grenade/lob" damagetype "Explosion" states { Spawn: GRNX A 4 GRNX C 4 A_GiveInventory("M203Armed",1) GRNX EFHJL 4 GRNX N 4 A_Countdown loop Death: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("M203Armed",1,"DeathArmed") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_Explode(30,24,0) TNT1 A 0 A_Explode(25,88) TNT1 A 0 A_PlaySoundEx("generic/explosionsmall","SoundSlot5") TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 0 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 AAAAAAA 0 A_SpawnItemEx("IncGrenadeFire", random(-32,32), random(-32,32), random(0,16), random(-15,15)/10, random(-15,15)/10, random(4,5), 0, 0, 0) TNT1 A 5 stop DeathArmed: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 Radius_Quake(2,10,0,6,0) TNT1 A 0 A_PlaySound("dragon/fire") TNT1 A 0 A_SpawnItemEx("ExplosionMain2") TNT1 A 0 A_SpawnItemEx("IncGrenadeExplosion",-1,0,0,0,0,0,0,0,0) TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx("IncGrenadeFire", random(-32,32), random(-32,32), random(0,16), random(-25,25)/10, random(-25,25)/10, random(4,5), 0, 0, 0) TNT1 A 5 stop } } actor IncGrenadeExplosion { RenderStyle None +NOCLIP PROJECTILE +FORCERADIUSDMG Speed 1 Damage 0 Scale 0.7 Obituary "%o felt %k's burn." DamageType "Explosion" states { Spawn: TNT1 A 0 TNT1 AA 0 A_Explode(25,144,0) TNT1 A 5 A_Explode(40,256) stop } } actor IncGrenadeFire { renderstyle Add alpha 0.3 Scale 0.7 Gravity 0.6 +FORCERADIUSDMG +FORCEXYBILLBOARD +NODAMAGETHRUST +NOEXTREMEDEATH ReactionTime 4 Obituary "%o melted on %k's turf." damagetype "Dragon" States { Spawn: FLMB A 0 FLMB A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,12,16,17,19,21,23,25) FLMB ABCDEFGH 6 FLMB B 0 BRIGHT A_Explode(10,96) FLMB BBBCCC 2 BRIGHT A_FadeIn(0.1) FLMB D 6 bright A_Explode(10,96) FLMB E 6 bright FLMB F 6 bright A_Explode(10,96) FLMB G 6 bright FLMB H 6 bright A_Explode(10,96) FLMB A 0 BRIGHT A_Jump(219,2) FLMB A 0 BRIGHT A_PlaySound("dragon/fire2") FLMB A 6 BRIGHT FLMB B 6 BRIGHT A_Explode(10,96) FLMB A 0 BRIGHT A_Jump(219,2) FLMB A 0 BRIGHT A_PlaySound("dragon/fire2") FLMB C 6 BRIGHT FLMB D 6 BRIGHT A_Explode(10,96) FLMB A 0 BRIGHT A_Jump(219,2) FLMB A 0 BRIGHT A_PlaySound("dragon/fire2") FLMB E 6 BRIGHT FLMB F 6 BRIGHT A_Explode(10,96) FLMB A 0 BRIGHT A_Jump(219,2) FLMB A 0 BRIGHT A_PlaySound("dragon/fire2") FLMB G 6 BRIGHT FLMB H 6 BRIGHT A_Explode(10,96) FLMB H 0 BRIGHT A_Jump(191,2) FLMB H 0 BRIGHT A_CountDown FLMB H 0 BRIGHT A_CountDown goto Spawn+23 Death: FLMB A 0 BRIGHT A_Explode(5,80) FLMB AB 6 BRIGHT A_FadeOut(0.15) FLMB A 0 BRIGHT A_Explode(5,64) FLMB CD 6 BRIGHT A_FadeOut(0.15) FLMB A 0 BRIGHT A_Explode(5,48) FLMB EF 6 BRIGHT A_FadeOut(0.15) FLMB A 0 BRIGHT A_Explode(5,32) FLMB GH 6 BRIGHT A_FadeOut(0.15) FLMB A 0 BRIGHT A_Explode(5,16) FLMB AB 6 BRIGHT A_FadeOut(0.15) stop } } actor CoopIncGrenade : IncGrenade { -NOTELEPORT -TELESTOMP +THRUSPECIES species "Player" } actor MonsterBulletPuff : BulletPuff { spawnid 131 renderstyle Translucent alpha 0.5 +NOBLOCKMAP +NOGRAVITY -ALLOWPARTICLES decal BulletChip damagetype "Normal" +NOEXTREMEDEATH +PUFFONACTORS +PUFFGETSOWNER states { Spawn: TNT1 A 0 TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop Crash: TNT1 A 0 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 TNT1 A 5 A_PlaySound("generic/ricochets") stop } } actor MonsterShotgunPuff : MonsterBulletPuff { decal ShotChip } actor HHBulletPuff : BulletPuff replaces BulletPuff { renderstyle Translucent alpha 0.5 +NOBLOCKMAP +NOGRAVITY -ALLOWPARTICLES decal BulletChip damagetype "Bullet" +NOEXTREMEDEATH +PUFFONACTORS +PUFFGETSOWNER states { Spawn: TNT1 A 0 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 XDeath: TNT1 A 0 TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } actor RiflePuff : HHBulletPuff { damagetype "Rifle" } actor ShotgunPuff : HHBulletPuff { decal none damagetype "Shotgun" states { Spawn: TNT1 A 0 TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_Jump(48,2) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_3", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 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 ShotgunPuff2 : ShotgunPuff { decal ShotChip } actor SniperPuff : HHBulletPuff { damagetype "Sniper" } actor KnifePuff : HHBulletPuff { decal KnifeCut damagetype "Knife" states { Spawn: Crash: TNT1 A 0 TNT1 A 0 A_PlaySound("knife/wall") TNT1 AA 0 A_SpawnItemEx("ImpactSpark", 0, 0, 0, random(-1,1), random(-1,1), random(-2,2), 0, 128, 64) TNT1 A 1 A_SpawnItemEx("ImpactSpark", 0, 0, 0, random(-1,1), random(-1,1), random(-2,2), 0, 128, 64) TNT1 AA 0 A_SpawnItemEx("ImpactSpark", 0, 0, 0, random(-2,2), random(-2,2), random(-3,3), 0, 128, 64) TNT1 A 4 A_SpawnItemEx("ImpactSpark", 0, 0, 0, random(-2,2), random(-2,2), random(-3,3), 0, 128, 64) stop Melee: TNT1 A 0 TNT1 A 5 A_PlaySound("knife/flesh") stop } } actor LMGPuff : HHBulletPuff { damagetype "LMG" } actor BigPistolPuff : HHBulletPuff { damagetype "BigPistol" } actor ShotgunFirePuff : HHBulletPuff { decal none +FORCERADIUSDMG damagetype "Dragon" states { Spawn: TNT1 A 0 TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop XDeath: TNT1 A 0 TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_Jump(32,2) TNT1 A 0 A_PlaySound("generic/ricochets") TNT1 AA 12 A_Explode(2,32,0) stop Crash: TNT1 A 0 TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop } } actor FlameThrowerFire { renderstyle Add alpha 0.01 Scale 0.85 Radius 1 Height 1 Speed 13 //14 //13 Damage (0) Projectile +RIPPER +FORCERADIUSDMG +FORCEXYBILLBOARD +NOEXTREMEDEATH damagetype "Dragon" States { Spawn: FLMB A 3 FLMB A 0 BRIGHT A_SpawnItemEx("WeaponSmokePuff_Spawned", random(-2,8), random(-4,4), random(-4,4), 0, 0, 0, 0, 128, 128) FLMB B 0 BRIGHT A_Explode(4,64,0) FLMB B 1 BRIGHT A_FadeIn(0.14) FLMB BB 1 BRIGHT A_FadeIn(0.15) FLMB C 0 BRIGHT A_Explode(5,64,0) FLMB CCC 1 BRIGHT A_FadeIn(0.15) FLMB DEFGH 3 BRIGHT A_Explode(5,64,0) FLMB A 0 BRIGHT A_SpawnItemEx("WeaponSmokePuff_Spawned", random(-16,16), random(-16,16), random(-16,16), 0, 0, 0, 0, 128, 128) FLMB A 0 BRIGHT A_Explode(3,48,0) FLMB AB 2 BRIGHT A_FadeOut(0.15) FLMB C 0 BRIGHT A_Explode(2,40,0) FLMB CD 2 BRIGHT A_FadeOut(0.15) FLMB E 0 BRIGHT A_Explode(1,36,0) FLMB EFGH 2 BRIGHT A_FadeOut(0.15) stop Death: TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 AAA 12 A_Explode(2,32,0) stop } } actor FireballPuff { RenderStyle Add alpha 0.95 +NOCLIP PROJECTILE Speed 2 Damage 0 Scale 0.5 +NOINTERACTION +FORCEXYBILLBOARD +CLIENTSIDEONLY states { Spawn: TNT1 A 0 FLMB A 2 bright FLMB A 2 bright ThrustThingZ(0,5,0,1) FLMB BBCCDDEEFFGGHH 2 bright A_FadeOut(0.07) stop } } actor HHBulletCoop : FastProjectile { renderstyle Translucent alpha 0.5 Radius 1 Height 1 Speed 500 Projectile DamageType "Bullet" Species "Player" +BLOODSPLATTER -ALLOWPARTICLES +THRUSPECIES +NOEXTREMEDEATH +NOTIMEFREEZE Decal Bulletchip States { Spawn: TNT1 A -1 loop 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 HHBlood : Blood Replaces Blood { Mass 5 +NOBLOCKMAP +NOTELEPORT +FORCEXYBILLBOARD States { Spawn: BLUD C 0 BLUD CBA 8 Stop Spray: SPRY ABCDEF 3 SPRY G 2 Stop } } actor HHBloodSplatter : Blood Replaces BloodSplatter { Mass 5 +NOBLOCKMAP +NOTELEPORT +FORCEXYBILLBOARD States { Spawn: BLUD C 0 BLUD CBA 8 Stop Spray: SPRY ABCDEF 3 SPRY G 2 Stop } } actor ExplosionMain { RenderStyle Add alpha 0.9 +NOGRAVITY Scale 1.0 +FORCEXYBILLBOARD states { Spawn: EXP1 AA 0 A_SpawnItemEx("ExplosionSmall",random(-8,8),random(-8,8),random(1,8),random(-2,2),random(-2,2),random(0,3),0,128,0) EXP1 A 0 A_PlayWeaponSound("generic/explosion") EXP1 A 0 A_PlaySoundEx("distant/explosion","SoundSlot6") EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff",random(-8,8),random(-8,8),random(1,8),2,0,0,45,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff",random(-8,8),random(-8,8),random(1,8),2,0,0,90,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff",random(-8,8),random(-8,8),random(1,8),2,0,0,135,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff",random(-8,8),random(-8,8),random(1,8),2,0,0,180,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff",random(-8,8),random(-8,8),random(1,8),2,0,0,225,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff",random(-8,8),random(-8,8),random(1,8),2,0,0,270,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff",random(-8,8),random(-8,8),random(1,8),2,0,0,315,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff",random(-8,8),random(-8,8),random(1,8),2,0,0,360,128,0) EXP1 AB 1 bright EXP1 BB 0 A_SpawnItemEx("ExplosionSmall",random(-8,8),random(-8,8),random(1,8),random(-2,2),random(-2,2),random(0,3),0,128,0) EXP1 CDEF 1 bright EXP1 FF 0 A_SpawnItemEx("ExplosionSmall",random(-8,8),random(-8,8),random(1,8),random(-2,2),random(-2,2),random(0,3),0,128,0) EXP1 GHIJ 1 bright EXP3 AB 1 bright EXP3 BB 0 A_SpawnItemEx("ExplosionSmall",random(-8,8),random(-8,8),random(1,8),random(-2,2),random(-2,2),random(0,3),0,128,0) EXP3 CDEF 1 bright EXP3 FF 0 A_SpawnItemEx("ExplosionSmall",random(-8,8),random(-8,8),random(1,8),random(-2,2),random(-2,2),random(0,3),0,128,0) EXP3 GHI 1 bright stop } } actor ExplosionMain2 : ExplosionMain { Scale 0.8 states { Spawn: EXP1 AA 0 A_SpawnItemEx("ExplosionSmall2",random(-5,5),random(-5,5),random(1,5),random(-2,2),random(-2,2),random(0,2),0,128,0) EXP1 A 0 A_PlayWeaponSound("generic/explosionsmall") EXP1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(1,5),2,0,0,45,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(1,5),2,0,0,90,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(1,5),2,0,0,135,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(1,5),2,0,0,180,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(1,5),2,0,0,225,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(1,5),2,0,0,270,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(1,5),2,0,0,315,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff2",random(-5,5),random(-5,5),random(1,5),2,0,0,360,128,0) EXP1 AB 1 bright EXP1 BB 0 A_SpawnItemEx("ExplosionSmall2",random(-5,5),random(-5,5),random(1,5),random(-2,2),random(-2,2),random(0,2),0,128,0) EXP1 CDEF 1 bright EXP1 FF 0 A_SpawnItemEx("ExplosionSmall2",random(-5,5),random(-5,5),random(1,5),random(-2,2),random(-2,2),random(0,2),0,128,0) EXP1 GHIJ 1 bright EXP3 AB 1 bright EXP3 BB 0 A_SpawnItemEx("ExplosionSmall2",random(-5,5),random(-5,5),random(1,5),random(-2,2),random(-2,2),random(0,2),0,128,0) EXP3 CDEF 1 bright EXP3 FF 0 A_SpawnItemEx("ExplosionSmall2",random(-5,5),random(-5,5),random(1,5),random(-2,2),random(-2,2),random(0,2),0,128,0) EXP3 GHI 1 bright stop } } actor ExplosionMain3 : ExplosionMain { Scale 0.6 states { Spawn: EXP1 AA 0 A_SpawnItemEx("ExplosionSmall3",random(-3,3),random(-3,3),random(1,3),random(-1,1),random(-1,1),random(0,1),0,128,0) EXP1 A 0 A_PlayWeaponSound("generic/explosionsmaller") EXP1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(1,3),2,0,0,45,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(1,3),2,0,0,90,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(1,3),2,0,0,135,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(1,3),2,0,0,180,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(1,3),2,0,0,225,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(1,3),2,0,0,270,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(1,3),2,0,0,315,128,0) EXP1 A 0 A_SpawnItemEx("ExplosionSmokePuff3",random(-3,3),random(-3,3),random(1,3),2,0,0,360,128,0) EXP1 AB 1 bright EXP1 BB 0 A_SpawnItemEx("ExplosionSmall3",random(-3,3),random(-3,3),random(1,3),random(-1,1),random(-1,1),random(0,1),0,128,0) EXP1 CDEF 1 bright EXP1 FF 0 A_SpawnItemEx("ExplosionSmall3",random(-3,3),random(-3,3),random(1,3),random(-1,1),random(-1,1),random(0,1),0,128,0) EXP1 GHIJ 1 bright EXP3 AB 1 bright EXP3 BB 0 A_SpawnItemEx("ExplosionSmall3",random(-3,3),random(-3,3),random(1,3),random(-1,1),random(-1,1),random(0,1),0,128,0) EXP3 CDEF 1 bright EXP3 FF 0 A_SpawnItemEx("ExplosionSmall3",random(-3,3),random(-3,3),random(1,3),random(-1,1),random(-1,1),random(0,1),0,128,0) EXP3 GHI 1 bright stop } } actor ExplosionSmall { RenderStyle Add alpha 0.9 //+NOCLIP +NOINTERACTION PROJECTILE //-MISSILE Speed 1 Damage 0 Scale 0.7 +FORCEXYBILLBOARD +CLIENTSIDEONLY states { Spawn: TNT1 A 1 TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5") Spawn1: EXP1 ABCDEFGHIJ 3 bright stop Spawn2: EXP2 ABCDEFG 5 bright stop Spawn3: EXP3 ABCDEFG 5 bright stop Spawn4: EXP4 ABCDEFGH 4 bright stop Spawn5: EXP5 ABCDEFGHIJK 3 bright stop } } actor ExplosionSmall2 : ExplosionSmall { Scale 0.5 } actor ExplosionSmall3 : ExplosionSmall { Scale 0.35 } actor ExplosionSmokePuff { RenderStyle Add alpha 0.95 //+NOCLIP +NOINTERACTION PROJECTILE Speed 2 Damage 0 Scale 4.0 +FORCEXYBILLBOARD +CLIENTSIDEONLY states { Spawn: TNT1 A 1 TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6") Spawn1: SMK1 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn2: SMK2 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn3: SMK3 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn4: SMK4 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn5: SMK5 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn6: SMK6 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop } } actor ExplosionSmokePuff2 : ExplosionSmokePuff { alpha 0.85 Scale 2.75 } actor ExplosionSmokePuff3 : ExplosionSmokePuff { alpha 0.8 Scale 1.5 } actor ImpactSmokePuff { RenderStyle Add alpha 0.75 //+NOCLIP +NOINTERACTION PROJECTILE Speed 2 Damage 0 Scale 0.75 +FORCEXYBILLBOARD +CLIENTSIDEONLY states { Spawn: TNT1 A 1 TNT1 AAAAAA 0 A_SpawnItemEx("ImpactSpark", 0, 0, 0, random(-2,2), random(-2,2), random(-1,1), 0, 128, 64) TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6") Spawn1: SMK1 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn2: SMK2 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn3: SMK3 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn4: SMK4 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn5: SMK5 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn6: SMK6 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop } } actor ImpactSmokePuff_2 : ImpactSmokePuff { alpha 0.6 Scale 0.55 } actor ImpactSmokePuff_3 : ImpactSmokePuff { alpha 0.45 Scale 0.35 } actor ImpactSpark { RenderStyle Add alpha 0.95 +NOCLIP PROJECTILE Speed 2 Damage 0 Scale 0.05 +FORCEXYBILLBOARD +CLIENTSIDEONLY +NOINTERACTION -NOGRAVITY +NOTIMEFREEZE Gravity 1.2 states { Spawn: SPRK A 1 SPRK A 1 bright A_FadeOut(0.075) wait } } actor ImpactSpark2 { RenderStyle Add alpha 1 //0.95 +NOCLIP PROJECTILE Speed 2 Damage 0 Scale 0.16 //0.08 +FORCEXYBILLBOARD +CLIENTSIDEONLY +NOINTERACTION -NOGRAVITY +NOTIMEFREEZE Gravity 1.2 states { Spawn: SPRK A 4 BRIGHT //A 0 SPRK A 1 BRIGHT A_FadeOut(0.05) wait } } actor WeaponSmokePuff { RenderStyle None +NOCLIP +NOTIMEFREEZE PROJECTILE Speed 28 Damage 0 states { Spawn: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_SpawnItemEx("WeaponSmokePuff_Spawned", 1, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_SpawnItemEx("MuzzleFlash", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor WeaponSmokePuffLong { RenderStyle None +NOCLIP +NOTIMEFREEZE PROJECTILE Speed 28 Damage 0 states { Spawn: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 5 A_SpawnItemEx("WeaponSmokePuffLong_Spawned", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor WeaponSmokePuffShotgun { RenderStyle None +NOCLIP +NOTIMEFREEZE PROJECTILE Speed 28 Damage 0 states { Spawn: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 5 A_SpawnItemEx("WeaponSmokePuffShotgun_Spawned", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor WeaponSmokePuff_Spawned { RenderStyle Add alpha 0.3 +NOCLIP PROJECTILE Speed 0 Damage 0 Scale 1.5 +CLIENTSIDEONLY +FORCEXYBILLBOARD +NOTIMEFREEZE states { Spawn: TNT1 A 0 TNT1 AAA 0 A_SpawnItemEx("ImpactSpark", 0, 0, 0, random(3,3), random(-3,3), random(-3,3), 0, 128, 128) TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6") Spawn1: SMK1 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn2: SMK2 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn3: SMK3 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn4: SMK4 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn5: SMK5 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn6: SMK6 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop } } actor WeaponSmokePuffLong_Spawned { RenderStyle Add alpha 0.4 +NOCLIP PROJECTILE Speed 0 Damage 0 Scale 2.0 +CLIENTSIDEONLY +FORCEXYBILLBOARD +NOTIMEFREEZE states { Spawn: TNT1 A 0 TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6") Spawn1: SMK1 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05) stop Spawn2: SMK2 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05) stop Spawn3: SMK3 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05) stop Spawn4: SMK4 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05) stop Spawn5: SMK5 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05) stop Spawn6: SMK6 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05) stop } } actor WeaponSmokePuffShotgun_Spawned { RenderStyle Add alpha 0.4 +NOCLIP PROJECTILE Speed 0 Damage 0 Scale 2.0 +CLIENTSIDEONLY +FORCEXYBILLBOARD +NOTIMEFREEZE states { Spawn: TNT1 A 0 TNT1 AAA 0 A_SpawnItemEx("ImpactSpark", 0, 0, 0, random(3,3), random(-3,3), random(-3,3), 0, 128, 0) TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6") Spawn1: SMK1 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05) stop Spawn2: SMK2 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05) stop Spawn3: SMK3 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05) stop Spawn4: SMK4 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05) stop Spawn5: SMK5 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05) stop Spawn6: SMK6 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05) stop } } actor FlightSmokePuff { RenderStyle Add alpha 0.95 +NOCLIP PROJECTILE Speed 0 Damage 0 Scale 0.5 +CLIENTSIDEONLY +NOINTERACTION +FORCEXYBILLBOARD states { Spawn: TNT1 A 0 TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6") Spawn1: SMK1 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn2: SMK2 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn3: SMK3 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn4: SMK4 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn5: SMK5 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop Spawn6: SMK6 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05) stop } } actor WeaponSmokePuff_LMGMuzzle { RenderStyle None +NOCLIP +NOTIMEFREEZE PROJECTILE Speed 28 Damage 0 states { Spawn: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_SpawnItemEx("WeaponSmokePuff_Spawned", 1, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_SpawnItemEx("MuzzleFlash2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor WeaponSmokePuff_BigMuzzle { RenderStyle None +NOCLIP +NOTIMEFREEZE PROJECTILE Speed 28 Damage 0 states { Spawn: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_SpawnItemEx("WeaponSmokePuff_Spawned", 1, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_SpawnItemEx("MuzzleFlash3", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor WeaponSmokePuff_ShotMuzzle { RenderStyle None +NOCLIP +NOTIMEFREEZE PROJECTILE Speed 28 Damage 0 states { Spawn: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_SpawnItemEx("WeaponSmokePuff_Spawned", 1, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_SpawnItemEx("MuzzleFlash4", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor MuzzleFlash { RenderStyle Add alpha 0.6 +NOCLIP PROJECTILE Speed 2 Damage 0 Scale 0.53 +FORCEXYBILLBOARD +CLIENTSIDEONLY +NOINTERACTION +NOTIMEFREEZE states { Spawn: E1_A B 0 E1_A B 0 bright A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5") Spawn1: E1_A B 1 bright E1_A CDEFGH 1 bright A_Fadeout(0.1) stop Spawn2: E2_A B 1 bright E2_A CDEFGH 1 bright A_Fadeout(0.1) stop Spawn3: E3_A B 1 bright E3_A CDEFGH 1 bright A_Fadeout(0.1) stop Spawn4: E4_A B 1 bright E4_A CDEFGH 1 bright A_Fadeout(0.1) stop Spawn5: E5_A B 1 bright E5_A CDEFGH 1 bright A_Fadeout(0.1) stop } } actor MuzzleFlash2 : MuzzleFlash { Scale 0.6 } actor MuzzleFlash3 : MuzzleFlash { Scale 0.64 } actor MuzzleFlash4 : MuzzleFlash3 { alpha 0.7 states { Spawn: E1_A B 0 E1_A B 0 bright A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5") Spawn1: E1_A B 2 bright E1_A CDEFGH 2 bright A_Fadeout(0.1) stop Spawn2: E2_A B 2 bright E2_A CDEFGH 2 bright A_Fadeout(0.1) stop Spawn3: E3_A B 2 bright E3_A CDEFGH 2 bright A_Fadeout(0.1) stop Spawn4: E4_A B 2 bright E4_A CDEFGH 2 bright A_Fadeout(0.1) stop Spawn5: E5_A B 2 bright E5_A CDEFGH 2 bright A_Fadeout(0.1) stop } } actor HitIndicator : CustomInventory { inventory.maxamount 9999 +ALWAYSPICKUP states { Spawn: TNT1 A 5 stop Pickup: TNT1 A 0 ACS_ExecuteAlways(607,0,0,0,0) stop } } actor HitIndicatorJugg : CustomInventory { inventory.maxamount 9999 +ALWAYSPICKUP states { Spawn: TNT1 A 5 stop Pickup: TNT1 A 0 ACS_ExecuteAlways(607,0,1,0,0) stop } }ACTOR 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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 "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 2 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 "CheyTac Intervention" : RGUWeapon { obituary "%k sniped %o with the Intervention." inventory.pickupmessage "You got the CheyTac Intervention sniper rifle." //attacksound "intervention/fire" weapon.selectionorder 17 weapon.ammotype "InterventionClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "InterventionAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: INTA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") INTA BCDEFGHIJKLMNOP 2 A_WeaponReady(WRF_NOPRIMARY) INTA P 0 A_JumpIfNoAmmo("Reload") INTA P 0 A_JumpIfInventory("Aiming",1,5) INTA P 0 A_JumpIfInventory("Reloading",1,"Reload") INTA P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTA P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTA P 1 A_WeaponReady goto Ready+16 INTF G 0 A_JumpIfInventory("Reloading",1,"Reload") INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 A_WeaponReady goto Ready+22 INTF G 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Deselect: INTA P 0 A_PlaySoundEx("weapon/down","SoundSlot5") INTA P 0 A_TakeInventory("Aiming",1) INTA P 0 ACS_ExecuteAlways(602,0,0,0,0) INTA P 0 A_TakeInventory("Reloading",1) INTA P 0 A_ZoomFactor(1.0,ZOOM_INSTANT) INTA P 0 A_Lower INTA P 1 A_Lower goto Deselect+4 Select: INTA A 0 A_Raise loop Fire: INTA N 0 A_JumpIfInventory("Aiming",1,"FireAim") INTA P 1 A_JumpIfNoAmmo("ReloadStart") INTB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") INTB A 0 A_PlayWeaponSound("intervention/fire") INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3) INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3) INTB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") INTB A 2 BRIGHT A_FireBullets (15.0, 15.0, -1, 80, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) FireCont: INTB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTB A 0 A_JumpIfNoAmmo("FireEmpty") INTB B 2 BRIGHT A_GunFlash INTB CDEF 3 INTB G 3 A_PlaySound("intervention/open") INTB HI 3 INTB J 3 A_PlaySound("intervention/close") INTB KL 3 INTB M 2 INTB MNNN 1 A_WeaponReady(WRF_NOBOB) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: INTB B 2 BRIGHT A_GunFlash INTB C 3 A_GiveInventory("InterventionBolt",1) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: INTF G 1 A_JumpIfNoAmmo("ReloadStart") INTF G 0 A_PlayWeaponSound("intervention/fire") INTF GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2) INTF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2) INTB A 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving") INTF G 2 BRIGHT A_FireBullets (0.1, 0.1, 2, 100, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) FireAimCont: INTF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTF G 0 A_JumpIfNoAmmo("FireAimEmpty") INTF G 2 BRIGHT A_GunFlash INTF GGGG 3 INTF G 3 A_PlaySound("intervention/open") INTF GG 3 INTF G 3 A_PlaySound("intervention/close") INTF GG 3 INTF G 2 INTF GGGG 1 A_WeaponReady(WRF_NOBOB) INTF G 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimMoving: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 2 BRIGHT A_FireBullets (6.0, 6.0, -1, 150, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont INTF G 2 BRIGHT A_FireBullets (1.0, 1.0, -1, 200, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont FireAimEmpty: INTF G 2 BRIGHT A_GunFlash INTF G 3 A_GiveInventory("InterventionBolt",1) INTF G 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Reload: //AltFire: INTF A 0 A_JumpIfInventory("InterventionClip",7,2) INTF A 0 A_JumpIfInventory("InterventionAmmo",1,"ReloadStart") INTF A 0 A_TakeInventory("Reloading",1) goto Ready+19 ReloadStart: INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") INTC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") INTC A 0 A_JumpIfInventory("InterventionBolt",1,"ReloadStartBolt") INTC ABCOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC QRST 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTC U 3 A_PlaySoundEx("intervention/clipout","SoundSlot5") INTC VWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTD ABCDEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD G 3 A_PlaySoundEx("intervention/clipin","SoundSlot5") INTC G 0 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: INTD A 0 A_JumpIfInventory("InterventionClip",7,"ReloadEnd") INTD A 0 A_JumpIfInventory("InterventionAmmo",1,1) goto ReloadEnd INTD A 0 A_GiveInventory("InterventionClip",1) INTD A 0 A_TakeInventory("InterventionAmmo",1) goto ReloadAmmo ReloadEnd: INTD HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD S 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+16 ReloadStartBolt: INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") INTC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStartBolt_SOH") INTC ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC F 3 A_PlaySoundEx("intervention/dry","SoundSlot5") INTC GHIJKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTC PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC U 3 A_PlaySoundEx("intervention/clipout","SoundSlot5") INTC VWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTD ABCDEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD G 3 A_PlaySoundEx("intervention/clipin","SoundSlot5") INTC G 0 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt ReloadAmmoBolt: INTD A 0 A_JumpIfInventory("InterventionClip",7,"ReloadEndBolt") INTD A 0 A_JumpIfInventory("InterventionAmmo",1,1) goto ReloadEndBolt INTD A 0 A_GiveInventory("InterventionClip",1) INTD A 0 A_TakeInventory("InterventionAmmo",1) goto ReloadAmmoBolt ReloadEndBolt: INTD A 0 A_TakeInventory("InterventionBolt",1) INTD HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD N 3 A_PlaySoundEx("intervention/close","SoundSlot5") INTD OPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+16 AltFire: INTF A 0 A_JumpIfInventory("Aiming",1,"AltFire2") INTF ABCDEF 2 INTF G 1 A_ZoomFactor(3.0,ZOOM_INSTANT) INTF F 0 A_GiveInventory("Aiming",1) INTF F 0 ACS_ExecuteAlways(602,0,0,0,0) INTF F 0 ACS_ExecuteAlways(600,0,0,0,2) goto Ready+22 AltFire2: INTF F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) INTF EDCBA 2 INTF A 0 A_TakeInventory("Aiming",1) INTF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+16 ReloadStartAim: INTF F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) INTF EDCBA 2 INTF A 0 A_TakeInventory("Aiming",1) INTF 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: WEAP H 0 WEAP H 0 A_SpawnItem("InterventionPickup") stop Fire_SteadyAim: INTB A 0 A_PlayWeaponSound("intervention/fire") INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3) INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3) INTB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") INTB A 2 BRIGHT A_FireBullets (10.0, 10.0, -1, 100, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) Fire_SteadyAimCont: INTB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTB A 0 A_JumpIfNoAmmo("FireEmpty") INTB B 2 BRIGHT A_GunFlash INTB CDEF 3 INTB G 3 A_PlaySound("intervention/open") INTB HI 3 INTB J 3 A_PlaySound("intervention/close") INTB KL 3 INTB M 2 INTB MNNN 1 A_WeaponReady(WRF_NOBOB) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 ReloadStart_SOH: INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") INTC A 0 INTC A 0 A_JumpIfInventory("InterventionBolt",1,"ReloadStartBolt") INTC ABCOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC QRST 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTC U 2 A_PlaySoundEx("intervention/clipout","SoundSlot5") INTC VWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTD ABCDEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD G 2 A_PlaySoundEx("intervention/clipin","SoundSlot5") INTC G 0 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: INTD A 0 A_JumpIfInventory("InterventionClip",7,"ReloadEnd_SOH") INTD A 0 A_JumpIfInventory("InterventionAmmo",1,1) goto ReloadEnd_SOH INTD A 0 A_GiveInventory("InterventionClip",1) INTD A 0 A_TakeInventory("InterventionAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: INTD HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD S 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+16 ReloadStartBolt_SOH: INTC A 2 INTC BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC F 2 A_PlaySoundEx("intervention/dry","SoundSlot5") INTC GHIJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTC PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC U 2 A_PlaySoundEx("intervention/clipout","SoundSlot5") INTC VWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTD ABCDEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD G 2 A_PlaySoundEx("intervention/clipin","SoundSlot5") INTC G 0 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: INTD A 0 A_JumpIfInventory("InterventionClip",7,"ReloadEndBolt_SOH") INTD A 0 A_JumpIfInventory("InterventionAmmo",1,1) goto ReloadEndBolt_SOH INTD A 0 A_GiveInventory("InterventionClip",1) INTD A 0 A_TakeInventory("InterventionAmmo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: INTD A 0 A_TakeInventory("InterventionBolt",1) INTD HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD N 2 A_PlaySoundEx("intervention/close","SoundSlot5") INTD OPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+16 FragGrenade: U45F A 0 A_ZoomFactor(1.0,ZOOM_INSTANT) 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,ZOOM_INSTANT) 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: INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERA", random(-1500,1500)/100.00, 1, 0, 4, 0, random(-1500,1500)/100.00) goto FireCont FireAimCoop: INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 10,"FireAimMovingCoop") INTF G 0 BRIGHT A_FireCustomMissile("HHCBINTERD", random(-10,10)/100.00, 0, 0, 4, 0, random(-10,10)/100.00) INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERD", random(-10,10)/100.00, 1, 0, 4, 0, random(-10,10)/100.00) goto FireAimCont FireAimMovingCoop: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERC", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireAimCont INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERB", random(-100,100)/100.00, 1, 0, 4, 0, random(-100,100)/100.00) goto FireAimCont Fire_SteadyAimCoop: INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERD", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto Fire_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 InterventionClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 7 ammo.backpackamount 0 ammo.backpackmaxamount 7 +IGNORESKILL } actor InterventionBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "CheyTac Intervention Thermal" : "CheyTac Intervention" { obituary "%k sniped %o with the Intervention." inventory.pickupmessage "You got the CheyTac Intervention sniper rifle." //attacksound "intervention/fire" weapon.selectionorder 17 weapon.ammotype "InterventionClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "InterventionAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: INTA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") INTA BCDEFGHIJKLMNOP 2 A_WeaponReady(WRF_NOPRIMARY) INTA P 0 A_JumpIfNoAmmo("Reload") INTA P 0 A_JumpIfInventory("Aiming",1,5) INTA P 0 A_JumpIfInventory("Reloading",1,"Reload") INTA P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTA P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTA P 1 A_WeaponReady goto Ready+16 INTF G 0 A_JumpIfInventory("Reloading",1,"Reload") INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTF G 0 A_GiveInventory("SniperInfrared",1) INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 A_WeaponReady goto Ready+22 INTF G 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Deselect: INTA P 0 A_PlaySoundEx("weapon/down","SoundSlot5") INTA P 0 A_TakeInventory("PowerLightAmp",500) INTA P 0 A_TakeInventory("Aiming",1) INTA P 0 ACS_ExecuteAlways(602,0,0,0,0) INTA P 0 A_TakeInventory("Reloading",1) INTA P 0 A_ZoomFactor(1.0,ZOOM_INSTANT) INTA P 0 A_Lower INTA P 1 A_Lower goto Deselect+4 AltFire: INTF A 0 A_JumpIfInventory("Aiming",1,"AltFire2") INTF ABCDEF 1 INTF G 1 A_ZoomFactor(3.0,ZOOM_INSTANT) INTF G 0 A_GiveInventory("Aiming",1) INTF G 0 A_TakeInventory("AimingFar",1) INTF G 0 ACS_ExecuteAlways(602,0,0,0,0) INTF G 0 ACS_ExecuteAlways(600,0,0,0,2) goto Ready+22 AltFire2: INTF G 0 A_JumpIfInventory("AimingFar",1,"AltFire3") INTF G 0 A_PlaySoundEx("weapon/down","SoundSlot5") INTF G 0 A_GiveInventory("AimingFar",1) INTF G 5 A_ZoomFactor(7.5) goto Ready+22 AltFire3: INTF G 0 A_TakeInventory("PowerLightAmp",500) INTF F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) INTF EDCBA 1 INTF A 0 A_TakeInventory("Aiming",1) INTF A 0 A_TakeInventory("AimingFar",1) INTF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+16 ReloadStartAim: INTF G 0 A_TakeInventory("PowerLightAmp",500) INTF F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) INTF EDCBA 1 INTF A 0 A_TakeInventory("Aiming",1) INTF A 0 A_TakeInventory("AimingFar",1) INTF A 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 } } actor InterventionThermal : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "CheyTac Intervention Ex Mags" : "CheyTac Intervention" { obituary "%k sniped %o with the Intervention." inventory.pickupmessage "You got the CheyTac Intervention sniper rifle." //attacksound "intervention/fire" weapon.selectionorder 17 weapon.ammotype "InterventionClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "InterventionAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: INTA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") INTA BCDEFGHIJKLMNOP 2 A_WeaponReady(WRF_NOPRIMARY) INTA P 0 A_JumpIfNoAmmo("Reload") INTA P 0 A_JumpIfInventory("Aiming",1,5) INTA P 0 A_JumpIfInventory("Reloading",1,"Reload") INTA P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTA P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTA P 1 A_WeaponReady goto Ready+16 INTF G 0 A_JumpIfInventory("Reloading",1,"Reload") INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 A_WeaponReady goto Ready+22 INTF G 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Reload: //AltFire: INTF A 0 A_JumpIfInventory("InterventionClip2",11,2) INTF A 0 A_JumpIfInventory("InterventionAmmo",1,"ReloadStart") INTF A 0 A_TakeInventory("Reloading",1) goto Ready+19 ReloadStart: INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") INTC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") INTC A 0 A_JumpIfInventory("InterventionBolt",1,"ReloadStartBolt") INTC ABCOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC QRST 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTC U 3 A_PlaySoundEx("intervention/clipout","SoundSlot5") INTC VWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTD ABCDEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD G 3 A_PlaySoundEx("intervention/clipin","SoundSlot5") INTC G 0 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: INTD A 0 A_JumpIfInventory("InterventionClip2",11,"ReloadEnd") INTD A 0 A_JumpIfInventory("InterventionAmmo",1,1) goto ReloadEnd INTD A 0 A_GiveInventory("InterventionClip2",1) INTD A 0 A_TakeInventory("InterventionAmmo",1) goto ReloadAmmo ReloadEnd: INTD HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD S 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+16 ReloadStartBolt: INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") INTC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStartBolt_SOH") INTC ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC F 3 A_PlaySoundEx("intervention/dry","SoundSlot5") INTC GHIJKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTC PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC U 3 A_PlaySoundEx("intervention/clipout","SoundSlot5") INTC VWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTD ABCDEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD G 3 A_PlaySoundEx("intervention/clipin","SoundSlot5") INTC G 0 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt ReloadAmmoBolt: INTD A 0 A_JumpIfInventory("InterventionClip2",11,"ReloadEndBolt") INTD A 0 A_JumpIfInventory("InterventionAmmo",1,1) goto ReloadEndBolt INTD A 0 A_GiveInventory("InterventionClip2",1) INTD A 0 A_TakeInventory("InterventionAmmo",1) goto ReloadAmmoBolt ReloadEndBolt: INTD A 0 A_TakeInventory("InterventionBolt",1) INTD HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD N 3 A_PlaySoundEx("intervention/close","SoundSlot5") INTD OPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+16 ReloadStart_SOH: INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") INTC A 0 INTC A 0 A_JumpIfInventory("InterventionBolt",1,"ReloadStartBolt") INTC ABCOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC QRST 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTC U 2 A_PlaySoundEx("intervention/clipout","SoundSlot5") INTC VWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTD ABCDEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD G 2 A_PlaySoundEx("intervention/clipin","SoundSlot5") INTC G 0 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: INTD A 0 A_JumpIfInventory("InterventionClip2",11,"ReloadEnd_SOH") INTD A 0 A_JumpIfInventory("InterventionAmmo",1,1) goto ReloadEnd_SOH INTD A 0 A_GiveInventory("InterventionClip2",1) INTD A 0 A_TakeInventory("InterventionAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: INTD HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD S 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+16 ReloadStartBolt_SOH: INTC A 2 INTC BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC F 2 A_PlaySoundEx("intervention/dry","SoundSlot5") INTC GHIJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTC PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTC U 2 A_PlaySoundEx("intervention/clipout","SoundSlot5") INTC VWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTD ABCDEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD G 2 A_PlaySoundEx("intervention/clipin","SoundSlot5") INTC G 0 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: INTD A 0 A_JumpIfInventory("InterventionClip2",11,"ReloadEndBolt_SOH") INTD A 0 A_JumpIfInventory("InterventionAmmo",1,1) goto ReloadEndBolt_SOH INTD A 0 A_GiveInventory("InterventionClip2",1) INTD A 0 A_TakeInventory("InterventionAmmo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: INTD A 0 A_TakeInventory("InterventionBolt",1) INTD HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) INTD N 2 A_PlaySoundEx("intervention/close","SoundSlot5") INTD OPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+16 ReloadStartAim: INTF F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) INTF EDCBA 1 INTF A 0 A_TakeInventory("Aiming",1) INTF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 } } actor InterventionClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 11 ammo.backpackamount 0 ammo.backpackmaxamount 11 +IGNORESKILL } actor InterventionExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "CheyTac Intervention Fine Tuned" : "CheyTac Intervention" { states { Fire: INTA N 0 A_JumpIfInventory("Aiming",1,"FireAim") INTA P 1 A_JumpIfNoAmmo("ReloadStart") INTB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") INTB A 0 A_PlayWeaponSound("intervention/fire") INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3) INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3) INTB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") INTB A 2 BRIGHT A_FireBullets (15.0, 15.0, -1, 80, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) FireCont: INTB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTB A 0 A_JumpIfNoAmmo("FireEmpty") INTB B 2 BRIGHT A_GunFlash INTB CDEF 2 INTB G 2 A_PlaySound("intervention/open") INTB HI 2 INTB J 2 A_PlaySound("intervention/close") INTB KL 2 INTB M 2 INTB NN 1 A_WeaponReady(WRF_NOBOB) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: INTB B 2 BRIGHT A_GunFlash INTB C 3 A_GiveInventory("InterventionBolt",1) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: INTF G 1 A_JumpIfNoAmmo("ReloadStart") INTF G 0 A_PlayWeaponSound("intervention/fire") INTF GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2) INTF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2) INTB A 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving") INTF G 2 BRIGHT A_FireBullets (0.1, 0.1, 2, 100, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) FireAimCont: INTF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTF G 0 A_JumpIfNoAmmo("FireAimEmpty") INTF G 2 BRIGHT A_GunFlash INTF GGGG 2 INTF G 2 A_PlaySound("intervention/open") INTF GG 2 INTF G 2 A_PlaySound("intervention/close") INTF GG 2 INTF G 2 INTF GG 1 A_WeaponReady(WRF_NOBOB) INTF G 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimMoving: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 2 BRIGHT A_FireBullets (6.0, 6.0, -1, 150, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont INTF G 2 BRIGHT A_FireBullets (1.0, 1.0, -1, 200, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont FireAimEmpty: INTF G 2 BRIGHT A_GunFlash INTF G 3 A_GiveInventory("InterventionBolt",1) INTF G 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Fire_SteadyAim: INTB A 0 A_PlayWeaponSound("intervention/fire") INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3) INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3) INTB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") INTB A 2 BRIGHT A_FireBullets (10.0, 10.0, -1, 100, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) Fire_SteadyAimCont: INTB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTB A 0 A_JumpIfNoAmmo("FireEmpty") INTB B 2 BRIGHT A_GunFlash INTB CDEF 2 INTB G 2 A_PlaySound("intervention/open") INTB HI 2 INTB J 2 A_PlaySound("intervention/close") INTB KL 2 INTB M 2 INTB NN 1 A_WeaponReady(WRF_NOBOB) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireCoop: INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERA", random(-1500,1500)/100.00, 1, 0, 4, 0, random(-1500,1500)/100.00) goto FireCont FireAimCoop: INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 10,"FireAimMovingCoop") INTF G 0 BRIGHT A_FireCustomMissile("HHCBINTERD", random(-10,10)/100.00, 0, 0, 4, 0, random(-10,10)/100.00) INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERD", random(-10,10)/100.00, 1, 0, 4, 0, random(-10,10)/100.00) goto FireAimCont FireAimMovingCoop: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERC", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireAimCont INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERB", random(-100,100)/100.00, 1, 0, 4, 0, random(-100,100)/100.00) goto FireAimCont Fire_SteadyAimCoop: INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERD", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto Fire_SteadyAimCont } } actor InterventionRapidFire : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "CheyTac Intervention Explosive" : "CheyTac Intervention" { obituary "%k's explosive Intervention round destroyed %o." inventory.pickupmessage "You got the CheyTac Intervention sniper rifle." //attacksound "intervention/fire" +WEAPON.EXPLOSIVE weapon.selectionorder 17 weapon.ammotype "InterventionClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "InterventionAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Fire: INTA N 0 A_JumpIfInventory("Aiming",1,"FireAim") INTA P 1 A_JumpIfNoAmmo("ReloadStart") INTB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") INTB A 0 A_PlayWeaponSound("intervention/fire") INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3) INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3) INTB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") INTB A 2 BRIGHT A_FireBullets (15.0, 15.0, -1, 0, "ExplosivePuffInterventionA", FBF_NORANDOM | FBF_USEAMMO, 0) FireCont: INTB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTB A 0 A_JumpIfNoAmmo("FireEmpty") INTB B 2 BRIGHT A_GunFlash INTB CDEF 3 INTB G 3 A_PlaySound("intervention/open") INTB HI 3 INTB J 3 A_PlaySound("intervention/close") INTB KL 3 INTB M 2 INTB MNNN 1 A_WeaponReady(WRF_NOBOB) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: INTB B 2 BRIGHT A_GunFlash INTB C 3 A_GiveInventory("InterventionBolt",1) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: INTF G 1 A_JumpIfNoAmmo("ReloadStart") INTF G 0 A_PlayWeaponSound("intervention/fire") INTF GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2) INTF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2) INTF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving") INTF G 2 BRIGHT A_FireBullets (0.1, 0.1, -1, 0, "ExplosivePuffInterventionB", FBF_NORANDOM | FBF_USEAMMO, 0) FireAimCont: INTF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTF G 0 A_JumpIfNoAmmo("FireAimEmpty") INTF G 2 BRIGHT A_GunFlash INTF GGGG 3 INTF G 3 A_PlaySound("intervention/open") INTF GG 3 INTF G 3 A_PlaySound("intervention/close") INTF GG 3 INTF G 2 INTF GGGG 1 A_WeaponReady(WRF_NOBOB) INTF G 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimMoving: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 2 BRIGHT A_FireBullets (6.0, 6.0, -1, 0, "ExplosivePuffInterventionC", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont INTF G 2 BRIGHT A_FireBullets (1.0, 1.0, -1, 0, "ExplosivePuffInterventionB", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont FireAimEmpty: INTF G 2 BRIGHT A_GunFlash INTF G 3 A_GiveInventory("InterventionBolt",1) INTF G 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Fire_SteadyAim: INTB A 0 A_PlayWeaponSound("intervention/fire") INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3) INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3) INTB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") INTB A 2 BRIGHT A_FireBullets (10.0, 10.0, -1, 0, "ExplosivePuffInterventionD", FBF_NORANDOM | FBF_USEAMMO, 0) Fire_SteadyAimCont: INTB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTB A 0 A_JumpIfNoAmmo("FireEmpty") INTB B 2 BRIGHT A_GunFlash INTB CDEF 3 INTB G 3 A_PlaySound("intervention/open") INTB HI 3 INTB J 3 A_PlaySound("intervention/close") INTB KL 3 INTB M 2 INTB MNNN 1 A_WeaponReady(WRF_NOBOB) INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1) goto Ready+16 INTA A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireCoop: INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERAE", random(-1500,1500)/100.00, 1, 0, 4, 0, random(-1500,1500)/100.00) goto FireCont FireAimCoop: INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 10,"FireAimMovingCoop") INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERBE", random(-10,10)/100.00, 1, 0, 4, 0, random(-10,10)/100.00) goto FireAimCont FireAimMovingCoop: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERCE", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireAimCont INTF G 2 BRIGHT A_FireCustomMissile("HHCBINTERBE", random(-100,100)/100.00, 1, 0, 4, 0, random(-100,100)/100.00) goto FireAimCont Fire_SteadyAimCoop: INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERDE", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto Fire_SteadyAimCont } } actor ExplosivePuffInterventionA : HHBulletPuff { damage (0) +PUFFONACTORS +FORCERADIUSDMG damagetype "Sniper" SeeSound "generic/explosion" AttackSound "generic/explosion" states { Spawn: TNT1 A 0 TNT1 A 0 Radius_Quake(2,5,0,7,0) TNT1 A 0 A_Explode(40,90,0) TNT1 A 0 A_Explode(40,90) TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop Crash: stop } } actor ExplosivePuffInterventionB : ExplosivePuffInterventionA { states { Spawn: TNT1 A 0 TNT1 A 0 Radius_Quake(2,5,0,7,0) TNT1 A 0 A_Explode(100,110,0) TNT1 A 0 A_Explode(100,110) TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor ExplosivePuffInterventionC : ExplosivePuffInterventionA { states { Spawn: TNT1 A 0 TNT1 A 0 Radius_Quake(2,5,0,7,0) TNT1 A 0 A_Explode(75,100,0) TNT1 A 0 A_Explode(75,100) TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor ExplosivePuffInterventionD : ExplosivePuffInterventionA { states { Spawn: TNT1 A 0 TNT1 A 0 Radius_Quake(2,5,0,7,0) TNT1 A 0 A_Explode(50,90,0) TNT1 A 0 A_Explode(50,90) TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor InterventionExplosive : Inventory { inventory.amount 0 inventory.maxamount 1 } actor InterventionPickup : CustomInventory { inventory.pickupmessage "You got the CheyTac Intervention sniper rifle." inventory.pickupsound "barrett/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP H -1 stop Pickup: WEAP H 0 WEAP H 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP H 0 A_JumpIfInventory("CheyTac Intervention",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP H 0 A_JumpIfInventory("CheyTac Intervention Ex Mags",1,"AmmoPickup") WEAP H 0 A_JumpIfInventory("CheyTac Intervention Thermal",1,"AmmoPickup") WEAP H 0 A_JumpIfInventory("CheyTac Intervention Explosive",1,"AmmoPickup") WEAP H 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP H 0 ACS_ExecuteWithResult(618,1,0,0) stop PickupStay: WEAP H 0 WEAP H 0 A_JumpIfInventory("CheyTac Intervention",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP H 0 A_JumpIfInventory("CheyTac Intervention Ex Mags",1,"FailPickup") WEAP H 0 A_JumpIfInventory("CheyTac Intervention Thermal",1,"FailPickup") WEAP H 0 A_JumpIfInventory("CheyTac Intervention Explosive",1,"FailPickup") WEAP H 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP H 0 ACS_ExecuteWithResult(618,1,0,0) WEAP H 0 ACS_ExecuteAlways(597,0,1,0,0) WEAP H 0 A_PlaySound("barrett/bolt") fail AmmoPickup: WEAP H 0 WEAP H 0 A_JumpIfInventory("InterventionAmmo",0,"FailPickup") WEAP H 0 A_GiveInventory("InterventionAmmo",7) stop FailPickup: WEAP H 1 fail FailPickup2: WEAP H 1 WEAP H 0 ACS_ExecuteAlways(620,0,3,0,0) fail } } actor InterventionDrop : InterventionPickup { States { Spawn: WEAP H 3500 WEAP H 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP H 0 WEAP H 0 A_JumpIfInventory("CheyTac Intervention",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP H 0 A_JumpIfInventory("CheyTac Intervention Ex Mags",1,"AmmoPickup") WEAP H 0 A_JumpIfInventory("CheyTac Intervention Thermal",1,"AmmoPickup") WEAP H 0 A_JumpIfInventory("CheyTac Intervention Explosive",1,"AmmoPickup") WEAP H 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP H 0 ACS_ExecuteWithResult(618,1,0,0) stop } } actor HHCBINTERA : HHBulletCoop { damage (80) damagetype "Sniper" States { Spawn: TNT1 A 2 loop 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 HHCBINTERB : HHCBINTERA { damage (200) } actor HHCBINTERC : HHCBINTERA { damage (150) } actor HHCBINTERD : HHCBINTERA { damage (100) } actor HHCBINTERAE : HHBulletCoop { damage (0) +FORCERADIUSDMG -BLOODSPLATTER damagetype "Sniper" SeeSound "generic/explosion" AttackSound "generic/explosion" States { Spawn: TNT1 A 2 loop XDeath: Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 Radius_Quake(2,10,0,7,0) TNT1 A 0 A_Explode(40,90,0) TNT1 A 0 A_Explode(40,90) TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor HHCBINTERBE : HHCBINTERAE { States { XDeath: Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 Radius_Quake(2,5,0,7,0) TNT1 A 0 A_Explode(100,110,0) TNT1 A 0 A_Explode(100,110) TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor HHCBINTERCE : HHCBINTERAE { States { XDeath: Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 Radius_Quake(2,5,0,7,0) TNT1 A 0 A_Explode(75,100,0) TNT1 A 0 A_Explode(75,100) TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor HHCBINTERDE : HHCBINTERAE { States { XDeath: Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 Radius_Quake(2,5,0,7,0) TNT1 A 0 A_Explode(50,90,0) TNT1 A 0 A_Explode(50,90) TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } }actor "Barrett M82" : RGUWeapon { obituary "%k gives %o a .50 cal bullet." inventory.pickupmessage "You got the Barrett M82 anti-materiel rifle. Let's pop some skulls!" //attacksound "barrett/fire" weapon.selectionorder 16 weapon.ammotype "BarrettClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "BarrettAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: B50A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") B50A BCDEFGHIJKLMNOP 2 A_WeaponReady(WRF_NOPRIMARY) B50A P 0 A_JumpIfNoAmmo("Reload") B50A P 0 A_JumpIfInventory("Aiming",1,5) B50A P 0 A_JumpIfInventory("Reloading",1,"Reload") B50A P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") B50A P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50A P 1 A_WeaponReady goto Ready+16 INTF G 0 A_JumpIfInventory("Reloading",1,"Reload") INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 A_WeaponReady goto Ready+22 INTF G 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Deselect: B50A P 0 A_PlaySoundEx("weapon/down","SoundSlot5") B50A P 0 A_TakeInventory("Aiming",1) B50A P 0 ACS_ExecuteAlways(602,0,0,0,0) B50A P 0 A_TakeInventory("Reloading",1) B50A P 0 A_ZoomFactor(1.0,ZOOM_INSTANT) B50A P 0 A_Lower B50A P 1 A_Lower goto Deselect+4 Select: B50A A 0 A_Raise loop Fire: B50A N 0 A_JumpIfInventory("Aiming",1,"FireAim") B50A P 1 A_JumpIfNoAmmo("ReloadStart") B50B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") B50B A 0 A_PlayWeaponSound("barrett/fire") B50B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,3) B50B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,3) B50B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") B50B A 1 BRIGHT A_FireBullets (15.0, 15.0, -1, 65, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) FireCont: B50B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) B50B A 0 A_JumpIfNoAmmo("FireEmpty") B50B B 1 BRIGHT A_GunFlash B50B CD 1 B50B EF 1 A_WeaponReady B50B A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+16 B50B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: B50B B 1 BRIGHT A_GunFlash B50B C 1 A_GiveInventory("BarrettBolt",1) B50B DEF 1 B50B A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+16 B50B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: INTF G 1 A_JumpIfNoAmmo("ReloadStart") INTF G 0 A_PlayWeaponSound("barrett/fire") INTF GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2) INTF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2) INTF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving") INTF G 1 BRIGHT A_FireBullets (0.2, 0.2, 2, 70, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) FireAimCont: INTF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTF G 0 A_JumpIfNoAmmo("FireAimEmpty") INTF G 1 BRIGHT A_GunFlash INTF G 2 INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady") INTF GG 1 A_WeaponReady INTF G 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimSteady: INTF GG 1 A_WeaponReady(WRF_NOBOB) goto FireAimCont+7 FireAimMoving: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 120, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont INTF G 1 BRIGHT A_FireBullets (1.0, 1.0, -1, 140, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont FireAimEmpty: INTF G 1 BRIGHT A_GunFlash INTF G 1 A_GiveInventory("BarrettBolt",1) INTF GGG 1 INTF G 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Reload: //AltFire: B50C A 0 A_JumpIfInventory("BarrettClip",10,2) B50C A 0 A_JumpIfInventory("BarrettAmmo",1,"ReloadStart") B50C A 0 A_TakeInventory("Reloading",1) goto Ready+19 ReloadStart: B50C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") B50C A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") B50C BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50C GHIJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) B50C L 3 A_PlaySoundEx("barrett/clipout","SoundSlot5") B50C MNOPQR 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) B50C STUVWXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50C Z 3 A_TakeInventory("Reloading",1) B50D ABC 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadAmmo ReloadAmmo: B50C A 0 A_JumpIfInventory("BarrettClip",10,"ReloadEnd") B50C A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto ReloadEnd B50C A 0 A_GiveInventory("BarrettClip",1) B50C A 0 A_TakeInventory("BarrettAmmo",1) goto ReloadAmmo ReloadEnd: B50D D 3 A_PlaySoundEx("barrett/clipin","SoundSlot5") B50D EFGHIJKLM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50D N 3 A_JumpIfInventory("BarrettBolt",1,"ReloadEndBolt") B50A MNOP 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+16 ReloadEndBolt: B50D NO 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50D P 3 A_PlaySoundEx("barrett/bolt","SoundSlot5") B50D Q 3 A_TakeInventory("BarrettBolt",1) B50D R 3 B50D STUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+16 AltFire: B50F A 0 A_JumpIfInventory("Aiming",1,"AltFire2") B50F ABCDEF 2 INTF G 1 A_ZoomFactor(3.0,ZOOM_INSTANT) B50F F 0 A_GiveInventory("Aiming",1) B50F F 0 ACS_ExecuteAlways(602,0,0,0,0) INTF F 0 ACS_ExecuteAlways(600,0,0,0,2) goto Ready+22 AltFire2: B50F F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) B50F EDCBA 2 B50F A 0 A_TakeInventory("Aiming",1) B50F A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+16 ReloadStartAim: B50F F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) B50F EDCBA 2 B50F A 0 A_TakeInventory("Aiming",1) B50F 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: WEAP E 0 WEAP E 0 A_SpawnItem("BarrettPickup") stop Fire_SteadyAim: B50B A 0 A_PlayWeaponSound("barrett/fire") B50B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,3) B50B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,3) B50B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") B50B A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 75, "SniperPuff", FBF_NORANDOM | FBF_USEAMMO, 0) Fire_SteadyAimCont: B50B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) B50B A 0 A_JumpIfNoAmmo("FireEmpty") B50B B 1 BRIGHT A_GunFlash B50B C 1 B50B DEF 1 A_WeaponReady B50B A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+16 B50B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 ReloadStart_SOH: B50C A 2 B50C BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50C GHIJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) B50C L 2 A_PlaySoundEx("barrett/clipout","SoundSlot5") B50C MNOPQR 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) B50C STUVWXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50C Z 2 A_TakeInventory("Reloading",1) B50D AB 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadAmmo_SOH ReloadAmmo_SOH: B50C A 0 A_JumpIfInventory("BarrettClip",10,"ReloadEnd_SOH") B50C A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto ReloadEnd_SOH B50C A 0 A_GiveInventory("BarrettClip",1) B50C A 0 A_TakeInventory("BarrettAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: B50D C 2 A_PlaySoundEx("barrett/clipin","SoundSlot5") B50D DEFGHIJKLM 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50D N 2 A_JumpIfInventory("BarrettBolt",1,"ReloadEndBolt_SOH") B50A MNOP 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+16 ReloadEndBolt_SOH: B50D N 2 A_PlaySoundEx("barrett/bolt","SoundSlot5") B50D O 2 A_TakeInventory("BarrettBolt",1) B50D P 2 B50D QRSTUV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+16 FragGrenade: U45F A 0 A_ZoomFactor(1.0,ZOOM_INSTANT) 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,ZOOM_INSTANT) 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: B50B A 1 BRIGHT A_FireCustomMissile("HHCBBARRETTA", random(-1500,1500)/100.00, 1, 0, 4, 0, random(-1500,1500)/100.00) goto FireCont FireAimCoop: INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 10,"FireAimMovingCoop") INTF G 0 BRIGHT A_FireCustomMissile("HHCBBARRETTD", random(-20,20)/100.00, 0, 0, 4, 0, random(-20,20)/100.00) INTF G 1 BRIGHT A_FireCustomMissile("HHCBBARRETTD", random(-20,20)/100.00, 1, 0, 4, 0, random(-20,20)/100.00) goto FireAimCont FireAimMovingCoop: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 BRIGHT A_FireCustomMissile("HHCBBARRETTC", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireAimCont INTF G 1 BRIGHT A_FireCustomMissile("HHCBBARRETTB", random(-20,20)/100.00, 1, 0, 4, 0, random(-20,20)/100.00) goto FireAimCont Fire_SteadyAimCoop: B50B A 1 BRIGHT A_FireCustomMissile("HHCBBARRETTD", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto Fire_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 BarrettClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 10 ammo.backpackamount 0 ammo.backpackmaxamount 10 +IGNORESKILL } actor BarrettBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Barrett M82 Thermal" : "Barrett M82" { obituary "%k gives %o a .50 cal bullet." inventory.pickupmessage "You got the Barrett M82 anti-materiel rifle. Let's pop some skulls!" //attacksound "barrett/fire" weapon.selectionorder 28 weapon.ammotype "BarrettClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "BarrettAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: B50A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") B50A BCDEFGHIJKLMNOP 2 A_WeaponReady(WRF_NOPRIMARY) B50A P 0 A_JumpIfNoAmmo("Reload") B50A P 0 A_JumpIfInventory("Aiming",1,5) B50A P 0 A_JumpIfInventory("Reloading",1,"Reload") B50A P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") B50A P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50A P 1 A_WeaponReady goto Ready+16 INTF G 0 A_JumpIfInventory("Reloading",1,"Reload") INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTF G 0 A_GiveInventory("SniperInfrared",1) INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 A_WeaponReady goto Ready+22 INTF G 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Deselect: B50A P 0 A_PlaySoundEx("weapon/down","SoundSlot5") B50A P 0 A_TakeInventory("PowerLightAmp",500) B50A P 0 A_TakeInventory("Aiming",1) B50A P 0 ACS_ExecuteAlways(602,0,0,0,0) B50A P 0 A_TakeInventory("Reloading",1) B50A P 0 A_ZoomFactor(1.0,ZOOM_INSTANT) B50A P 0 A_Lower B50A P 1 A_Lower goto Deselect+4 AltFire: B50F A 0 A_JumpIfInventory("Aiming",1,"AltFire2") B50F ABCDEF 2 INTF G 1 A_ZoomFactor(3.0,ZOOM_INSTANT) INTF G 0 A_GiveInventory("Aiming",1) INTF G 0 A_TakeInventory("AimingFar",1) INTF G 0 ACS_ExecuteAlways(602,0,0,0,0) INTF G 0 ACS_ExecuteAlways(600,0,0,0,2) goto Ready+22 AltFire2: INTF G 0 A_JumpIfInventory("AimingFar",1,"AltFire3") INTF G 0 A_PlaySoundEx("weapon/down","SoundSlot5") INTF G 0 A_GiveInventory("AimingFar",1) INTF G 5 A_ZoomFactor(7.5) goto Ready+22 AltFire3: INTF G 0 A_TakeInventory("PowerLightAmp",500) B50F F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) B50F EDCBA 2 B50F A 0 A_TakeInventory("Aiming",1) B50F A 0 A_TakeInventory("AimingFar",1) B50F A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+16 ReloadStartAim: INTF G 0 A_TakeInventory("PowerLightAmp",500) B50F F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) B50F EDCBA 2 B50F A 0 A_TakeInventory("Aiming",1) B50F A 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 } } ACTOR SniperInfrared : PowerupGiver { Game Doom SpawnID 138 +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP Inventory.MaxAmount 0 Powerup.Type "LightAmp" Powerup.Duration -350 Inventory.PickupMessage "$GOTVISOR" // "Light Amplification Visor" States { Spawn: PVIS A 6 Bright PVIS B 6 Loop } } actor BarrettThermal : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Barrett M82 Ex Mags" : "Barrett M82" { obituary "%k gives %o a .50 cal bullet." inventory.pickupmessage "You got the Barrett M82 anti-materiel rifle. Let's pop some skulls!" //attacksound "barrett/fire" weapon.selectionorder 16 weapon.ammotype "BarrettClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "BarrettAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: B50A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") B50A BCDEFGHIJKLMNOP 2 A_WeaponReady(WRF_NOPRIMARY) B50A P 0 A_JumpIfNoAmmo("Reload") B50A P 0 A_JumpIfInventory("Aiming",1,5) B50A P 0 A_JumpIfInventory("Reloading",1,"Reload") B50A P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") B50A P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50A P 1 A_WeaponReady goto Ready+16 INTF G 0 A_JumpIfInventory("Reloading",1,"Reload") INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 A_WeaponReady goto Ready+22 INTF G 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Reload: //AltFire: B50C A 0 A_JumpIfInventory("BarrettClip2",15,2) B50C A 0 A_JumpIfInventory("BarrettAmmo",1,"ReloadStart") B50C A 0 A_TakeInventory("Reloading",1) goto Ready+19 ReloadStart: B50C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") B50C A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") B50C BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50C GHIJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) B50C L 3 A_PlaySoundEx("barrett/clipout","SoundSlot5") B50C MNOPQR 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) B50C STUVWXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50C Z 3 A_TakeInventory("Reloading",1) B50D ABC 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadAmmo ReloadAmmo: B50C A 0 A_JumpIfInventory("BarrettClip2",15,"ReloadEnd") B50C A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto ReloadEnd B50C A 0 A_GiveInventory("BarrettClip2",1) B50C A 0 A_TakeInventory("BarrettAmmo",1) goto ReloadAmmo ReloadEnd: B50D D 3 A_PlaySoundEx("barrett/clipin","SoundSlot5") B50D EFGHIJKLM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50D N 3 A_JumpIfInventory("BarrettBolt",1,"ReloadEndBolt") B50A MNOP 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+16 ReloadEndBolt: B50D NO 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50D P 3 A_PlaySoundEx("barrett/bolt","SoundSlot5") B50D Q 3 A_TakeInventory("BarrettBolt",1) B50D R 3 B50D STUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+16 ReloadStart_SOH: B50C A 2 B50C BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50C GHIJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) B50C L 2 A_PlaySoundEx("barrett/clipout","SoundSlot5") B50C MNOPQR 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) B50C STUVWXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50C Z 2 A_TakeInventory("Reloading",1) B50D AB 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadAmmo_SOH ReloadAmmo_SOH: B50C A 0 A_JumpIfInventory("BarrettClip2",15,"ReloadEnd_SOH") B50C A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto ReloadEnd_SOH B50C A 0 A_GiveInventory("BarrettClip2",1) B50C A 0 A_TakeInventory("BarrettAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: B50D C 2 A_PlaySoundEx("barrett/clipin","SoundSlot5") B50D DEFGHIJKLM 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") B50D N 2 A_JumpIfInventory("BarrettBolt",1,"ReloadEndBolt_SOH") B50A MNOP 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+16 ReloadEndBolt_SOH: B50D N 2 A_PlaySoundEx("barrett/bolt","SoundSlot5") B50D O 2 A_TakeInventory("BarrettBolt",1) B50D P 2 B50D QRSTUV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+16 ReloadStartAim: B50F F 1 A_ZoomFactor(1.0,ZOOM_INSTANT) B50F EDCBA 1 B50F A 0 A_TakeInventory("Aiming",1) B50F A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 } } actor BarrettClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 15 ammo.backpackamount 0 ammo.backpackmaxamount 15 +IGNORESKILL } actor BarrettExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Barrett M82 Explosive" : "Barrett M82" { obituary "%k's Barrett M82 showed %o what 'Anti Materiel' means." inventory.pickupmessage "You got the Barrett M82 anti-materiel rifle. Let's pop some skulls!" //attacksound "barrett/fire" +WEAPON.EXPLOSIVE weapon.selectionorder 16 weapon.ammotype "BarrettClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "BarrettAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Fire: B50A N 0 A_JumpIfInventory("Aiming",1,"FireAim") B50A P 1 A_JumpIfNoAmmo("ReloadStart") B50B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") B50B A 0 A_PlayWeaponSound("barrett/fire") B50B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,3) B50B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,3) B50B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") B50B A 1 BRIGHT A_FireBullets (15.0, 15.0, -1, 0, "ExplosivePuffBarrettA", FBF_NORANDOM | FBF_USEAMMO, 0) FireCont: B50B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) B50B A 0 A_JumpIfNoAmmo("FireEmpty") B50B B 1 BRIGHT A_GunFlash B50B CD 1 B50B EF 1 A_WeaponReady B50B A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+16 B50B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: B50B B 1 BRIGHT A_GunFlash B50B C 1 A_GiveInventory("BarrettBolt",1) B50B DEF 1 B50B A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+16 B50B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: INTF G 1 A_JumpIfNoAmmo("ReloadStart") INTF G 0 A_PlayWeaponSound("barrett/fire") INTF GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2) INTF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2) INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving") INTF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") INTF G 1 BRIGHT A_FireBullets (0.2, 0.2, -1, 0, "ExplosivePuffBarrettB", FBF_NORANDOM | FBF_USEAMMO, 0) FireAimCont: INTF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) INTF G 0 A_JumpIfNoAmmo("FireAimEmpty") INTF G 1 BRIGHT A_GunFlash INTF G 2 INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady") INTF GG 1 A_WeaponReady INTF G 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimMoving: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 0, "ExplosivePuffBarrettC", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont INTF G 1 BRIGHT A_FireBullets (1.0, 1.0, -1, 0, "ExplosivePuffBarrettB", FBF_NORANDOM | FBF_USEAMMO, 0) goto FireAimCont FireAimEmpty: INTF G 1 BRIGHT A_GunFlash INTF G 1 A_GiveInventory("BarrettBolt",1) INTF GGG 1 INTF G 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+22 INTF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Fire_SteadyAim: B50B A 0 A_PlayWeaponSound("barrett/fire") B50B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,3) B50B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,3) B50B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") B50B A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 0, "ExplosivePuffBarrettD", FBF_NORANDOM | FBF_USEAMMO, 0) Fire_SteadyAimCont: B50B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) B50B A 0 A_JumpIfNoAmmo("FireEmpty") B50B B 1 BRIGHT A_GunFlash B50B C 1 B50B DEF 1 A_WeaponReady B50B A 0 A_JumpIfInventory("BarrettAmmo",1,1) goto Ready+16 B50B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireCoop: B50B A 1 BRIGHT A_FireCustomMissile("HHCBBARRETTAE", random(-1500,1500)/100.00, 1, 0, 4, 0, random(-1500,1500)/100.00) goto FireCont FireAimCoop: INTF G 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 10,"FireAimMovingCoop") INTF G 1 BRIGHT A_FireCustomMissile("HHCBBARRETTBE", random(-20,20)/100.00, 1, 0, 4, 0, random(-20,20)/100.00) goto FireAimCont FireAimMovingCoop: INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2) INTF G 1 BRIGHT A_FireCustomMissile("HHCBBARRETTCE", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireAimCont INTF G 1 BRIGHT A_FireCustomMissile("HHCBBARRETTBE", random(-20,20)/100.00, 1, 0, 4, 0, random(-20,20)/100.00) goto FireAimCont Fire_SteadyAimCoop: B50B A 1 BRIGHT A_FireCustomMissile("HHCBBARRETTDE", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto Fire_SteadyAimCont } } actor ExplosivePuffBarrettA : HHBulletPuff { damage (0) +PUFFONACTORS +FORCERADIUSDMG damagetype "Sniper" SeeSound "generic/explosionsmall" AttackSound "generic/explosionsmall" states { Spawn: TNT1 A 0 TNT1 A 0 Radius_Quake(2,5,0,6,0) TNT1 A 0 A_Explode(32,70,0) TNT1 A 0 A_Explode(33,70) TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop Crash: stop } } actor ExplosivePuffBarrettB : ExplosivePuffBarrettA { states { Spawn: TNT1 A 0 TNT1 A 0 Radius_Quake(2,5,0,6,0) TNT1 A 0 A_Explode(70,90,0) TNT1 A 0 A_Explode(70,90) TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor ExplosivePuffBarrettC : ExplosivePuffBarrettA { states { Spawn: TNT1 A 0 TNT1 A 0 Radius_Quake(2,5,0,6,0) TNT1 A 0 A_Explode(60,80,0) TNT1 A 0 A_Explode(60,80) TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor ExplosivePuffBarrettD : ExplosivePuffBarrettA { states { Spawn: TNT1 A 0 TNT1 A 0 Radius_Quake(2,5,0,6,0) TNT1 A 0 A_Explode(37,70,0) TNT1 A 0 A_Explode(38,70) TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor BarrettExplosive : Inventory { inventory.amount 0 inventory.maxamount 1 } actor BarrettPickup : CustomInventory { inventory.pickupmessage "You got the Barrett M82 anti-materiel rifle. Let's pop some skulls!" inventory.pickupsound "barrett/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP E -1 stop Pickup: WEAP E 0 WEAP E 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP E 0 A_JumpIfInventory("Barrett M82",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP E 0 A_JumpIfInventory("Barrett M82 Ex Mags",1,"AmmoPickup") WEAP E 0 A_JumpIfInventory("Barrett M82 Thermal",1,"AmmoPickup") WEAP E 0 A_JumpIfInventory("Barrett M82 Explosive",1,"AmmoPickup") WEAP E 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP E 0 ACS_ExecuteWithResult(618,2,0,0) stop PickupStay: WEAP E 0 WEAP E 0 A_JumpIfInventory("Barrett M82",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP E 0 A_JumpIfInventory("Barrett M82 Ex Mags",1,"FailPickup") WEAP E 0 A_JumpIfInventory("Barrett M82 Thermal",1,"FailPickup") WEAP E 0 A_JumpIfInventory("Barrett M82 Explosive",1,"FailPickup") WEAP E 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP E 0 ACS_ExecuteWithResult(618,2,0,0) WEAP E 0 ACS_ExecuteAlways(597,0,2,0,0) WEAP E 0 A_PlaySound("barrett/bolt") fail AmmoPickup: WEAP E 0 WEAP E 0 A_JumpIfInventory("BarrettAmmo",0,"FailPickup") WEAP E 0 A_GiveInventory("BarrettAmmo",10) stop FailPickup: WEAP E 1 fail FailPickup2: WEAP E 1 WEAP E 0 ACS_ExecuteAlways(620,0,3,0,0) fail } } actor BarrettDrop : BarrettPickup { States { Spawn: WEAP E 3500 WEAP E 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP E 0 WEAP E 0 A_JumpIfInventory("Barrett M82",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP E 0 A_JumpIfInventory("Barrett M82 Ex Mags",1,"AmmoPickup") WEAP E 0 A_JumpIfInventory("Barrett M82 Thermal",1,"AmmoPickup") WEAP E 0 A_JumpIfInventory("Barrett M82 Explosive",1,"AmmoPickup") WEAP E 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP E 0 ACS_ExecuteWithResult(618,2,0,0) stop } } actor HHCBBARRETTA : HHBulletCoop { damage (65) damagetype "Sniper" States { Spawn: TNT1 A 2 loop 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 HHCBBARRETTB : HHCBBARRETTA { damage (140) } actor HHCBBARRETTC : HHCBBARRETTA { damage (120) } actor HHCBBARRETTD : HHCBBARRETTA { damage (75) } actor HHCBBARRETTAE : HHBulletCoop { damage (0) +FORCERADIUSDMG -BLOODSPLATTER damagetype "Sniper" SeeSound "generic/explosionsmall" AttackSound "generic/explosionsmall" States { Spawn: TNT1 A 2 loop XDeath: Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 Radius_Quake(2,5,0,6,0) TNT1 A 0 A_Explode(32,70,0) TNT1 A 0 A_Explode(33,70) TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor HHCBBARRETTBE : HHCBBARRETTAE { States { XDeath: Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 Radius_Quake(2,5,0,6,0) TNT1 A 0 A_Explode(70,90,0) TNT1 A 0 A_Explode(70,90) TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor HHCBBARRETTCE : HHCBBARRETTAE { States { XDeath: Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 Radius_Quake(2,5,0,6,0) TNT1 A 0 A_Explode(60,80,0) TNT1 A 0 A_Explode(60,80) TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor HHCBBARRETTDE : HHCBBARRETTAE { States { XDeath: Crash: TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 Radius_Quake(2,5,0,6,0) TNT1 A 0 A_Explode(37,70,0) TNT1 A 0 A_Explode(38,70) TNT1 A 0 A_PlaySoundEx("distant/explosionsmaller","SoundSlot6") TNT1 A 5 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } }actor "H&K USP45" : RGUWeapon { obituary "%k capped %o with the USP45." inventory.pickupmessage "You got the H&K USP45. So Boss!" //attacksound "u45/fire6" weapon.selectionorder 19 weapon.ammotype "USP45Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "USP45Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: U45A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") U45A BCDEFGHIJKL 1 A_WeaponReady(WRF_NOPRIMARY) U45A L 0 A_JumpIfNoAmmo("Reload") U45A L 0 A_JumpIfInventory("Aiming",1,5) U45A L 0 A_JumpIfInventory("Reloading",1,"Reload") U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45A L 1 A_WeaponReady goto Ready+12 U45F F 0 A_JumpIfInventory("Reloading",1,"Reload") U45F F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45F F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45F F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Deselect: U45A L 0 A_PlaySoundEx("weapon/down","SoundSlot5") U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 ACS_ExecuteAlways(602,0,0,0,0) U45A L 0 A_TakeInventory("Reloading",1) U45A L 0 A_ZoomFactor(1.0) U45A L 0 A_Lower U45A L 1 A_Lower goto Deselect+3 Select: U45A A 0 A_Raise loop Fire: U45B A 0 A_JumpIfInventory("Aiming",1,"FireAim") U45A L 1 A_JumpIfNoAmmo("ReloadStart") U45B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") U45B A 0 A_JumpIfInventory("Firing",1,"FireHold") U45B A 0 A_PlayWeaponSound("u45/fire") U45B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,3) U45B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") U45B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: U45B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45B A 0 A_JumpIfNoAmmo("FireEmpty") U45B B 1 BRIGHT A_GunFlash U45B B 0 A_GiveInventory("Firing",1) U45B CDEFGHI 1 A_WeaponReady U45A L 1 A_WeaponReady U45A L 0 A_TakeInventory("Firing",1) U45A L 0 A_JumpIfInventory("USP45Ammo",1,2) U45A L 0 A_ReFire goto Ready+12 U45A L 0 A_JumpIfNoAmmo("ReloadStart") U45A L 0 A_ReFire goto Ready+12 FireEmpty: U45B J 1 BRIGHT A_GunFlash U45B K 1 BRIGHT A_PlaySound("m9/lock") U45B LMNO 1 U45B P 0 A_TakeInventory("Firing",1) U45B P 1 A_GiveInventory("USPBolt",1) U45A L 0 A_JumpIfInventory("USP45Ammo",1,2) U45A L 0 A_ReFire goto Ready+12 U45A L 0 A_JumpIfNoAmmo("ReloadStart") U45A L 0 A_ReFire goto Ready+12 FireHold: U45B A 0 A_PlayWeaponSound("u45/fire") U45B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,3) U45B A 0 A_JumpIfInventory("CoopCheck",1,"FireHoldCoop") U45B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireHoldCont: U45B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45B A 0 A_JumpIfNoAmmo("FireEmpty") U45B B 1 BRIGHT A_GunFlash U45B B 0 A_GiveInventory("Firing",1) U45B CDEFGHI 1 A_WeaponReady U45A L 1 A_WeaponReady U45A L 0 A_TakeInventory("Firing",1) U45A L 0 A_JumpIfInventory("USP45Ammo",1,2) U45A L 0 A_ReFire goto Ready+12 U45A L 0 A_JumpIfNoAmmo("ReloadStart") U45A L 0 A_ReFire goto Ready+12 FireAim: U45F F 1 A_JumpIfNoAmmo("ReloadStart") U45F F 0 A_JumpIfInventory("Firing",1,"FireAimHold") U45F F 0 A_PlayWeaponSound("u45/fire") U45F F 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,8) U45B A 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") U45F G 1 BRIGHT A_FireBullets (1.0, 1.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimCont: U45F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45F G 0 A_JumpIfNoAmmo("FireAimEmpty") U45F G 1 BRIGHT A_GunFlash U45F G 0 A_GiveInventory("Firing",1) U45F HH 1 A_WeaponReady(WRF_NOBOB) U45F IIJJFF 1 A_WeaponReady(WRF_NOBOB) U45F F 0 A_TakeInventory("Firing",1) U45F F 0 A_JumpIfInventory("USP45Ammo",1,2) U45F F 0 A_ReFire goto Ready+18 U45F F 0 A_JumpIfNoAmmo("ReloadStart") U45F F 0 A_ReFire goto Ready+18 FireAimHold: U45F F 0 A_PlayWeaponSound("u45/fire") U45F F 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,8) U45B A 0 A_JumpIfInventory("CoopCheck",1,"FireAimHoldCoop") U45F G 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimHoldCont: U45F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45F G 0 A_JumpIfNoAmmo("FireAimEmpty") U45F G 1 BRIGHT A_GunFlash U45F G 0 A_GiveInventory("Firing",1) U45F HH 1 A_WeaponReady(WRF_NOBOB) U45F IIJJFF 1 A_WeaponReady(WRF_NOBOB) U45F F 0 A_TakeInventory("Firing",1) U45F F 0 A_JumpIfInventory("USP45Ammo",1,2) U45F F 0 A_ReFire goto Ready+18 U45F F 0 A_JumpIfNoAmmo("ReloadStart") U45F F 0 A_ReFire goto Ready+18 FireAimEmpty: U45F H 2 BRIGHT A_GunFlash U45F I 2 A_PlaySound("m9/lock") U45F J 0 A_TakeInventory("Firing",1) U45F J 2 A_GiveInventory("USPBolt",1) U45F F 2 U45F F 0 A_JumpIfInventory("USP45Ammo",1,2) U45F F 0 A_ReFire goto Ready+18 U45F F 0 A_JumpIfNoAmmo("ReloadStart") U45F F 0 A_ReFire goto Ready+18 Reload: //AltFire: U45A L 0 A_JumpIfInventory("USP45Clip",12,2) U45A L 0 A_JumpIfInventory("USP45Ammo",1,"ReloadStart") U45A L 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: U45C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") U45C A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") U45C B 3 A_JumpIfInventory("USPBolt",1,"ReloadStartBolt") U45C CDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45C F 3 A_PlaySoundEx("m9/clipout","SoundSlot5") U45C GHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45C KLM 3 A_TakeInventory("Reloading",1) U45C N 3 A_PlayWeaponSound("m9/clipin") goto ReloadAmmo ReloadAmmo: U45C P 0 A_JumpIfInventory("USP45Clip",12,"ReloadEnd") U45C P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEnd U45C P 0 A_GiveInventory("USP45Clip",1) U45C P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmo ReloadEnd: U45C OPQR 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45A G 0 A_ReFire goto Ready+12 AltFire: U45F A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45F A 0 A_ZoomFactor(1.15) U45F ABCDEF 1 U45F G 0 A_GiveInventory("Aiming",1) U45F G 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+18 AltFire2: U45F F 1 A_ZoomFactor(1.0) U45F FEDCBA 1 U45F A 0 A_TakeInventory("Aiming",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+12 ReloadStartAim: U45F F 1 A_ZoomFactor(1.0) U45F FEDCBA 1 U45F A 0 A_TakeInventory("Aiming",1) U45F 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: WEAP P 0 WEAP P 0 A_SpawnItem("USP45Pickup") stop ReloadStartBolt: U45D ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45D F 3 A_PlaySoundEx("m9/clipout","SoundSlot5") U45D GHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45D K 0 A_TakeInventory("USPBolt",1) U45D KLM 3 A_TakeInventory("Reloading",1) U45D N 3 A_PlayWeaponSound("m9/clipin") goto ReloadAmmoBolt ReloadAmmoBolt: U45D P 0 A_JumpIfInventory("USP45Clip",12,"ReloadEndBolt") U45D P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEndBolt U45D P 0 A_GiveInventory("USP45Clip",1) U45D P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmoBolt ReloadEndBolt: U45D OPQR 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45D S 3 A_PlaySound("m9/slide1") U45D TUVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45D G 0 A_ReFire goto Ready+12 ReloadStart_SOH: U45C A 2 U45C B 2 A_JumpIfInventory("USPBolt",1,"ReloadStartBolt_SOH") U45C CDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45C F 2 A_PlaySoundEx("m9/clipout","SoundSlot5") U45C GHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45C KLM 2 A_TakeInventory("Reloading",1) U45C N 2 A_PlayWeaponSound("m9/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: U45C P 0 A_JumpIfInventory("USP45Clip",12,"ReloadEnd_SOH") U45C P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEnd_SOH U45C P 0 A_GiveInventory("USP45Clip",1) U45C P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: U45C OPQR 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45A G 0 A_ReFire goto Ready+12 ReloadStartBolt_SOH: U45D ABCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45D F 2 A_PlaySoundEx("m9/clipout","SoundSlot5") U45D GHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45D K 0 A_TakeInventory("USPBolt",1) U45D KLM 2 A_TakeInventory("Reloading",1) U45D N 2 A_PlayWeaponSound("m9/clipin") goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: U45D P 0 A_JumpIfInventory("USP45Clip",12,"ReloadEndBolt_SOH") U45D P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEndBolt_SOH U45D P 0 A_GiveInventory("USP45Clip",1) U45D P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: U45D OPQR 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45D S 2 A_PlaySound("m9/slide1") U45D TUVW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45D G 0 A_ReFire goto Ready+12 Fire_SteadyAim: U45B A 0 A_JumpIfInventory("Firing",1,"FireHold_SteadyAim") U45B A 0 A_PlayWeaponSound("u45/fire") U45B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,3) U45B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") U45B A 1 BRIGHT A_FireBullets (3.5, 3.5, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: U45B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45B A 0 A_JumpIfNoAmmo("FireEmpty") U45B B 1 BRIGHT A_GunFlash U45B B 0 A_GiveInventory("Firing",1) U45B CDEFGHI 1 A_WeaponReady U45A L 1 A_WeaponReady U45A L 0 A_TakeInventory("Firing",1) U45A L 0 A_JumpIfInventory("USP45Ammo",1,2) U45A L 0 A_ReFire goto Ready+12 U45A L 0 A_JumpIfNoAmmo("ReloadStart") U45A L 0 A_ReFire goto Ready+12 FireHold_SteadyAim: U45B A 0 A_PlayWeaponSound("u45/fire") U45B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,3) U45B A 0 A_JumpIfInventory("CoopCheck",1,"FireHold_SteadyAimCoop") U45B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireHold_SteadyAimCont: U45B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45B A 0 A_JumpIfNoAmmo("FireEmpty") U45B B 1 BRIGHT A_GunFlash U45B B 0 A_GiveInventory("Firing",1) U45B CDEFGHI 1 A_WeaponReady U45A L 1 A_WeaponReady U45A L 0 A_TakeInventory("Firing",1) U45A L 0 A_JumpIfInventory("USP45Ammo",1,2) U45A L 0 A_ReFire goto Ready+12 U45A L 0 A_JumpIfNoAmmo("ReloadStart") U45A L 0 A_ReFire goto Ready+12 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: U45B A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireCont FireHoldCoop: U45B A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireHoldCont FireAimCoop: U45F G 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-100,100)/100.00, 1, 0, 4, 0, random(-100,100)/100.00) goto FireAimCont FireAimHoldCoop: U45F G 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto FireAimHoldCont Fire_SteadyAimCoop: U45B A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-350,350)/100.00, 1, 0, 4, 0, random(-350,350)/100.00) goto Fire_SteadyAimCont FireHold_SteadyAimCoop: U45B A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireHold_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 USPBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor USP45Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 12 ammo.backpackamount 0 ammo.backpackmaxamount 12 +IGNORESKILL } actor "H&K USP45 Ex Mags" : "H&K USP45" { obituary "%k capped %o with the USP45." inventory.pickupmessage "You got the H&K USP45. So Boss!" //attacksound "u45/fire6" weapon.selectionorder 19 weapon.ammotype "USP45Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "USP45Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: U45A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") U45A BCDEFGHIJKL 1 A_WeaponReady(WRF_NOPRIMARY) U45A L 0 A_JumpIfNoAmmo("Reload") U45A L 0 A_JumpIfInventory("Aiming",1,5) U45A L 0 A_JumpIfInventory("Reloading",1,"Reload") U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45A L 1 A_WeaponReady goto Ready+12 U45F F 0 A_JumpIfInventory("Reloading",1,"Reload") U45F F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45F F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45F F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Reload: //AltFire: VECC A 0 A_JumpIfInventory("USP45Clip2",18,2) VECC A 0 A_JumpIfInventory("USP45Ammo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: U45C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") U45C A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") U45C B 3 A_JumpIfInventory("USPBolt",1,"ReloadStartBolt") U45C CDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45C F 3 A_PlaySoundEx("m9/clipout","SoundSlot5") U45C GHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45C KLM 3 A_TakeInventory("Reloading",1) U45C N 3 A_PlayWeaponSound("m9/clipin") goto ReloadAmmo ReloadAmmo: U45C P 0 A_JumpIfInventory("USP45Clip2",18,"ReloadEnd") U45C P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEnd U45C P 0 A_GiveInventory("USP45Clip2",1) U45C P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmo ReloadEnd: U45C OPQR 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45A G 0 A_ReFire goto Ready+12 ReloadStartBolt: U45D ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45D F 3 A_PlaySoundEx("m9/clipout","SoundSlot5") U45D GHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45D K 0 A_TakeInventory("USPBolt",1) U45D KLM 3 A_TakeInventory("Reloading",1) U45D N 3 A_PlayWeaponSound("m9/clipin") goto ReloadAmmoBolt ReloadAmmoBolt: U45D P 0 A_JumpIfInventory("USP45Clip2",18,"ReloadEndBolt") U45D P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEndBolt U45D P 0 A_GiveInventory("USP45Clip2",1) U45D P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmoBolt ReloadEndBolt: U45D OPQR 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45D S 3 A_PlaySound("m9/slide1") U45D TUVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45D G 0 A_ReFire goto Ready+12 ReloadStart_SOH: U45C A 2 U45C B 2 A_JumpIfInventory("USPBolt",1,"ReloadStartBolt_SOH") U45C CDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45C F 2 A_PlaySoundEx("m9/clipout","SoundSlot5") U45C GHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45C KLM 2 A_TakeInventory("Reloading",1) U45C N 2 A_PlayWeaponSound("m9/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: U45C P 0 A_JumpIfInventory("USP45Clip2",18,"ReloadEnd_SOH") U45C P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEnd_SOH U45C P 0 A_GiveInventory("USP45Clip2",1) U45C P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: U45C OPQR 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45A G 0 A_ReFire goto Ready+12 ReloadStartBolt_SOH: U45D ABCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45D F 2 A_PlaySoundEx("m9/clipout","SoundSlot5") U45D GHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45D K 0 A_TakeInventory("USPBolt",1) U45D KLM 2 A_TakeInventory("Reloading",1) U45D N 2 A_PlayWeaponSound("m9/clipin") goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: U45D P 0 A_JumpIfInventory("USP45Clip2",18,"ReloadEndBolt_SOH") U45D P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEndBolt_SOH U45D P 0 A_GiveInventory("USP45Clip2",1) U45D P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: U45D OPQR 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45D S 2 A_PlaySound("m9/slide1") U45D TUVW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45D G 0 A_ReFire goto Ready+12 ReloadStartAim: U45F F 1 A_ZoomFactor(1.0) U45F FEDCBA 1 U45F A 0 A_TakeInventory("Aiming",1) U45F A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 } } actor USP45Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 18 ammo.backpackamount 0 ammo.backpackmaxamount 18 +IGNORESKILL } actor USP45ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "H&K USP45 Akimbo" : RGUWeapon { obituary "%k capped %o with a pair of USP45s." inventory.pickupmessage "You got the H&K USP45. So Boss!" //attacksound "u45/fire6" weapon.selectionorder 19 weapon.ammotype "USP45Clip3" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "USP45Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: TNT1 A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") TNT1 AA 2 U45G ABCDEFGHI 1 A_WeaponReady(WRF_NOFIRE) U45G I 0 A_JumpIfNoAmmo("Reload") U45G I 0 A_JumpIfInventory("Reloading",1,"Reload") U45G I 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45G I 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45G I 1 A_WeaponReady goto Ready+12 Deselect: U45G I 0 A_PlaySoundEx("weapon/down","SoundSlot5") U45G I 0 A_TakeInventory("Aiming",1) U45G I 0 ACS_ExecuteAlways(602,0,0,0,0) U45G I 0 A_TakeInventory("Reloading",1) U45G I 0 A_ZoomFactor(1.0) U45G I 0 A_Lower U45G I 1 A_Lower goto Deselect+3 Select: U45G A 0 A_Raise loop Fire: //Right U45G I 0 A_JumpIfNoAmmo("ReloadStart") U45I A 0 A_JumpIfInventory("FireSwitch",1,"FireLeft") U45I A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") U45I A 0 A_PlayWeaponSound("u45/fire") U45I A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,20,2) U45I A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") U45I A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 26, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: U45I A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45I A 0 A_JumpIfNoAmmo("FireEmpty") U45I B 1 BRIGHT A_GunFlash U45I B 0 A_GiveInventory("FireSwitch",1) U45I B 0 A_JumpIfInventory("USP45Clip3",2,2) U45I B 0 BRIGHT A_PlaySound("m9/lock") U45I CDE 1 A_WeaponReady U45G III 1 A_WeaponReady U45I A 0 A_JumpIfInventory("USP45Ammo",1,2) U45I A 0 A_ReFire goto Ready+12 U45I A 0 A_JumpIfNoAmmo("ReloadStart") U45I A 0 A_ReFire goto Ready+12 FireLeft: U45H A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"FireLeft_SteadyAim") U45H A 0 A_PlaySoundEx("u45/fire","SoundSlot6") U45H A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-20,4) U45H A 0 A_JumpIfInventory("CoopCheck",1,"FireLeftCoop") U45H A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 26, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireLeftCont: U45H A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45H A 0 A_JumpIfNoAmmo("FireEmptyLeft") U45H B 1 BRIGHT A_GunFlash U45H B 0 A_TakeInventory("FireSwitch",1) U45H B 0 A_JumpIfInventory("USP45Clip3",2,2) U45H B 0 BRIGHT A_PlaySound("m9/lock") U45H CDE 1 A_WeaponReady U45G III 1 A_WeaponReady U45H A 0 A_JumpIfInventory("USP45Ammo",1,2) U45H A 0 A_ReFire goto Ready+12 U45H A 0 A_JumpIfNoAmmo("ReloadStart") U45H A 0 A_ReFire goto Ready+12 FireEmpty: U45I B 1 BRIGHT A_GunFlash U45I C 1 BRIGHT A_PlaySound("m9/lock") U45I D 1 U45I E 1 A_GiveInventory("USPBolt",1) U45I A 0 A_JumpIfInventory("USP45Ammo",1,2) U45I A 0 A_ReFire goto Ready+12 U45I A 0 A_JumpIfNoAmmo("ReloadStart") U45I A 0 A_ReFire goto Ready+12 FireEmptyLeft: U45H B 1 BRIGHT A_GunFlash U45H C 1 BRIGHT A_PlaySound("m9/lock") U45H D 1 U45H E 1 A_GiveInventory("USPBolt",1) U45H A 0 A_JumpIfInventory("USP45Ammo",1,2) U45H A 0 A_ReFire goto Ready+12 U45H A 0 A_JumpIfNoAmmo("ReloadStart") U45H A 0 A_ReFire goto Ready+12 AltFire: //Does nothing U45G I 1 A_WeaponReady(WRF_NOSECONDARY) goto Ready+12 Reload: //AltFire: U45G A 0 A_JumpIfInventory("USP45Clip3",24,2) U45G A 0 A_JumpIfInventory("USP45Ammo",1,"ReloadStart") U45G A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: U45K A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") U45K B 3 A_TakeInventory("FireSwitch",1) U45K CDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45K F 3 A_PlaySoundEx("m9/clipout","SoundSlot5") U45K G 3 A_PlaySoundEx("m9/clipout","SoundSlot7") U45K HIJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45K M 3 A_TakeInventory("Reloading",1) U45K N 9 A_PlaySoundEx("m9/clipin","SoundSlot5") U45K N 3 A_PlayWeaponSound("m9/clipin") goto ReloadAmmo ReloadAmmo: U45K P 0 A_JumpIfInventory("USP45Clip3",24,"ReloadEnd") U45K P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEnd U45K P 0 A_GiveInventory("USP45Clip3",1) U45K P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmo ReloadEnd: U45K O 3 A_JumpIfInventory("USPBolt",1,"ReloadEndBolt") U45G ABCDEFGHI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45K O 0 A_ReFire goto Ready+12 ReloadEndBolt: U45K OOOO 3 U45K O 0 A_TakeInventory("USPBolt",1) U45G A 3 A_PlaySoundEx("m9/slide1","SoundSlot5") U45G B 3 A_PlayWeaponSound("m9/slide1") U45G CDEFGHI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45K O 0 A_ReFire goto Ready+12 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEAP P 0 WEAP P 0 A_SpawnItem("USP45Pickup") stop ReloadStart_SOH: U45K A 2 U45K B 2 A_TakeInventory("FireSwitch",1) U45K CDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45K F 2 A_PlaySoundEx("m9/clipout","SoundSlot5") U45K G 2 A_PlaySoundEx("m9/clipout","SoundSlot7") U45K HIJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45K M 2 A_TakeInventory("Reloading",1) U45K N 8 A_PlaySoundEx("m9/clipin","SoundSlot5") U45K N 2 A_PlayWeaponSound("m9/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: U45K P 0 A_JumpIfInventory("USP45Clip3",24,"ReloadEnd_SOH") U45K P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEnd_SOH U45K P 0 A_GiveInventory("USP45Clip3",1) U45K P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: U45K O 2 A_JumpIfInventory("USPBolt",1,"ReloadEndBolt_SOH") U45G ABCDEFGHI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45K O 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: U45K OOOO 2 U45K O 0 A_TakeInventory("USPBolt",1) U45G A 2 A_PlaySoundEx("m9/slide1","SoundSlot5") U45G B 2 A_PlayWeaponSound("m9/slide1") U45G CDEFGHI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45K O 0 A_ReFire goto Ready+12 Fire_SteadyAim: //Right U45I A 0 A_PlayWeaponSound("u45/fire") U45I A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,20,2) U45I A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") U45I A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 26, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: U45I A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45I A 0 A_JumpIfNoAmmo("FireEmpty") U45I B 1 BRIGHT A_GunFlash U45I B 0 A_GiveInventory("FireSwitch",1) U45I B 0 A_JumpIfInventory("USP45Clip3",2,2) U45I B 0 BRIGHT A_PlaySound("m9/lock") U45I CDE 1 A_WeaponReady U45G III 1 A_WeaponReady U45I A 0 A_JumpIfInventory("USP45Ammo",1,2) U45I A 0 A_ReFire goto Ready+12 U45I A 0 A_JumpIfNoAmmo("ReloadStart") U45I A 0 A_ReFire goto Ready+12 FireLeft_SteadyAim: U45H A 0 A_PlaySoundEx("u45/fire","SoundSlot6") U45H A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-20,4) U45H A 0 A_JumpIfInventory("CoopCheck",1,"FireLeft_SteadyAimCoop") U45H A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 26, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireLeft_SteadyAimCont: U45H A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45H A 0 A_JumpIfNoAmmo("FireEmptyLeft") U45H B 1 BRIGHT A_GunFlash U45H B 0 A_TakeInventory("FireSwitch",1) U45H B 0 A_JumpIfInventory("USP45Clip3",2,2) U45H B 0 BRIGHT A_PlaySound("m9/lock") U45H CDE 1 A_WeaponReady U45G III 1 A_WeaponReady U45H A 0 A_JumpIfInventory("USP45Ammo",1,2) U45H A 0 A_ReFire goto Ready+12 U45H A 0 A_JumpIfNoAmmo("ReloadStart") U45H A 0 A_ReFire goto Ready+12 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: U45I A 1 BRIGHT A_FireCustomMissile("HHCBUSP45A", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireCont FireLeftCoop: U45H A 1 BRIGHT A_FireCustomMissile("HHCBUSP45A", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireLeftCont Fire_SteadyAimCoop: U45I A 1 BRIGHT A_FireCustomMissile("HHCBUSP45A", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAimCont FireLeft_SteadyAimCoop: U45H A 1 BRIGHT A_FireCustomMissile("HHCBUSP45A", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireLeft_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 USP45Clip3 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 24 ammo.backpackamount 0 ammo.backpackmaxamount 24 +IGNORESKILL } actor USP45Akimbo : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "H&K USP45 Tac Knife" : RGUWeapon { obituary "%k capped %o with the USP45." inventory.pickupmessage "You got the H&K USP45. So Boss!" //attacksound "u45/fire6" weapon.selectionorder 19 weapon.ammotype "USP45Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "USP45Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: U45L A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") U45L BCDEFGHIJKL 1 A_WeaponReady(WRF_NOPRIMARY) U45L L 0 A_JumpIfNoAmmo("Reload") U45L L 0 A_JumpIfInventory("Aiming",1,5) U45L L 0 A_JumpIfInventory("Reloading",1,"Reload") U45L L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45L L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45L L 1 A_WeaponReady goto Ready+12 U45N F 0 A_JumpIfInventory("Reloading",1,"Reload") U45N F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45N F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45N F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Deselect: U45L L 0 A_PlaySoundEx("weapon/down","SoundSlot5") U45L L 0 A_TakeInventory("Aiming",1) U45L L 0 ACS_ExecuteAlways(602,0,0,0,0) U45L L 0 A_TakeInventory("Reloading",1) U45L L 0 A_ZoomFactor(1.0) U45L L 0 A_Lower U45L L 1 A_Lower goto Deselect+3 Select: U45L A 0 A_Raise loop Fire: U45L L 0 A_JumpIfInventory("Aiming",1,"FireAim") U45L L 1 A_JumpIfNoAmmo("ReloadStart") U45M A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") U45M A 0 A_JumpIfInventory("Firing",1,"FireHold") U45M A 0 A_PlayWeaponSound("u45/fire") U45M A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,6,8) U45M A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") U45M A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: U45M A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45M A 0 A_JumpIfNoAmmo("FireEmpty") U45M B 1 BRIGHT A_GunFlash U45M B 0 A_GiveInventory("Firing",1) U45M CDE 1 A_WeaponReady U45L LLLLL 1 A_WeaponReady U45L L 0 A_TakeInventory("Firing",1) U45L L 0 A_JumpIfInventory("USP45Ammo",1,2) U45L L 0 A_ReFire goto Ready+12 U45L L 0 A_JumpIfNoAmmo("ReloadStart") U45L L 0 A_ReFire goto Ready+12 FireEmpty: U45M B 1 BRIGHT A_GunFlash U45M C 1 BRIGHT A_PlaySound("m9/lock") U45M DE 1 U45L L 0 A_TakeInventory("Firing",1) U45L L 1 A_GiveInventory("USPBolt",1) U45L L 0 A_JumpIfInventory("USP45Ammo",1,2) U45L L 0 A_ReFire goto Ready+12 U45L L 0 A_JumpIfNoAmmo("ReloadStart") U45L L 0 A_ReFire goto Ready+12 FireHold: U45M A 0 A_PlayWeaponSound("u45/fire") U45M A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,6,8) U45M A 0 A_JumpIfInventory("CoopCheck",1,"FireHoldCoop") U45M A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireHoldCont: U45M A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45M A 0 A_JumpIfNoAmmo("FireEmpty") U45M B 1 BRIGHT A_GunFlash U45M B 0 A_GiveInventory("Firing",1) U45M CDE 1 A_WeaponReady U45L LLLLL 1 A_WeaponReady U45L L 0 A_TakeInventory("Firing",1) U45L L 0 A_JumpIfInventory("USP45Ammo",1,2) U45L L 0 A_ReFire goto Ready+12 U45L L 0 A_JumpIfNoAmmo("ReloadStart") U45L L 0 A_ReFire goto Ready+12 FireAim: U45N F 1 A_JumpIfNoAmmo("ReloadStart") U45N F 0 A_JumpIfInventory("Firing",1,"FireAimHold") U45N F 0 A_PlayWeaponSound("u45/fire") U45N F 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,8) U45O A 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") U45O A 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimCont: U45O A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45O A 0 A_JumpIfNoAmmo("FireAimEmpty") U45O B 1 BRIGHT A_GunFlash U45O B 0 A_GiveInventory("Firing",1) U45O CDE 1 A_WeaponReady(WRF_NOBOB) U45N FFFFF 1 A_WeaponReady(WRF_NOBOB) U45N F 0 A_TakeInventory("Firing",1) U45N F 0 A_JumpIfInventory("USP45Ammo",1,2) U45N F 0 A_ReFire goto Ready+18 U45N F 0 A_JumpIfNoAmmo("ReloadStart") U45N F 0 A_ReFire goto Ready+18 FireAimHold: U45N F 0 A_PlayWeaponSound("u45/fire") U45N F 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,8) U45O A 0 A_JumpIfInventory("CoopCheck",1,"FireAimHoldCoop") U45O A 1 BRIGHT A_FireBullets (3.6, 3.6, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimHoldCont: U45O A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45O A 0 A_JumpIfNoAmmo("FireAimEmpty") U45O B 1 BRIGHT A_GunFlash U45O B 0 A_GiveInventory("Firing",1) U45O CDE 1 A_WeaponReady(WRF_NOBOB) U45N FFFFF 1 A_WeaponReady(WRF_NOBOB) U45N F 0 A_TakeInventory("Firing",1) U45N F 0 A_JumpIfInventory("USP45Ammo",1,2) U45N F 0 A_ReFire goto Ready+18 U45N F 0 A_JumpIfNoAmmo("ReloadStart") U45N F 0 A_ReFire goto Ready+18 FireAimEmpty: U45O A 1 BRIGHT A_GunFlash U45O B 1 A_PlaySound("m9/lock") U45O C 0 A_TakeInventory("Firing",1) U45O C 1 A_GiveInventory("USPBolt",1) U45O DE 1 U45N F 0 A_JumpIfInventory("USP45Ammo",1,2) U45N F 0 A_ReFire goto Ready+18 U45N F 0 A_JumpIfNoAmmo("ReloadStart") U45N F 0 A_ReFire goto Ready+18 Reload: //AltFire: U45L L 0 A_JumpIfInventory("USP45Clip",12,2) U45L L 0 A_JumpIfInventory("USP45Ammo",1,"ReloadStart") U45L L 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: U45P A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") U45P A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") U45P A 0 A_JumpIfInventory("USPBolt",1,"ReloadStartBolt") U45P BC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45P D 3 A_PlaySoundEx("m9/clipout","SoundSlot5") U45P EFGHIJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45P L 3 A_TakeInventory("Reloading",1) U45P M 3 A_PlayWeaponSound("m9/clipin") goto ReloadAmmo ReloadAmmo: U45P P 0 A_JumpIfInventory("USP45Clip",12,"ReloadEnd") U45P P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEnd U45P P 0 A_GiveInventory("USP45Clip",1) U45P P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmo ReloadEnd: U45P NOPQ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45P RST 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45P G 0 A_ReFire goto Ready+12 ReloadStartBolt: U45Q ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45Q E 3 A_PlaySoundEx("m9/clipout","SoundSlot5") U45Q FGHIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45Q N 3 A_TakeInventory("Reloading",1) U45Q O 3 A_PlayWeaponSound("m9/clipin") goto ReloadAmmoBolt ReloadAmmoBolt: U45Q P 0 A_JumpIfInventory("USP45Clip",12,"ReloadEndBolt") U45Q P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEndBolt U45Q P 0 A_GiveInventory("USP45Clip",1) U45Q P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmoBolt ReloadEndBolt: U45Q T 0 A_TakeInventory("USPBolt",1) U45Q PQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45Q T 3 A_PlayWeaponSound("m9/slide1") U45Q UVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45Q G 0 A_ReFire goto Ready+12 AltFire: U45N A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45N A 0 A_ZoomFactor(1.15) U45N ABCDEF 1 U45N G 0 A_GiveInventory("Aiming",1) U45N G 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+18 AltFire2: U45N F 1 A_ZoomFactor(1.0) U45N FEDCBA 1 U45N A 0 A_TakeInventory("Aiming",1) U45N A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+12 ReloadStartAim: U45N F 1 A_ZoomFactor(1.0) U45N FEDCBA 1 U45N A 0 A_TakeInventory("Aiming",1) U45N 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: WEAP P 15 WEAP A 0 A_SpawnItem("USP45Pickup") stop ReloadStart_SOH: U45P A 2 A_JumpIfInventory("USPBolt",1,"ReloadStartBolt_SOH") U45P BC 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45P D 2 A_PlaySoundEx("m9/clipout","SoundSlot5") U45P EFGHIJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45P L 2 A_TakeInventory("Reloading",1) U45P M 2 A_PlayWeaponSound("m9/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: U45P P 0 A_JumpIfInventory("USP45Clip",12,"ReloadEnd_SOH") U45P P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEnd_SOH U45P P 0 A_GiveInventory("USP45Clip",1) U45P P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: U45P NOPQ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45P RST 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45P G 0 A_ReFire goto Ready+12 ReloadStartBolt_SOH: U45Q ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45Q E 2 A_PlaySoundEx("m9/clipout","SoundSlot5") U45Q FGHIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45Q N 2 A_TakeInventory("Reloading",1) U45Q O 2 A_PlayWeaponSound("m9/clipin") goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: U45Q P 0 A_JumpIfInventory("USP45Clip",12,"ReloadEndBolt_SOH") U45Q P 0 A_JumpIfInventory("USP45Ammo",1,1) goto ReloadEndBolt_SOH U45Q P 0 A_GiveInventory("USP45Clip",1) U45Q P 0 A_TakeInventory("USP45Ammo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: U45Q T 0 A_TakeInventory("USPBolt",1) U45Q PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U45Q T 2 A_PlayWeaponSound("m9/slide1") U45Q UVW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U45Q G 0 A_ReFire goto Ready+12 Fire_SteadyAim: U45M A 0 A_JumpIfInventory("Firing",1,"FireHold_SteadyAim") U45M A 0 A_PlayWeaponSound("u45/fire") U45M A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,6,8) U45M A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") U45M A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: U45M A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45M A 0 A_JumpIfNoAmmo("FireEmpty") U45M B 1 BRIGHT A_GunFlash U45M B 0 A_GiveInventory("Firing",1) U45M CDE 1 A_WeaponReady U45L LLLLL 1 A_WeaponReady U45L L 0 A_TakeInventory("Firing",1) U45L L 0 A_JumpIfInventory("USP45Ammo",1,2) U45L L 0 A_ReFire goto Ready+12 U45L L 0 A_JumpIfNoAmmo("ReloadStart") U45L L 0 A_ReFire goto Ready+12 FireHold_SteadyAim: U45M A 0 A_PlayWeaponSound("u45/fire") U45M A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,6,8) U45M A 0 A_JumpIfInventory("CoopCheck",1,"FireHold_SteadyAimCoop") U45M A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 24, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireHold_SteadyAimCont: U45M A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U45M A 0 A_JumpIfNoAmmo("FireEmpty") U45M B 1 BRIGHT A_GunFlash U45M B 0 A_GiveInventory("Firing",1) U45M CDE 1 A_WeaponReady U45L LLLLL 1 A_WeaponReady U45L L 0 A_TakeInventory("Firing",1) U45L L 0 A_JumpIfInventory("USP45Ammo",1,2) U45L L 0 A_ReFire goto Ready+12 U45L L 0 A_JumpIfNoAmmo("ReloadStart") U45L L 0 A_ReFire goto Ready+12 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: U45R A 0 A_ZoomFactor(1.0) U45R A 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U45R A 0 A_TakeInventory("Aiming",1) U45R A 0 A_TakeInventory("Reloading",1) U45R A 0 ACS_ExecuteAlways(602,0,0,0,0) U45R A 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH") U45R A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando") U45R A 0 ACS_ExecuteAlways(599,0,0,0,0) U45R AB 2 U45R C 2 A_PlaySound("knife/swing") U45R D 2 A_CustomPunch(102,1,0,"KnifePuff",96) U45R EF 2 TNT1 A 10 U45R L 0 A_TakeInventory("KnifeAttack",1) U45L A 2 goto Ready+1 KnifeAttack_Commando: U45R A 0 ACS_ExecuteAlways(599,0,0,0,0) U45R AB 2 U45R C 2 A_PlaySound("knife/swing") U45R D 2 A_CustomPunch(102,1,0,"KnifePuff",160) U45R EF 2 TNT1 A 10 U45R L 0 A_TakeInventory("KnifeAttack",1) U45L A 2 goto Ready+1 KnifeAttack_SOH: U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_SOH_Commando") U45R A 0 ACS_ExecuteAlways(599,0,0,0,0) U45R AB 1 U45R C 1 A_PlaySound("knife/swing") U45R D 1 A_CustomPunch(84,1,0,"KnifePuff",96) U45R EF 1 TNT1 A 5 U45R L 0 A_TakeInventory("KnifeAttack",1) U45L A 2 goto Ready+1 KnifeAttack_SOH_Commando: U45R A 0 ACS_ExecuteAlways(599,0,0,0,0) U45R AB 1 U45R C 1 A_PlaySound("knife/swing") U45R D 1 A_CustomPunch(84,1,0,"KnifePuff",160) U45R EF 1 TNT1 A 5 U45R L 0 A_TakeInventory("KnifeAttack",1) U45L A 2 goto Ready+1 FireCoop: U45M A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont FireHoldCoop: U45M A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto FireHoldCont FireAimCoop: U45O A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont FireAimHoldCoop: U45O A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-360,360)/100.00, 1, 0, 4, 0, random(-360,360)/100.00) goto FireAimHoldCont Fire_SteadyAimCoop: U45M A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont FireHold_SteadyAimCoop: U45M A 1 BRIGHT A_FireCustomMissile("HHCBUSP45", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireHold_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 USP45Knife : Inventory { inventory.amount 0 inventory.maxamount 1 } actor USP45Pickup : CustomInventory { inventory.pickupmessage "You got the H&K USP45. So Boss!" inventory.pickupsound "deagle/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.14 States { Spawn: WEAP P -1 stop Pickup: WEAP P 0 WEAP P 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP P 0 A_JumpIfInventory("H&K USP45",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP P 0 A_JumpIfInventory("H&K USP45 Ex Mags",1,"AmmoPickup") WEAP P 0 A_JumpIfInventory("H&K USP45 Akimbo",1,"AmmoPickup") WEAP P 0 A_JumpIfInventory("H&K USP45 Tac Knife",1,"AmmoPickup") WEAP P 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP P 0 ACS_ExecuteWithResult(618,3,0,0) stop PickupStay: WEAP P 0 WEAP P 0 A_JumpIfInventory("H&K USP45",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP P 0 A_JumpIfInventory("H&K USP45 Ex Mags",1,"FailPickup") WEAP P 0 A_JumpIfInventory("H&K USP45 Akimbo",1,"FailPickup") WEAP P 0 A_JumpIfInventory("H&K USP45 Tac Knife",1,"FailPickup") WEAP P 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP P 0 ACS_ExecuteWithResult(618,3,0,0) WEAP P 0 ACS_ExecuteAlways(597,0,3,0,0) WEAP P 0 A_PlaySound("deagle/bolt") fail AmmoPickup: WEAP P 0 WEAP P 0 A_JumpIfInventory("USP45Ammo",0,"FailPickup") WEAP P 0 A_GiveInventory("USP45Ammo",12) stop FailPickup: WEAP P 1 fail FailPickup2: WEAP P 1 WEAP P 0 ACS_ExecuteAlways(620,0,2,0,0) fail } } actor USP45Drop : USP45Pickup { States { Spawn: WEAP P 3500 WEAP P 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP P 0 WEAP P 0 A_JumpIfInventory("H&K USP45",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP P 0 A_JumpIfInventory("H&K USP45 Ex Mags",1,"AmmoPickup") WEAP P 0 A_JumpIfInventory("H&K USP45 Akimbo",1,"AmmoPickup") WEAP P 0 A_JumpIfInventory("H&K USP45 Tac Knife",1,"AmmoPickup") WEAP P 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP P 0 ACS_ExecuteWithResult(618,3,0,0) stop } } actor HHCBUSP45 : HHBulletCoop { damage (24) Speed 300 States { Spawn: TNT1 A 10 TNT1 A 5 A_ScaleVelocity(0.667) 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 HHCBUSP45A : HHCBUSP45 { damage (26) }actor ".44 Magnum" : RGUWeapon { obituary "%k got Dirty Harry on %o's ass." inventory.pickupmessage "You got the .44 Magnum. Do you feel lucky, Punk?" //attacksound "44magnum/fire" weapon.selectionorder 18 weapon.ammotype "44MagnumClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "44MagnumAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: M44A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") M44A BCDEFGHIJ 1 A_WeaponReady(WRF_NOPRIMARY) M44A J 0 A_JumpIfNoAmmo("Reload") M44A J 0 A_JumpIfInventory("Aiming",1,5) M44A J 0 A_JumpIfInventory("Reloading",1,"Reload") M44A J 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M44A J 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44A J 1 A_WeaponReady goto Ready+10 M44F D 0 A_JumpIfInventory("Reloading",1,"Reload") M44F D 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M44F D 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44F D 1 A_WeaponReady(WRF_NOBOB) goto Ready+16 Deselect: M44A J 0 A_PlaySoundEx("weapon/down","SoundSlot5") M44A J 0 A_TakeInventory("Aiming",1) M44A J 0 ACS_ExecuteAlways(602,0,0,0,0) M44A J 0 A_TakeInventory("Reloading",1) M44A J 0 A_ZoomFactor(1.0) M44A J 0 A_Lower M44A J 1 A_Lower goto Deselect+3 Select: M44A A 0 A_Raise loop Fire: M44A J 0 A_JumpIfInventory("Aiming",1,"FireAim") M44A J 1 A_JumpIfNoAmmo("ReloadStart") M44B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") M44B A 0 A_JumpIfInventory("Firing",1,"FireHold") M44B A 0 A_PlayWeaponSound("44magnum/fire") M44B A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,8,5) M44B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") M44B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: M44B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44B A 0 A_JumpIfNoAmmo("FireEmpty") M44B EF 1 BRIGHT A_GunFlash M44B F 0 A_GiveInventory("Firing",1) M44B GHIJKLM 1 A_WeaponReady M44A JJJ 1 A_WeaponReady M44A J 0 A_TakeInventory("Firing",1) M44A J 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+10 M44A J 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 FireEmpty: M44B EF 1 BRIGHT A_GunFlash M44B GHIJKLM 1 M44A JJJ 1 M44A J 0 A_TakeInventory("Firing",1) M44A J 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+10 M44A J 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 FireHold: M44B A 0 A_PlayWeaponSound("44magnum/fire") M44B A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,8,5) M44B A 0 A_JumpIfInventory("CoopCheck",1,"FireHoldCoop") M44B A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireHoldCont: M44B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44B A 0 A_JumpIfNoAmmo("FireEmpty") M44B EF 1 BRIGHT A_GunFlash M44B F 0 A_GiveInventory("Firing",1) M44B GHIJKLM 1 A_WeaponReady M44A JJJ 1 A_WeaponReady M44A J 0 A_TakeInventory("Firing",1) M44A J 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+10 M44A J 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 FireAim: M44F E 1 A_JumpIfNoAmmo("ReloadStart") M44F E 0 A_JumpIfInventory("Firing",1,"FireAimHold") M44F E 0 A_PlayWeaponSound("44magnum/fire") M44F E 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,6) M44F E 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") M44F F 1 BRIGHT A_FireBullets (1.0, 1.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimCont: M44F F 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44F F 0 A_JumpIfNoAmmo("FireAimEmpty") M44F HI 1 BRIGHT A_GunFlash M44F I 0 A_GiveInventory("Firing",1) M44F JKLMNOP 1 A_WeaponReady(WRF_NOBOB) M44F DD 1 A_WeaponReady(WRF_NOBOB) M44F D 0 A_TakeInventory("Firing",1) M44F D 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+16 M44F D 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAimHold: M44F E 0 A_PlayWeaponSound("44magnum/fire") M44F E 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,6) M44F E 0 A_JumpIfInventory("CoopCheck",1,"FireAimHoldCoop") M44F F 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimHoldCont: M44F F 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44F F 0 A_JumpIfNoAmmo("FireAimEmpty") M44F HI 1 BRIGHT A_GunFlash M44F I 0 A_GiveInventory("Firing",1) M44F IJKLMNOP 1 A_WeaponReady(WRF_NOBOB) M44F DD 1 A_WeaponReady(WRF_NOBOB) M44F D 0 A_TakeInventory("Firing",1) M44F D 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+16 M44F D 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAimEmpty: M44F HI 1 BRIGHT A_GunFlash M44F JKLMNOP 1 M44F DD 1 M44F D 0 A_TakeInventory("Firing",1) M44F D 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+16 M44F D 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 Reload: //AltFire: VECC A 0 A_JumpIfInventory("44MagnumClip",6,2) VECC A 0 A_JumpIfInventory("44MagnumAmmo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+13 ReloadStart: M44C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") M44C A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") M44C BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44C E 3 A_PlaySoundEx("44magnum/out","SoundSlot5") M44C FGHI 3 M44C KLMNOPQ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M44C R 3 A_TakeInventory("Reloading",1) M44C S 3 A_PlayWeaponSound("44magnum/in") goto ReloadAmmo ReloadAmmo: M44D I 0 A_JumpIfInventory("44MagnumClip",6,"ReloadEnd") M44D I 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto ReloadEnd M44D I 0 A_GiveInventory("44MagnumClip",1) M44D I 0 A_TakeInventory("44MagnumAmmo",1) goto ReloadAmmo ReloadEnd: M44C TUVWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44D A 3 A_PlayWeaponSound("44magnum/click") M44D BCDEFGHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+10 AltFire: M44F A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45F A 0 A_ZoomFactor(1.15) M44F ABCD 1 M44F G 0 A_GiveInventory("Aiming",1) M44F G 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+16 AltFire2: U45F A 0 A_ZoomFactor(1.0) M44F DCBA 1 M44F A 0 A_TakeInventory("Aiming",1) M44F A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+10 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) M44F DCBA 1 M44F A 0 A_TakeInventory("Aiming",1) M44F 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: WEAP I 0 WEAP I 0 A_SpawnItem("44MagnumPickup") stop Fire_SteadyAim: M44B A 0 A_JumpIfInventory("Firing",1,"FireHold_SteadyAim") M44B A 0 A_PlayWeaponSound("44magnum/fire") M44B A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,8,5) M44B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") M44B A 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: M44B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44B A 0 A_JumpIfNoAmmo("FireEmpty") M44B EF 1 BRIGHT A_GunFlash M44B F 0 A_GiveInventory("Firing",1) M44B GHIJKLM 1 A_WeaponReady M44A JJJ 1 A_WeaponReady M44A J 0 A_TakeInventory("Firing",1) M44A J 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+10 M44A J 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 FireHold_SteadyAim: M44B A 0 A_PlayWeaponSound("44magnum/fire") M44B A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,8,5) M44B A 0 A_JumpIfInventory("CoopCheck",1,"FireHold_SteadyAimCoop") M44B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireHold_SteadyAimCont: M44B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44B A 0 A_JumpIfNoAmmo("FireEmpty") M44B EF 1 BRIGHT A_GunFlash M44B F 0 A_GiveInventory("Firing",1) M44B GHIJKLM 1 A_WeaponReady M44A JJJ 1 A_WeaponReady M44A J 0 A_TakeInventory("Firing",1) M44A J 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+10 M44A J 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 ReloadStart_SOH: M44C A 2 M44C A 0 A_PlaySoundEx("44magnum/out","SoundSlot5") M44C BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44C GHI 2 M44C KLMNOPQ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M44C R 2 A_TakeInventory("Reloading",1) M44C S 2 A_PlayWeaponSound("44magnum/in") goto ReloadAmmo_SOH ReloadAmmo_SOH: M44D I 0 A_JumpIfInventory("44MagnumClip",6,"ReloadEnd_SOH") M44D I 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto ReloadEnd_SOH M44D I 0 A_GiveInventory("44MagnumClip",1) M44D I 0 A_TakeInventory("44MagnumAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: M44C TUVWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44D A 2 A_PlayWeaponSound("44magnum/click") M44D BCDEFGHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+10 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: M44B A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireCont FireHoldCoop: M44B A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto FireHoldCont FireAimCoop: M44F F 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-100,100)/100.00, 1, 0, 4, 0, random(-100,100)/100.00) goto FireAimCont FireAimHoldCoop: M44F F 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto FireAimHoldCont Fire_SteadyAimCoop: M44B A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto Fire_SteadyAimCont FireHold_SteadyAimCoop: M44B A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireHold_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 44MagnumClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 6 ammo.backpackamount 0 ammo.backpackmaxamount 6 +IGNORESKILL } actor ".44 Magnum Akimbo" : ".44 Magnum" { obituary "%k got Dirty Harry twice on %o's unfortunate ass." weapon.ammotype "44MagnumClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "44MagnumAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: TNT1 A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") M44G ABCDEFGHIJK 1 A_WeaponReady(WRF_NOFIRE) M44G K 0 A_JumpIfNoAmmo("Reload") M44G K 0 A_JumpIfInventory("Reloading",1,"Reload") M44G K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M44G K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44G K 1 A_WeaponReady goto Ready+12 Deselect: M44G K 0 A_PlaySoundEx("weapon/down","SoundSlot5") M44G K 0 A_TakeInventory("Aiming",1) M44G K 0 ACS_ExecuteAlways(602,0,0,0,0) M44G K 0 A_TakeInventory("Reloading",1) M44G K 0 A_ZoomFactor(1.0) M44G K 0 A_Lower M44G K 1 A_Lower goto Deselect+3 Select: M44G A 0 A_Raise loop Fire: //Right M44G K 1 A_JumpIfNoAmmo("ReloadStart") M44I A 0 A_JumpIfInventory("FireSwitch",1,"FireLeft") M44I A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") M44I A 0 A_PlayWeaponSound("44magnum/fire") M44I A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,15,4) M44I A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") M44I A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 34, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: M44I A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44I B 1 BRIGHT A_GunFlash M44I B 0 A_GiveInventory("FireSwitch",1) M44I B 0 A_JumpIfNoAmmo("FireEmpty") M44I CDE 1 A_WeaponReady M44G KKK 1 A_WeaponReady M44G K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+12 M44G K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireLeft: M44H A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"FireLeft_SteadyAim") M44H A 0 A_PlaySoundEx("44magnum/fire","SoundSlot6") M44H A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,-15,5) M44H A 0 A_JumpIfInventory("CoopCheck",1,"FireLeftCoop") M44H A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 34, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireLeftCont: M44H A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44H B 1 BRIGHT A_GunFlash M44H B 0 A_TakeInventory("FireSwitch",1) M44H B 0 A_JumpIfNoAmmo("FireEmptyLeft") M44H CDE 1 A_WeaponReady M44G KKK 1 A_WeaponReady M44G K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+12 M44G K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireEmpty: M44I B 1 BRIGHT A_GunFlash M44I CDE 1 M44G K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+12 M44G K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireEmptyLeft: M44H B 1 BRIGHT A_GunFlash M44H CDE 1 M44G K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+12 M44G K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 AltFire: //Does nothing M44G K 1 A_WeaponReady(WRF_NOSECONDARY) goto Ready+12 Reload: //AltFire: M44G A 0 A_JumpIfInventory("44MagnumClip2",12,2) M44G A 0 A_JumpIfInventory("44MagnumAmmo",1,"ReloadStart") M44G A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: M44J A 0 M44J A 0 A_TakeInventory("FireSwitch",1) M44J A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") M44J BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44J E 3 A_PlaySoundEx("44magnum/out","SoundSlot5") M44J F 3 A_PlaySoundEx("44magnum/out","SoundSlot7") M44J GHI 3 M44J KLMNOPQ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M44J R 12 A_TakeInventory("Reloading",1) M44J S 12 A_PlaySoundEx("44magnum/in","SoundSlot5") M44J S 3 A_PlayWeaponSound("44magnum/in") goto ReloadAmmo ReloadAmmo: M44J I 0 A_JumpIfInventory("44MagnumClip2",12,"ReloadEnd") M44J I 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto ReloadEnd M44J I 0 A_GiveInventory("44MagnumClip2",1) M44J I 0 A_TakeInventory("44MagnumAmmo",1) goto ReloadAmmo ReloadEnd: M44J TUVWX 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44J Y 3 A_PlaySoundEx("44magnum/click","SoundSlot5") M44J Z 3 M44K A 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44K B 3 A_PlayWeaponSound("44magnum/click") M44K CDEFGHI 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+10 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop ReloadStart_SOH: M44J A 2 M44J BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44J E 2 A_PlaySoundEx("44magnum/out","SoundSlot5") M44J F 2 A_PlaySoundEx("44magnum/out","SoundSlot7") M44J GHI 2 M44J KLMNOPQ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M44J R 10 A_TakeInventory("Reloading",1) M44J S 10 A_PlaySoundEx("44magnum/in","SoundSlot5") M44J S 2 A_PlayWeaponSound("44magnum/in") goto ReloadAmmo_SOH ReloadAmmo_SOH: M44J I 0 A_JumpIfInventory("44MagnumClip2",12,"ReloadEnd_SOH") M44J I 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto ReloadEnd_SOH M44J I 0 A_GiveInventory("44MagnumClip2",1) M44J I 0 A_TakeInventory("44MagnumAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: M44J TUVWX 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44J Y 2 A_PlaySoundEx("44magnum/click","SoundSlot5") M44J Z 2 M44K A 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44K B 2 A_PlayWeaponSound("44magnum/click") M44K CDEFGHI 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+10 Fire_SteadyAim: //Right M44I A 0 A_PlayWeaponSound("44magnum/fire") M44I A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,15,4) M44I A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") M44I A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 34, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: M44I A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44I B 1 BRIGHT A_GunFlash M44I B 0 A_GiveInventory("FireSwitch",1) M44I B 0 A_JumpIfNoAmmo("FireEmpty") M44I CDE 1 A_WeaponReady M44G KKK 1 A_WeaponReady M44G K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+12 M44G K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireLeft_SteadyAim: M44H A 0 A_PlaySoundEx("44magnum/fire","SoundSlot6") M44H A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,-15,5) M44H A 0 A_JumpIfInventory("CoopCheck",1,"FireLeft_SteadyAimCoop") M44H A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 34, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireLeft_SteadyAimCont: M44H A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44H B 1 BRIGHT A_GunFlash M44H B 0 A_TakeInventory("FireSwitch",1) M44H B 0 A_JumpIfNoAmmo("FireEmptyLeft") M44H CDE 1 A_WeaponReady M44G KKK 1 A_WeaponReady M44G K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+12 M44G K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 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: M44I A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUMA", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireCont FireLeftCoop: M44H A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUMA", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireLeftCont Fire_SteadyAimCoop: M44I A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUMA", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAimCont FireLeft_SteadyAimCoop: M44H A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUMA", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireLeft_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 44MagnumClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 12 ammo.backpackamount 0 ammo.backpackmaxamount 12 +IGNORESKILL } actor MagnumAkimbo : Inventory { inventory.amount 0 inventory.maxamount 1 } actor ".44 Magnum Tac Knife" : ".44 Magnum" { obituary "%k got Dirty Harry on %o's ass." inventory.pickupmessage "You got the .44 Magnum. Do you feel lucky, Punk?" //attacksound "44magnum/fire" weapon.selectionorder 18 weapon.ammotype "44MagnumClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "44MagnumAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: M44L A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") M44L BCDEFGHIJK 1 A_WeaponReady(WRF_NOPRIMARY) M44L K 0 A_JumpIfNoAmmo("Reload") M44L K 0 A_JumpIfInventory("Aiming",1,5) M44L K 0 A_JumpIfInventory("Reloading",1,"Reload") M44L K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M44L K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44L K 1 A_WeaponReady goto Ready+11 M44N E 0 A_JumpIfInventory("Reloading",1,"Reload") M44N E 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M44N E 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44N E 1 A_WeaponReady(WRF_NOBOB) goto Ready+17 Deselect: M44L K 0 A_PlaySoundEx("weapon/down","SoundSlot5") M44L K 0 A_TakeInventory("Aiming",1) M44L K 0 ACS_ExecuteAlways(602,0,0,0,0) M44L K 0 A_TakeInventory("Reloading",1) M44L K 0 A_ZoomFactor(1.0) M44L K 0 A_Lower M44L K 1 A_Lower goto Deselect+3 Select: M44L A 0 A_Raise loop Fire: M44L J 0 A_JumpIfInventory("Aiming",1,"FireAim") M44L J 1 A_JumpIfNoAmmo("ReloadStart") M44M A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") M44M A 0 A_JumpIfInventory("Firing",1,"FireHold") M44M A 0 A_PlayWeaponSound("44magnum/fire") M44M A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,9) M44M A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") M44M A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: M44M A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44M A 0 A_JumpIfNoAmmo("FireEmpty") M44M BC 1 BRIGHT A_GunFlash M44M C 0 A_GiveInventory("Firing",1) M44M DEF 1 A_WeaponReady M44L KKKK 1 A_WeaponReady M44L K 0 A_TakeInventory("Firing",1) M44L K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+11 M44L K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+11 FireEmpty: M44M BC 1 BRIGHT A_GunFlash M44M DEF 1 M44L K 0 A_TakeInventory("Firing",1) M44L K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+11 M44L K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+11 FireHold: M44M A 0 A_PlayWeaponSound("44magnum/fire") M44M A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,9) M44M A 0 A_JumpIfInventory("CoopCheck",1,"FireHoldCoop") M44M A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireHoldCont: M44M A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44M A 0 A_JumpIfNoAmmo("FireEmpty") M44M BC 1 BRIGHT A_GunFlash M44M C 0 A_GiveInventory("Firing",1) M44M DEF 1 A_WeaponReady M44L KKKK 1 A_WeaponReady M44L K 0 A_TakeInventory("Firing",1) M44L K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+11 M44L K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+11 FireAim: M44N E 1 A_JumpIfNoAmmo("ReloadStart") M44O A 0 A_JumpIfInventory("Firing",1,"FireAimHold") M44O A 0 A_PlayWeaponSound("44magnum/fire") M44O A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,6) M44O A 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") M44O A 1 BRIGHT A_FireBullets (1.1, 1.1, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimCont: M44O A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44O A 0 A_JumpIfNoAmmo("FireAimEmpty") M44O BC 1 BRIGHT A_GunFlash M44O C 0 A_GiveInventory("Firing",1) M44O DEF 1 A_WeaponReady(WRF_NOBOB) M44N EEEE 1 A_WeaponReady(WRF_NOBOB) M44N E 0 A_GiveInventory("Firing",1) M44N E 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+17 M44N E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+17 FireAimHold: M44O A 0 A_PlayWeaponSound("44magnum/fire") M44O A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,6) M44O A 0 A_JumpIfInventory("CoopCheck",1,"FireAimHoldCoop") M44O A 1 BRIGHT A_FireBullets (3.3, 3.3, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimHoldCont: M44O A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44O A 0 A_JumpIfNoAmmo("FireAimEmpty") M44O BC 1 BRIGHT A_GunFlash M44O C 0 A_GiveInventory("Firing",1) M44O DEF 1 A_WeaponReady(WRF_NOBOB) M44N EEEE 1 A_WeaponReady(WRF_NOBOB) M44N E 0 A_GiveInventory("Firing",1) M44N E 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+17 M44N E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+17 FireAimEmpty: M44O BC 1 BRIGHT A_GunFlash M44O DEF 1 M44N E 0 A_TakeInventory("Firing",1) M44N E 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+17 M44N E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+17 Reload: //AltFire: VECC A 0 A_JumpIfInventory("44MagnumClip",6,2) VECC A 0 A_JumpIfInventory("44MagnumAmmo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+13 ReloadStart: M44P A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") M44P A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") M44P BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44P E 3 A_PlaySoundEx("44magnum/out","SoundSlot5") M44P FGHI 3 M44P KLMNOPQ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M44P R 3 A_TakeInventory("Reloading",1) M44P S 3 A_PlayWeaponSound("44magnum/in") goto ReloadAmmo ReloadAmmo: M44D I 0 A_JumpIfInventory("44MagnumClip",6,"ReloadEnd") M44D I 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto ReloadEnd M44D I 0 A_GiveInventory("44MagnumClip",1) M44D I 0 A_TakeInventory("44MagnumAmmo",1) goto ReloadAmmo ReloadEnd: M44P TUVWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44Q A 3 A_PlayWeaponSound("44magnum/click") M44Q BCDEFGHIJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+11 AltFire: M44N A 0 A_JumpIfInventory("Aiming",1,"AltFire2") M44N A 0 A_ZoomFactor(1.15) M44N ABCDE 1 M44N G 0 A_GiveInventory("Aiming",1) M44N G 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+17 AltFire2: M44N A 0 A_ZoomFactor(1.0) M44N EDCBA 1 M44N A 0 A_TakeInventory("Aiming",1) M44N A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+11 ReloadStartAim: M44N A 0 A_ZoomFactor(1.0) M44N EDCBA 1 M44N A 0 A_TakeInventory("Aiming",1) M44N 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: WEAP I 0 WEAP I 0 A_SpawnItem("44MagnumPickup") stop ReloadStart_SOH: M44P A 2 M44P BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44P E 2 A_PlaySoundEx("44magnum/out","SoundSlot5") M44P FGHI 2 M44P KLMNOPQ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M44P R 2 A_TakeInventory("Reloading",1) M44P S 2 A_PlayWeaponSound("44magnum/in") goto ReloadAmmo_SOH ReloadAmmo_SOH: M44D I 0 A_JumpIfInventory("44MagnumClip",6,"ReloadEnd_SOH") M44D I 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto ReloadEnd_SOH M44D I 0 A_GiveInventory("44MagnumClip",1) M44D I 0 A_TakeInventory("44MagnumAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: M44P TUVWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M44Q A 2 A_PlayWeaponSound("44magnum/click") M44Q BCDEFGHIJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+11 Fire_SteadyAim: M44M A 0 A_JumpIfInventory("Firing",1,"FireHold_SteadyAim") M44M A 0 A_PlayWeaponSound("44magnum/fire") M44M A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,9) M44M A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") M44M A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: M44M A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44M A 0 A_JumpIfNoAmmo("FireEmpty") M44M BC 1 BRIGHT A_GunFlash M44M C 0 A_GiveInventory("Firing",1) M44M DEF 1 A_WeaponReady M44L KKKK 1 A_WeaponReady M44L K 0 A_TakeInventory("Firing",1) M44L K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+11 M44L K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+11 FireHold_SteadyAim: M44M A 0 A_PlayWeaponSound("44magnum/fire") M44M A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,9) M44M A 0 A_JumpIfInventory("CoopCheck",1,"FireHold_SteadyAimCoop") M44M A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 32, "BigPistolPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireHold_SteadyAimCont: M44M A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M44M A 0 A_JumpIfNoAmmo("FireEmpty") M44M BC 1 BRIGHT A_GunFlash M44M C 0 A_GiveInventory("Firing",1) M44M DEF 1 A_WeaponReady M44L KKKK 1 A_WeaponReady M44L K 0 A_TakeInventory("Firing",1) M44L K 0 A_JumpIfInventory("44MagnumAmmo",1,1) goto Ready+11 M44L K 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+11 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: M44R A 0 A_ZoomFactor(1.0) M44R A 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M44R A 0 A_TakeInventory("Aiming",1) M44R A 0 A_TakeInventory("Reloading",1) M44R A 0 ACS_ExecuteAlways(602,0,0,0,0) M44R A 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH") M44R A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando") M44R A 0 ACS_ExecuteAlways(599,0,0,0,0) M44R AB 2 M44R C 2 A_PlaySound("knife/swing") M44R D 2 A_CustomPunch(102,1,0,"KnifePuff",96) M44R EF 2 TNT1 A 10 M44R L 0 A_TakeInventory("KnifeAttack",1) M44L A 2 goto Ready+1 KnifeAttack_Commando: M44R A 0 ACS_ExecuteAlways(599,0,0,0,0) M44R AB 2 M44R C 2 A_PlaySound("knife/swing") M44R D 2 A_CustomPunch(102,1,0,"KnifePuff",160) M44R EF 2 TNT1 A 10 M44R L 0 A_TakeInventory("KnifeAttack",1) M44L A 2 goto Ready+1 KnifeAttack_SOH: M44R A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_SOH_Commando") M44R A 0 ACS_ExecuteAlways(599,0,0,0,0) M44R AB 1 M44R C 1 A_PlaySound("knife/swing") M44R D 1 A_CustomPunch(84,1,0,"KnifePuff",96) M44R EF 1 TNT1 A 5 M44R L 0 A_TakeInventory("KnifeAttack",1) M44L A 2 goto Ready+1 KnifeAttack_SOH_Commando: M44R A 0 ACS_ExecuteAlways(599,0,0,0,0) M44R AB 1 M44R C 1 A_PlaySound("knife/swing") M44R D 1 A_CustomPunch(84,1,0,"KnifePuff",160) M44R EF 1 TNT1 A 5 M44R L 0 A_TakeInventory("KnifeAttack",1) M44L A 2 goto Ready+1 FireCoop: M44M A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont FireHoldCoop: M44M A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto FireHoldCont FireAimCoop: M44O A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-110,110)/100.00, 1, 0, 4, 0, random(-110,110)/100.00) goto FireAimCont FireAimHoldCoop: M44O A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-330,330)/100.00, 1, 0, 4, 0, random(-330,330)/100.00) goto FireAimHoldCont Fire_SteadyAimCoop: M44M A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont FireHold_SteadyAimCoop: M44M A 1 BRIGHT A_FireCustomMissile("HHCBMAGNUM", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireHold_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 MagnumKnife : Inventory { inventory.amount 0 inventory.maxamount 1 } actor 44MagnumPickup : CustomInventory { inventory.pickupmessage "You got the .44 Magnum. Do you feel lucky, Punk?" inventory.pickupsound "deagle/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.14 States { Spawn: WEAP I -1 stop Pickup: WEAP I 0 WEAP I 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP I 0 A_JumpIfInventory(".44 Magnum",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP I 0 A_JumpIfInventory(".44 Magnum Akimbo",1,"AmmoPickup") WEAP I 0 A_JumpIfInventory(".44 Magnum Tac Knife",1,"AmmoPickup") WEAP I 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP I 0 ACS_ExecuteWithResult(618,4,0,0) stop PickupStay: WEAP I 0 WEAP I 0 A_JumpIfInventory(".44 Magnum",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP I 0 A_JumpIfInventory(".44 Magnum Akimbo",1,"FailPickup") WEAP I 0 A_JumpIfInventory(".44 Magnum Tac Knife",1,"FailPickup") WEAP I 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP I 0 ACS_ExecuteWithResult(618,4,0,0) WEAP I 0 ACS_ExecuteAlways(597,0,4,0,0) WEAP I 0 A_PlaySound("deagle/bolt") fail AmmoPickup: WEAP I 0 WEAP I 0 A_JumpIfInventory("44MagnumAmmo",0,"FailPickup") WEAP I 0 A_GiveInventory("44MagnumAmmo",6) stop FailPickup: WEAP I 1 fail FailPickup2: WEAP I 1 WEAP I 0 ACS_ExecuteAlways(620,0,2,0,0) fail } } actor 44MagnumDrop : 44MagnumPickup { States { Spawn: WEAP I 3500 WEAP I 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP I 0 WEAP I 0 A_JumpIfInventory(".44 Magnum",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP I 0 A_JumpIfInventory(".44 Magnum Akimbo",1,"AmmoPickup") WEAP I 0 A_JumpIfInventory(".44 Magnum Tac Knife",1,"AmmoPickup") WEAP I 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP I 0 ACS_ExecuteWithResult(618,4,0,0) stop } } actor HHCBMAGNUM : HHBulletCoop { damage (32) Speed 400 damagetype "BigPistol" States { Spawn: TNT1 A 10 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 HHCBMAGNUMA : HHCBMAGNUM { damage (34) }actor "FAMAS-F1" : RGUWeapon { obituary "%k shot %o down with the FAMAS-F1." inventory.pickupmessage "You got the FAMAS-F1. Look at that M203!" weapon.selectionorder 5 weapon.ammotype "FamasClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "FamasAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: FAMA A 0 A_PlaySoundEx("weapon/draw","SoundSlot5") FAMA A 2 FAMA BCDEFGHIJKLMN 2 A_WeaponReady(WRF_NOPRIMARY) FAMA N 0 A_JumpIfNoAmmo("Reload") FAMA N 0 A_JumpIfInventory("Aiming",1,5) FAMA N 0 A_JumpIfInventory("Reloading",1,"Reload") FAMA N 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FAMA N 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMA N 0 FAMA N 1 A_WeaponReady goto Ready+15 FAMF G 0 A_JumpIfInventory("Reloading",1,"Reload") FAMF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FAMF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMF G 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Deselect: FAMA N 0 A_PlaySoundEx("weapon/down","SoundSlot5") FAMA N 0 A_TakeInventory("Aiming",1) FAMA N 0 ACS_ExecuteAlways(602,0,0,0,0) FAMA N 0 A_TakeInventory("Reloading",1) FAMA N 0 A_ZoomFactor(1.0) FAMA N 0 A_Lower FAMA N 1 A_Lower goto Deselect+3 Select: FAMA A 0 A_Raise loop Spawn: WEAP G 0 WEAP G 0 A_SpawnItem("FamasPickup") stop Fire: FAMB A 0 A_JumpIfInventory("Aiming",1,"FireAim") FAMA N 1 A_JumpIfNoAmmo("ReloadStart") FAMB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") FAMB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB C 1 FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB B 0 BRIGHT A_GunFlash FAMB B 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire2Coop") FAMB B 2 BRIGHT A_FireBullets (9.0, 9.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire2Cont: FAMB B 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB B 0 A_JumpIfNoAmmo("FireEmpty") FAMB D 1 FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire3Coop") FAMB A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire3Cont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB BC 1 FAMB DF 1 A_WeaponReady(WRF_NOBOB) FAMB F 0 A_JumpIfInventory("FamasAmmo",1,1) goto Ready+15 FAMB F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+15 FireEmpty: FAMB BC 1 FAMB F 1 A_GiveInventory("FamasBolt",1) FAMB F 0 A_JumpIfInventory("FamasAmmo",1,1) goto Ready+15 FAMB F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+15 FireAim: FAMF G 1 A_JumpIfNoAmmo("ReloadStart") FAMF H 0 A_PlayWeaponSound("g2/fire") FAMF H 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-3) FAMF H 0 BRIGHT A_GunFlash FAMF H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") FAMF H 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: FAMF H 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMF H 0 A_JumpIfNoAmmo("FireAimEmpty") FAMF J 1 FAMF H 0 A_PlayWeaponSound("g2/fire") FAMF H 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-3) FAMF I 0 BRIGHT A_GunFlash FAMF I 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAim2Coop") FAMF I 2 BRIGHT A_FireBullets (1.8, 1.8, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAim2Cont: FAMF I 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMF I 0 A_JumpIfNoAmmo("FireAimEmpty") FAMF J 1 FAMF H 0 A_PlayWeaponSound("g2/fire") FAMF H 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-3) FAMF H 0 BRIGHT A_GunFlash FAMF H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAim3Coop") FAMF H 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAim3Cont: FAMF H 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMF H 0 A_JumpIfNoAmmo("FireAimEmpty") FAMF IJ 1 FAMF GG 1 A_WeaponReady(WRF_NOBOB) FAMF G 0 A_JumpIfInventory("FamasAmmo",1,1) goto Ready+22 FAMF G 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimEmpty: FAMF IJ 1 FAMF G 1 A_GiveInventory("FamasBolt",1) FAMF G 0 A_JumpIfInventory("FamasAmmo",1,1) goto Ready+22 FAMF G 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Reload: VECC A 0 A_JumpIfInventory("FamasClip",25,2) VECC A 0 A_JumpIfInventory("FamasAmmo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+18 ReloadStart: FAMC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") FAMC A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") FAMC BCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC FGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC I 3 A_PlaySoundEx("g2/clipout","SoundSlot5") FAMC JKLMNO 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC PQRSTUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC W 3 A_TakeInventory("Reloading",1) FAMC X 3 A_PlayWeaponSound("g2/clipin") goto ReloadAmmo ReloadAmmo: FAMC I 0 A_JumpIfInventory("FamasClip",25,"ReloadEnd") FAMC I 0 A_JumpIfInventory("FamasAmmo",1,1) goto ReloadEnd FAMC I 0 A_GiveInventory("FamasClip",1) FAMC I 0 A_TakeInventory("FamasAmmo",1) goto ReloadAmmo ReloadEnd: FAMC YZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD B 3 A_JumpIfInventory("FamasBolt",1,"ReloadEndBolt") FAMD CD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD EFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+15 ReloadEndBolt: FAMD B 0 A_TakeInventory("FamasBolt",1) FAMD BHIJK 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD L 0 A_PlaySoundEx("g2/bolt","SoundSlot5") FAMD LMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMD OPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+15 AltFire: FAMF A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45F A 0 A_ZoomFactor(1.3) FAMF ABCDEF 1 FAMF G 0 A_GiveInventory("Aiming",1) FAMF G 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+22 AltFire2: U45F A 0 A_ZoomFactor(1.0) FAMF FEDCBA 1 FAMF A 0 A_TakeInventory("Aiming",1) FAMF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+15 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) FAMF FEDCBA 1 FAMF A 0 A_TakeInventory("Aiming",1) FAMF 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 Fire_SteadyAim: FAMF A 0 A_PlayWeaponSound("g2/fire") FAMF A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FAMB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB C 1 FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB B 0 BRIGHT A_GunFlash FAMB B 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim2Coop") FAMB B 2 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAim2Cont: FAMB B 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB B 0 A_JumpIfNoAmmo("FireEmpty") FAMB D 1 FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim3Coop") FAMB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAim3Cont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB BC 1 FAMB DF 1 A_WeaponReady(WRF_NOBOB) FAMB F 0 A_JumpIfInventory("FamasAmmo",1,1) goto Ready+15 FAMB F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+15 ReloadStart_SOH: FAMC A 2 FAMC BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC FGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC I 2 A_PlaySoundEx("g2/clipout","SoundSlot5") FAMC JKLMNO 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC PQRSTUV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC W 2 A_TakeInventory("Reloading",1) FAMC X 2 A_PlayWeaponSound("g2/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: FAMC I 0 A_JumpIfInventory("FamasClip",25,"ReloadEnd_SOH") FAMC I 0 A_JumpIfInventory("FamasAmmo",1,1) goto ReloadEnd_SOH FAMC I 0 A_GiveInventory("FamasClip",1) FAMC I 0 A_TakeInventory("FamasAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: FAMC YZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD B 2 A_JumpIfInventory("FamasBolt",1,"ReloadEndBolt_SOH") FAMD CD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD EFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+15 ReloadEndBolt_SOH: FAMD B 0 A_TakeInventory("FamasBolt",1) FAMD BHIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD K 0 A_PlaySoundEx("g2/bolt","SoundSlot5") FAMD KLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMD OPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+15 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: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-700,700)/100.00,1,0,4,0,random(-700,700)/100.00) goto FireCont Fire2Coop: FAMB B 2 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-900,900)/100.00,1,0,4,0,random(-900,900)/100.00) goto Fire2Cont Fire3Coop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-900,900)/100.00,1,0,4,0,random(-900,900)/100.00) goto Fire3Cont FireAimCoop: FAMF H 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-140,140)/100.00,1,0,4,0,random(-140,140)/100.00) goto FireAimCont FireAim2Coop: FAMF I 2 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-180,180)/100.00,1,0,4,0,random(-180,180)/100.00) goto FireAim2Cont FireAim3Coop: FAMF H 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-180,180)/100.00,1,0,4,0,random(-180,180)/100.00) goto FireAim3Cont Fire_SteadyAimCoop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-500,500)/100.00,1,0,4,0,random(-500,500)/100.00) goto Fire_SteadyAimCont Fire_SteadyAim2Coop: FAMB B 2 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-700,700)/100.00,1,0,4,0,random(-700,700)/100.00) goto Fire_SteadyAim2Cont Fire_SteadyAim3Coop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-700,700)/100.00,1,0,4,0,random(-700,700)/100.00) goto Fire_SteadyAim3Cont 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 FamasClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 25 ammo.backpackamount 0 ammo.backpackmaxamount 25 +IGNORESKILL } actor FamasBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FAMAS-F1 Ex Mags" : "FAMAS-F1" { obituary "%k shot %o down with the FAMAS-F1." inventory.pickupmessage "You got the FAMAS-F1. Look at that M203!" //attacksound "g2/fire" weapon.selectionorder 5 weapon.ammotype "FamasClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "FamasAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: FAMA A 0 A_PlaySoundEx("weapon/draw","SoundSlot5") FAMA A 2 FAMA BCDEFGHIJKLMN 2 A_WeaponReady(WRF_NOPRIMARY) FAMA N 0 A_JumpIfNoAmmo("Reload") FAMA N 0 A_JumpIfInventory("Aiming",1,5) FAMA N 0 A_JumpIfInventory("Reloading",1,"Reload") FAMA N 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FAMA N 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMA N 0 FAMA N 1 A_WeaponReady goto Ready+15 FAMF G 0 A_JumpIfInventory("Reloading",1,"Reload") FAMF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FAMF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMF G 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Fire: FAMB A 0 A_JumpIfInventory("Aiming",1,"FireAim") FAMA N 1 A_JumpIfNoAmmo("ReloadStart") FAMB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") FAMB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB C 1 FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB B 0 BRIGHT A_GunFlash FAMB B 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire2Coop") FAMB B 2 BRIGHT A_FireBullets (9.0, 9.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire2Cont: FAMB B 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB B 0 A_JumpIfNoAmmo("FireEmpty") FAMB D 1 FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire3Coop") FAMB A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire3Cont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB BC 1 FAMB DF 1 A_WeaponReady(WRF_NOBOB) FAMB F 0 A_JumpIfInventory("FamasAmmo",1,1) goto Ready+15 FAMB F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+15 FireAim: FAMF G 1 A_JumpIfNoAmmo("ReloadStart") FAMF H 0 A_PlayWeaponSound("g2/fire") FAMF H 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-3) FAMF H 0 BRIGHT A_GunFlash FAMF H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") FAMF H 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: FAMF H 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMF H 0 A_JumpIfNoAmmo("FireAimEmpty") FAMF J 1 FAMF H 0 A_PlayWeaponSound("g2/fire") FAMF H 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-3) FAMF I 0 BRIGHT A_GunFlash FAMF I 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAim2Coop") FAMF I 2 BRIGHT A_FireBullets (1.8, 1.8, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAim2Cont: FAMF I 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMF I 0 A_JumpIfNoAmmo("FireAimEmpty") FAMF J 1 FAMF H 0 A_PlayWeaponSound("g2/fire") FAMF H 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-3) FAMF H 0 BRIGHT A_GunFlash FAMF H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAim3Coop") FAMF H 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAim3Cont: FAMF H 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMF H 0 A_JumpIfNoAmmo("FireAimEmpty") FAMF IJ 1 FAMF GG 1 A_WeaponReady(WRF_NOBOB) FAMF G 0 A_JumpIfInventory("FamasAmmo",1,1) goto Ready+22 FAMF G 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Fire_SteadyAim: FAMF A 0 A_PlayWeaponSound("g2/fire") FAMF A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FAMB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB C 1 FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB B 0 BRIGHT A_GunFlash FAMB B 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim2Coop") FAMB B 2 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAim2Cont: FAMB B 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB B 0 A_JumpIfNoAmmo("FireEmpty") FAMB D 1 FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-2) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim3Coop") FAMB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAim3Cont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB BC 1 FAMB DF 1 A_WeaponReady(WRF_NOBOB) FAMB F 0 A_JumpIfInventory("FamasAmmo",1,1) goto Ready+15 FAMB F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+15 Reload: //AltFire: VECC A 0 A_JumpIfInventory("FamasClip2",37,2) VECC A 0 A_JumpIfInventory("FamasAmmo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+18 ReloadStart: FAMC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") FAMC A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") FAMC BCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC FGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC I 3 A_PlaySoundEx("g2/clipout","SoundSlot5") FAMC JKLMNO 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC PQRSTUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC W 3 A_TakeInventory("Reloading",1) FAMC X 3 A_PlayWeaponSound("g2/clipin") goto ReloadAmmo ReloadAmmo: FAMC I 0 A_JumpIfInventory("FamasClip2",37,"ReloadEnd") FAMC I 0 A_JumpIfInventory("FamasAmmo",1,1) goto ReloadEnd FAMC I 0 A_GiveInventory("FamasClip2",1) FAMC I 0 A_TakeInventory("FamasAmmo",1) goto ReloadAmmo ReloadEnd: FAMC YZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD B 3 A_JumpIfInventory("FamasBolt",1,"ReloadEndBolt") FAMD CD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD EFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+15 ReloadEndBolt: FAMD B 0 A_TakeInventory("FamasBolt",1) FAMD BHIJK 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD L 0 A_PlaySoundEx("g2/bolt","SoundSlot5") FAMD LMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMD OPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+15 ReloadStart_SOH: FAMC A 2 FAMC BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC FGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC I 2 A_PlaySoundEx("g2/clipout","SoundSlot5") FAMC JKLMNO 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC PQRSTUV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC W 2 A_TakeInventory("Reloading",1) FAMC X 2 A_PlayWeaponSound("g2/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: FAMC I 0 A_JumpIfInventory("FamasClip2",37,"ReloadEnd_SOH") FAMC I 0 A_JumpIfInventory("FamasAmmo",1,1) goto ReloadEnd_SOH FAMC I 0 A_GiveInventory("FamasClip2",1) FAMC I 0 A_TakeInventory("FamasAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: FAMC YZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD B 2 A_JumpIfInventory("FamasBolt",1,"ReloadEndBolt_SOH") FAMD CD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD EFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+15 ReloadEndBolt_SOH: FAMD B 0 A_TakeInventory("FamasBolt",1) FAMD BHIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD K 0 A_PlaySoundEx("g2/bolt","SoundSlot5") FAMD KLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMD OPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+15 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) FAMF FEDCBA 1 FAMF A 0 A_TakeInventory("Aiming",1) FAMF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 FireCoop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-700,700)/100.00,1,0,4,0,random(-700,700)/100.00) goto FireCont Fire2Coop: FAMB B 2 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-900,900)/100.00,1,0,4,0,random(-900,900)/100.00) goto Fire2Cont Fire3Coop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-900,900)/100.00,1,0,4,0,random(-900,900)/100.00) goto Fire3Cont FireAimCoop: FAMF H 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-140,140)/100.00,1,0,4,0,random(-140,140)/100.00) goto FireAimCont FireAim2Coop: FAMF I 2 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-180,180)/100.00,1,0,4,0,random(-180,180)/100.00) goto FireAim2Cont FireAim3Coop: FAMF H 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-180,180)/100.00,1,0,4,0,random(-180,180)/100.00) goto FireAim3Cont Fire_SteadyAimCoop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-500,500)/100.00,1,0,4,0,random(-500,500)/100.00) goto Fire_SteadyAimCont Fire_SteadyAim2Coop: FAMB B 2 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-700,700)/100.00,1,0,4,0,random(-700,700)/100.00) goto Fire_SteadyAim2Cont Fire_SteadyAim3Coop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-700,700)/100.00,1,0,4,0,random(-700,700)/100.00) goto Fire_SteadyAim3Cont } } actor FamasClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 37 ammo.backpackamount 0 ammo.backpackmaxamount 37 +IGNORESKILL } actor FamasExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FAMAS-F1 Auto" : "FAMAS-F1" { obituary "%k speedily shot %o down with the FAMAS-F1 Auto." inventory.pickupmessage "You got the FAMAS-F1. Look at that M203!" weapon.selectionorder 5 weapon.ammotype "FamasClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "FamasAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Fire: FAMB A 0 A_JumpIfInventory("Aiming",1,"FireAim") FAMB A 0 A_JumpIfNoAmmo("ReloadStart") FAMB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-1) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") FAMB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB BC 1 FAMB D 0 A_JumpIfInventory("FamasAmmo",1,3) FAMB DF 1 A_ReFire goto Ready+15 FAMB D 0 A_JumpIfNoAmmo("ReloadStart") FAMB DF 1 A_ReFire goto Ready+15 Hold: FAMB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") FAMB A 0 A_JumpIfNoAmmo("ReloadStart") FAMB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-1) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") FAMB A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB BC 1 FAMB D 0 A_JumpIfInventory("FamasAmmo",1,3) FAMB DF 1 A_ReFire goto Ready+15 FAMB D 0 A_JumpIfNoAmmo("ReloadStart") FAMB DF 1 A_ReFire goto Ready+15 FireEmpty: FAMB BCD 1 FAMB F 1 A_GiveInventory("FamasBolt",1) FAMB F 0 A_JumpIfInventory("FamasAmmo",1,2) FAMB F 0 A_ReFire goto Ready+15 FAMB F 0 A_JumpIfNoAmmo("ReloadStart") FAMB F 0 A_ReFire goto Ready+15 FireAim: FAMF H 0 A_JumpIfNoAmmo("ReloadStart") FAMF H 0 A_PlayWeaponSound("g2/fire") FAMF H 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-3) FAMF H 0 BRIGHT A_GunFlash FAMF H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") FAMF H 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: FAMF H 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMF H 0 A_JumpIfNoAmmo("FireAimEmpty") FAMF IJ 1 FAMF G 0 A_JumpIfInventory("FamasAmmo",1,3) FAMF GG 1 A_ReFire goto Ready+22 FAMF G 0 A_JumpIfNoAmmo("ReloadStart") FAMF GG 1 A_ReFire goto Ready+22 HoldAim: FAMF H 0 A_JumpIfNoAmmo("ReloadStart") FAMF H 0 A_PlayWeaponSound("g2/fire") FAMF H 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-3) FAMF H 0 BRIGHT A_GunFlash FAMF H 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") FAMF H 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: FAMF H 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMF H 0 A_JumpIfNoAmmo("FireAimEmpty") FAMF IJ 1 FAMF G 0 A_JumpIfInventory("FamasAmmo",1,3) FAMF GG 1 A_ReFire goto Ready+22 FAMF G 0 A_JumpIfNoAmmo("ReloadStart") FAMF GG 1 A_ReFire goto Ready+22 FireAimEmpty: FAMF IJG 1 FAMF G 1 A_GiveInventory("FamasBolt",1) FAMF G 0 A_JumpIfInventory("FamasAmmo",1,2) FAMF G 0 A_ReFire goto Ready+22 FAMF G 0 A_JumpIfNoAmmo("ReloadStart") FAMF G 0 A_ReFire goto Ready+22 AltFire: FAMF A 0 A_JumpIfInventory("Aiming",1,"AltFire2") FAMF A 0 A_ZoomFactor(1.3) FAMF ABCDEF 1 FAMF G 0 A_GiveInventory("Aiming",1) FAMF G 0 ACS_ExecuteAlways(602,0,0,0,0) FAMF G 0 A_ReFire goto Ready+22 AltFire2: FAMF G 0 A_ZoomFactor(1.0) FAMF FEDCBA 1 FAMF A 0 A_TakeInventory("Aiming",1) FAMF A 0 ACS_ExecuteAlways(602,0,0,0,0) FAMF A 0 A_ReFire goto Ready+15 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) FAMF FEDCBA 1 FAMF A 0 A_TakeInventory("Aiming",1) FAMF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 AltHold: FAMA N 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") FAMA N 1 A_ReFire goto Ready+15 AltHoldAim: FAMF G 1 FAMF G 1 A_ReFire goto Ready+22 Fire_SteadyAim: FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-1) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FAMB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB BC 1 FAMB D 0 A_JumpIfInventory("FamasAmmo",1,3) FAMB DF 1 A_ReFire goto Ready+15 FAMB D 0 A_JumpIfNoAmmo("ReloadStart") FAMB DF 1 A_ReFire goto Ready+15 Hold_SteadyAim: FAMB A 0 A_PlayWeaponSound("g2/fire") FAMB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,-1) FAMB A 0 BRIGHT A_GunFlash FAMB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") FAMB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 20, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: FAMB A 0 ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FamasClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") FAMB A 0 A_JumpIfNoAmmo("FireEmpty") FAMB BC 1 FAMB D 0 A_JumpIfInventory("FamasAmmo",1,3) FAMB DF 1 A_ReFire goto Ready+15 FAMB D 0 A_JumpIfNoAmmo("ReloadStart") FAMB DF 1 A_ReFire goto Ready+15 Reload: VECC A 0 A_JumpIfInventory("FamasClip",25,2) VECC A 0 A_JumpIfInventory("FamasAmmo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+18 ReloadStart: FAMC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") FAMC A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") FAMC BCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC FGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC I 3 A_PlaySoundEx("g2/clipout","SoundSlot5") FAMC JKLMNO 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC PQRSTUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC W 3 A_TakeInventory("Reloading",1) FAMC X 3 A_PlayWeaponSound("g2/clipin") goto ReloadAmmo ReloadAmmo: FAMC I 0 A_JumpIfInventory("FamasClip",25,"ReloadEnd") FAMC I 0 A_JumpIfInventory("FamasAmmo",1,1) goto ReloadEnd FAMC I 0 A_GiveInventory("FamasClip",1) FAMC I 0 A_TakeInventory("FamasAmmo",1) goto ReloadAmmo ReloadEnd: FAMC YZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD B 3 A_JumpIfInventory("FamasBolt",1,"ReloadEndBolt") FAMD CD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD EFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMD M 0 A_ReFire goto Ready+15 ReloadEndBolt: FAMD B 0 A_TakeInventory("FamasBolt",1) FAMD BHIJK 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD L 0 A_PlaySoundEx("g2/bolt","SoundSlot5") FAMD LMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMD OPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD M 0 A_ReFire goto Ready+15 ReloadStart_SOH: FAMC A 2 FAMC BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC FGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC I 2 A_PlaySoundEx("g2/clipout","SoundSlot5") FAMC JKLMNO 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMC PQRSTUV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMC W 2 A_TakeInventory("Reloading",1) FAMC X 2 A_PlayWeaponSound("g2/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: FAMC I 0 A_JumpIfInventory("FamasClip",25,"ReloadEnd_SOH") FAMC I 0 A_JumpIfInventory("FamasAmmo",1,1) goto ReloadEnd_SOH FAMC I 0 A_GiveInventory("FamasClip",1) FAMC I 0 A_TakeInventory("FamasAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: FAMC YZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD B 2 A_JumpIfInventory("FamasBolt",1,"ReloadEndBolt_SOH") FAMD CD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD EFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMD M 0 A_ReFire goto Ready+15 ReloadEndBolt_SOH: FAMD B 0 A_TakeInventory("FamasBolt",1) FAMD BHIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD K 0 A_PlaySoundEx("g2/bolt","SoundSlot5") FAMD KLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMD OPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMD M 0 A_ReFire goto Ready+15 FireCoop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-700,700)/100.00,1,0,4,0,random(-700,700)/100.00) goto FireCont HoldCoop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-900,900)/100.00,1,0,4,0,random(-900,900)/100.00) goto HoldCont FireAimCoop: FAMF H 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-140,140)/100.00,1,0,4,0,random(-140,140)/100.00) goto FireAimCont HoldAimCoop: FAMF H 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-180,180)/100.00,1,0,4,0,random(-180,180)/100.00) goto HoldAimCont Fire_SteadyAimCoop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-500,500)/100.00,1,0,4,0,random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: FAMB A 1 BRIGHT A_FireCustomMissile("HHCBFAMAS",random(-700,700)/100.00,1,0,4,0,random(-700,700)/100.00) goto Hold_SteadyAimCont } } actor FamasRapidFire : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FAMAS-F1 M203" : RGUWeapon { obituary "%k popped %o with the FAMAS-F1 M203!" inventory.pickupmessage "You got the FAMAS-F1 M203. Wait, how'd you get this?" +WEAPON.EXPLOSIVE weapon.selectionorder 22 weapon.ammotype "M203Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "M203Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: FAMG A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") FAMG BCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE) FAMG K 0 A_JumpIfNoAmmo("Reload") FAMG K 0 A_JumpIfInventory("Reloading",1,"Reload") FAMG K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FAMG K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMG J 1 A_WeaponReady goto Ready+10 Ready2: FAMA BDFHJLN 2 goto Ready+1 Deselect: FAMG J 0 A_PlaySoundEx("weapon/down","SoundSlot5") FAMG J 0 A_TakeInventory("Aiming",1) FAMG J 0 ACS_ExecuteAlways(602,0,0,0,0) FAMG J 0 A_TakeInventory("Reloading",1) FAMG J 0 A_Lower FAMG J 1 A_Lower goto Deselect+3 Select: FAMF A 0 FAMF A 0 ACS_ExecuteAlways(605,0,0,0,0) FAMA A 0 A_Raise goto Select+2 Fire: FAMG J 1 A_JumpIfNoAmmo("ReloadStart") FAMG A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FAMG A 0 A_PlayWeaponSound("m203/fire") FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",3,0,4,-4) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",0,0,8,0) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",-3,0,12,-4) FAMG A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") FAMH A 1 BRIGHT A_FireCustomMissile("M203Shell",random(-250,250)/100.00,1,8,8,0,random(-250,250)/100.00) FireCont: FAMH A 0 ACS_ExecuteAlways(600,0,0,0,0) FAMH B 1 BRIGHT A_GunFlash FAMH CDEFGHI 1 FAMH A 0 A_JumpIfInventory("M203Ammo",1,1) goto Ready+10 FAMH A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 Reload: //AltFire: FAMI A 0 A_JumpIfInventory("M203Clip",1,2) FAMI A 0 A_JumpIfInventory("M203Ammo",1,"ReloadStart") FAMI A 0 A_TakeInventory("Reloading",1) goto Ready+12 ReloadStart: FAMI A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") FAMI BCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMI F 0 A_GiveInventory("Reloading",1) FAMI F 3 A_PlaySoundEx("m203/open","SoundSlot5") FAMI GHIJKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadAmmo ReloadAmmo: FAMC I 0 A_JumpIfInventory("M203Clip",1,"ReloadEnd") FAMC I 0 A_JumpIfInventory("M203Ammo",1,1) goto ReloadEnd FAMC I 0 A_GiveInventory("M203Clip",1) FAMC I 0 A_TakeInventory("M203Ammo",1) goto ReloadAmmo ReloadEnd: FAMI PQR 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMI S 0 A_PlayWeaponSound("m203/in") FAMI STUVWX 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMI Y 0 A_TakeInventory("Reloading",1) FAMI Y 3 A_PlaySound("m203/close") FAMI Z 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMJ ABCD 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+10 AltFire: FAMG J 1 A_WeaponReady(WRF_NOSECONDARY) goto Ready+10 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEAP G 0 WEAP G 0 A_SpawnItem("FamasPickup") stop ReloadStart_SOH: FAMI A 2 FAMI BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMI F 0 A_GiveInventory("Reloading",1) FAMI F 2 A_PlaySoundEx("m203/open","SoundSlot5") FAMI GHIJKLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FAMI O 2 A_PlayWeaponSound("m203/in") goto ReloadAmmo_SOH ReloadAmmo_SOH: FAMC I 0 A_JumpIfInventory("M203Clip",1,"ReloadEnd_SOH") FAMC I 0 A_JumpIfInventory("M203Ammo",1,1) goto ReloadEnd_SOH FAMC I 0 A_GiveInventory("M203Clip",1) FAMC I 0 A_TakeInventory("M203Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: FAMI PQRSTUVWX 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMI Y 0 A_TakeInventory("Reloading",1) FAMI Y 2 A_PlaySound("m203/close") FAMI Z 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FAMJ ABCD 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+10 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 Fire_SteadyAim: FAMG A 0 A_PlayWeaponSound("m203/fire") FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",3,0,4,-4) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",0,0,8,0) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",-3,0,12,-4) FAMG A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FAMH A 1 BRIGHT A_FireCustomMissile("M203Shell",random(-150,150)/100.00,1,8,8,0,random(-150,150)/100.00) Fire_SteadyAimCont: FAMH A 0 ACS_ExecuteAlways(600,0,0,0,0) FAMH B 1 BRIGHT A_GunFlash FAMH CDEFGHI 1 FAMH A 0 A_JumpIfInventory("M203Ammo",1,1) goto Ready+10 FAMH A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 FireCoop: FAMH A 1 BRIGHT A_FireCustomMissile("CoopM203Shell",random(-250,250)/100.00,1,8,8,0,random(-250,250)/100.00) goto FireCont Fire_SteadyAimCoop: FAMH A 1 BRIGHT A_FireCustomMissile("CoopM203Shell",random(-150,150)/100.00,1,8,8,0,random(-150,150)/100.00) goto Fire_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 M203Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 1 ammo.backpackamount 0 ammo.backpackmaxamount 1 +IGNORESKILL } actor M203Ammo : Ammo { inventory.icon "CLIPA0" inventory.amount 1 inventory.maxamount 3 ammo.backpackamount 2 ammo.backpackmaxamount 6 +IGNORESKILL } actor M203Shell { obituary "%k popped %o with the M203!" radius 5 height 5 speed 39 damage (35) PROJECTILE -NOGRAVITY +NOEXTREMEDEATH +FORCERADIUSDMG +CANBOUNCEWATER -NOTELEPORT -TELESTOMP +FORCEXYBILLBOARD Scale 0.05 gravity 0.3 bouncefactor 0.5 DamageType "Explosion" states { Spawn: G69X AAAAA 1 A_SpawnItemEx("FlightSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) G69X A 0 A_GiveInventory("M203Armed",1) Loop XDeath: TNT1 A 0 TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 A_JumpIfInventory("M203Armed",1,"DeathArmed") TNT1 AA 0 A_Explode(110,16,0) TNT1 A 20 A_SpawnItemEx("M203ShellUnarmedDrop",0,0,0,-2,0,2,random(-8,8),0,0) stop DeathArmed: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 Radius_Quake(2,11,0,6,0) TNT1 AA 0 A_Explode(55,125) TNT1 AA 0 A_Explode(45,250) TNT1 A 0 A_SpawnItemEx("ExplosionMain2") TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-16,32), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-16,32), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) TNT1 A 20 stop } } //Grenades need .2 or so seconds before it arms. actor M203Armed : Inventory { inventory.amount 0 inventory.maxamount 1 } actor M203ShellUnarmedDrop { Speed 1 Height 1 Radius 0 Scale 0.03 gravity 0.5 bouncefactor 0.5 bouncecount 3 +DOOMBOUNCE +MISSILE +FORCEXYBILLBOARD //SeeSound "misc/shell" //DeathSound "misc/shell" States { Spawn: G69X A 0 G69X AAAAA 5 A_SpawnItemEx("FlightSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) G69X A -1 Loop Death: G69X A 1050 Stop } } actor "FAMAS-F1 M203 Incendiary" : "FAMAS-F1 M203" { states { Fire: FAMG J 1 A_JumpIfNoAmmo("ReloadStart") FAMG A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FAMG A 0 A_PlayWeaponSound("m203/fire") FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",3,0,4,-4) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",0,0,8,0) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",-3,0,12,-4) FAMG A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") FAMH A 1 BRIGHT A_FireCustomMissile("IncM203Shell",random(-250,250)/100.00,1,8,8,0,random(-250,250)/100.00) FireCont: FAMH A 0 ACS_ExecuteAlways(600,0,0,0,0) FAMH B 1 BRIGHT A_GunFlash FAMH CDEFGHI 1 FAMH A 0 A_JumpIfInventory("M203Ammo",1,1) goto Ready+10 FAMH A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 Fire_SteadyAim: FAMG A 0 A_PlayWeaponSound("m203/fire") FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",3,0,4,-4) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",0,0,8,0) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",-3,0,12,-4) FAMG A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FAMH A 1 BRIGHT A_FireCustomMissile("IncM203Shell",random(-150,150)/100.00,1,8,8,0,random(-150,150)/100.00) Fire_SteadyAimCont: FAMH A 0 ACS_ExecuteAlways(600,0,0,0,0) FAMH B 1 BRIGHT A_GunFlash FAMH CDEFGHI 1 FAMH A 0 A_JumpIfInventory("M203Ammo",1,1) goto Ready+10 FAMH A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 FireCoop: FAMH A 1 BRIGHT A_FireCustomMissile("CoopIncM203Shell",random(-250,250)/100.00,1,8,8,0,random(-250,250)/100.00) goto FireCont Fire_SteadyAimCoop: FAMH A 1 BRIGHT A_FireCustomMissile("CoopIncM203Shell",random(-150,150)/100.00,1,8,8,0,random(-150,150)/100.00) goto Fire_SteadyAimCont } } actor FamasInc : Inventory { inventory.amount 0 inventory.maxamount 1 } actor IncM203Shell : M203Shell { states { Spawn: G69X AAAAA 1 A_SpawnItemEx("FlightSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) G69X A 0 A_GiveInventory("M203Armed",1) Loop XDeath: TNT1 A 0 TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 A_JumpIfInventory("M203Armed",1,"DeathArmed") TNT1 AA 0 A_Explode(110,16,0) TNT1 A 20 A_SpawnItemEx("M203ShellUnarmedDrop",0,0,0,-2,0,2,random(-8,8),0,0) stop DeathArmed: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 Radius_Quake(2,10,0,5,0) TNT1 A 0 A_Explode(55,125) TNT1 A 0 A_Explode(45,250) TNT1 A 0 A_SpawnItemEx("ExplosionMain3") TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("IncGrenadeFire", random(-32,32), random(-32,32), random(0,16), random(-20,20)/10, random(-20,20)/10, random(4,5), 0, 0, 0) TNT1 A 20 stop } } actor "FAMAS-F1 M203 Stun" : "FAMAS-F1 M203" { states { Fire: FAMG J 1 A_JumpIfNoAmmo("ReloadStart") FAMG A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FAMG A 0 A_PlayWeaponSound("m203/fire") FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",3,0,4,-4) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",0,0,8,0) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",-3,0,12,-4) FAMG A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") FAMH A 1 BRIGHT A_FireCustomMissile("StunM203Shell",random(-250,250)/100.00,1,8,8,0,random(-250,250)/100.00) FireCont: FAMH A 0 ACS_ExecuteAlways(600,0,0,0,0) FAMH B 1 BRIGHT A_GunFlash FAMH CDEFGHI 1 FAMH A 0 A_JumpIfInventory("M203Ammo",1,1) goto Ready+10 FAMH A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 Fire_SteadyAim: FAMG A 0 A_PlayWeaponSound("m203/fire") FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",3,0,4,-4) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",0,0,8,0) FAMG A 0 A_FireCustomMissile("WeaponSmokePuffLong",-3,0,12,-4) FAMG A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FAMH A 1 BRIGHT A_FireCustomMissile("StunM203Shell",random(-150,150)/100.00,1,8,8,0,random(-150,150)/100.00) Fire_SteadyAimCont: FAMH A 0 ACS_ExecuteAlways(600,0,0,0,0) FAMH B 1 BRIGHT A_GunFlash FAMH CDEFGHI 1 FAMH A 0 A_JumpIfInventory("M203Ammo",1,1) goto Ready+10 FAMH A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+10 FireCoop: FAMH A 1 BRIGHT A_FireCustomMissile("CoopStunM203Shell",random(-250,250)/100.00,1,8,8,0,random(-250,250)/100.00) goto FireCont Fire_SteadyAimCoop: FAMH A 1 BRIGHT A_FireCustomMissile("CoopStunM203Shell",random(-150,150)/100.00,1,8,8,0,random(-150,150)/100.00) goto Fire_SteadyAimCont } } actor FamasStun : Inventory { inventory.amount 0 inventory.maxamount 1 } actor StunM203Shell : M203Shell { states { Spawn: G69X AAAAA 1 A_SpawnItemEx("FlightSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) G69X A 0 A_GiveInventory("M203Armed",1) Loop XDeath: TNT1 A 0 TNT1 A 0 A_GiveToTarget("HitIndicator",1) Death: TNT1 A 0 A_JumpIfInventory("M203Armed",1,"DeathArmed") TNT1 AA 0 A_Explode(110,16,0) TNT1 A 20 A_SpawnItemEx("M203ShellUnarmedDrop",0,0,0,-2,0,2,random(-8,8),0,0) stop DeathArmed: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 Radius_Quake(2,12,0,12,0) TNT1 A 0 A_Explode(45,250) TNT1 A 0 A_PlaySoundEx("stun/explosion","SoundSlot5") TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6") TNT1 A 0 A_SpawnItemEx("StunExplosionMain2",0,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion",-1,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion2",-1,0,0,0,0,0,0,0,0) TNT1 A 0 A_SpawnItemEx("StunGrenadeExplosion3",-1,0,0,0,0,0,0,0,0) TNT1 A 20 stop } } actor CoopM203Shell : M203Shell { +THRUSPECIES species "Player" } actor CoopIncM203Shell : IncM203Shell { +THRUSPECIES species "Player" } actor CoopStunM203Shell : StunM203Shell { +THRUSPECIES species "Player" } actor FamasPickup : CustomInventory { inventory.pickupmessage "You got the FAMAS-F1. Look at that M203!" inventory.pickupsound "ak47/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP G -1 stop Pickup: WEAP G 0 WEAP G 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP G 0 A_JumpIfInventory("FAMAS-F1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP G 0 A_JumpIfInventory("FAMAS-F1 Ex Mags",1,"AmmoPickup") WEAP G 0 A_JumpIfInventory("FAMAS-F1 Auto",1,"AmmoPickup") WEAP G 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP G 0 ACS_ExecuteWithResult(618,5,0,0) stop PickupStay: WEAP G 0 WEAP G 0 A_JumpIfInventory("FAMAS-F1",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP G 0 A_JumpIfInventory("FAMAS-F1 Ex Mags",1,"FailPickup") WEAP G 0 A_JumpIfInventory("FAMAS-F1 Auto",1,"FailPickup") WEAP G 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP G 0 ACS_ExecuteWithResult(618,5,0,0) WEAP G 0 ACS_ExecuteAlways(597,0,5,0,0) WEAP G 0 A_PlaySound("ak47/bolt") fail AmmoPickup: WEAP G 0 WEAP G 0 A_JumpIfInventory("FAMASAmmo",0,"AmmoPickup2") WEAP G 0 A_GiveInventory("FAMASAmmo",25) WEAP G 0 A_GiveInventory("M203Ammo",1) stop AmmoPickup2: WEAP G 0 WEAP G 0 A_JumpIfInventory("M203Ammo",0,"FailPickup") WEAP G 0 A_GiveInventory("FAMASAmmo",25) WEAP G 0 A_GiveInventory("M203Ammo",1) stop FailPickup: WEAP G 1 fail FailPickup2: WEAP G 1 WEAP G 0 ACS_ExecuteAlways(620,0,0,0,0) fail } } actor FamasDrop : FamasPickup { States { Spawn: WEAP G 3500 WEAP G 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP G 0 WEAP G 0 A_JumpIfInventory("FAMAS-F1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP G 0 A_JumpIfInventory("FAMAS-F1 Ex Mags",1,"AmmoPickup") WEAP G 0 A_JumpIfInventory("FAMAS-F1 Auto",1,"AmmoPickup") WEAP G 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP G 0 ACS_ExecuteWithResult(618,5,0,0) stop } } actor HHCBFAMAS : 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 "FN FAL" : RGUWeapon { obituary "%k gunned %o down with the FAL." inventory.pickupmessage "You got the FN FAL battle rifle. Line'em up, Knock'em down!" //attacksound "fal/fire" weapon.selectionorder 6 weapon.ammotype "FalClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "FALAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: FALA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") FALA BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) FALA L 0 A_JumpIfNoAmmo("Reload") FALA L 0 A_JumpIfInventory("Aiming",1,5) FALA L 0 A_JumpIfInventory("Reloading",1,"Reload") FALA L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FALA L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALA L 1 A_WeaponReady goto Ready+12 FALC F 0 A_JumpIfInventory("Reloading",1,"Reload") FALC F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FALC F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALC F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Deselect: FALA L 0 A_PlaySoundEx("weapon/down","SoundSlot5") FALA L 0 A_TakeInventory("Aiming",1) FALA L 0 ACS_ExecuteAlways(602,0,0,0,0) FALA L 0 A_TakeInventory("Reloading",1) FALA L 0 A_ZoomFactor(1.0) FALA L 0 A_Lower FALA L 1 A_Lower goto Deselect+3 Select: FALA A 0 A_Raise loop Fire: FALA L 0 A_JumpIfInventory("Aiming",1,"FireAim") FALA L 0 A_JumpIfNoAmmo("ReloadStart") FALB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FALB A 0 A_JumpIfInventory("Firing",1,"FireHold") FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") FALB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireCont: FALB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("Firing",1) FALB CDE 1 A_WeaponReady FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireEmpty: FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("FALBolt",1) FALB CDE 1 FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireHold: FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"FireHoldCoop") FALB A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireHoldCont: FALB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("Firing",1) FALB CDE 1 A_WeaponReady FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireAim: FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC F 0 A_JumpIfInventory("Firing",1,"FireAimHold") FALC G 0 A_PlayWeaponSound("fal/fire") FALC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,5) FALC G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") FALC G 1 BRIGHT A_FireBullets (0.6, 0.6, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireAimCont: FALC G 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALC G 0 A_JumpIfNoAmmo("FireAimEmpty") FALC H 2 BRIGHT A_GunFlash FALC H 0 A_GiveInventory("Firing",1) FALC IJF 1 A_WeaponReady(WRF_NOBOB) FALC F 0 A_TakeInventory("Firing",1) FALC F 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+18 FALC F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+18 FireAimHold: FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC G 0 A_PlayWeaponSound("fal/fire") FALC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,5) FALC G 0 A_JumpIfInventory("CoopCheck",1,"FireAimHoldCoop") FALC G 1 BRIGHT A_FireBullets (2.0, 2.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireAimHoldCont: FALC G 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALC G 0 A_JumpIfNoAmmo("FireAimEmpty") FALC H 2 BRIGHT A_GunFlash FALC H 0 A_GiveInventory("Firing",1) FALC IJF 1 A_WeaponReady(WRF_NOBOB) FALC F 0 A_TakeInventory("Firing",1) FALC F 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+18 FALC F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+18 FireAimEmpty: FALC H 2 BRIGHT A_GunFlash FALC IJF 1 A_GiveInventory("FALBolt",1) FALC F 0 A_TakeInventory("Firing",1) FALC F 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+18 FALB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+18 Reload: //AltFire: FALD A 0 A_JumpIfInventory("FALClip",20,2) FALD A 0 A_JumpIfInventory("FALAmmo",1,"ReloadStart") FALD A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: FALD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") FALD A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") FALD BC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD DEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD GIJK 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD L 3 A_PlaySoundEx("fal/clipout","SoundSlot5") FALD MNOPQR 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD S 3 A_PlaySoundEx("fal/clipin","SoundSlot5") FALD T 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: FALD U 0 A_JumpIfInventory("FALClip",20,"ReloadEnd") FALD U 0 A_JumpIfInventory("FALAmmo",1,1) goto ReloadEnd FALD U 0 A_GiveInventory("FALClip",1) FALD U 0 A_TakeInventory("FALAmmo",1) goto ReloadAmmo ReloadEnd: FALD UV 3 FALD W 3 A_JumpIfInventory("FALBolt",1,"ReloadEndBolt") FALD XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE ABCDE 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+12 ReloadEndBolt: FALD W 3 A_TakeInventory("FALBolt",1) FALE FGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE I 3 A_PlaySoundEx("fal/bolt","SountSlot5") FALE JKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+12 AltFire: FALC A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45F A 0 A_ZoomFactor(1.3) FALC ABCDEF 1 FALC F 0 A_GiveInventory("Aiming",1) FALC F 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+18 AltFire2: U45F A 0 A_ZoomFactor(1.0) FALC FEDCBA 1 FALC A 0 A_TakeInventory("Aiming",1) FALC A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+12 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) FALC FEDCBA 1 FALC A 0 A_TakeInventory("Aiming",1) FALC 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: WEAP F 0 WEAP F 0 A_SpawnItem("FALPickup") stop Fire_SteadyAim: FALB A 0 A_JumpIfInventory("Firing",1,"FireHold_SteadyAim") FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FALB A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) Fire_SteadyAimCont: FALB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("Firing",1) FALB CDE 1 A_WeaponReady FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireHold_SteadyAim: FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"FireHold_SteadyAimCoop") FALB A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireHold_SteadyAimCont: FALB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("Firing",1) FALB CDE 1 A_WeaponReady FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 ReloadStart_SOH: FALD ABC 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD DEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD GIJK 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD L 2 A_PlaySoundEx("fal/clipout","SoundSlot5") FALD MNOPQR 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD S 2 A_PlaySoundEx("fal/clipin","SoundSlot5") FALD T 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: FALD U 0 A_JumpIfInventory("FALClip",20,"ReloadEnd_SOH") FALD U 0 A_JumpIfInventory("FALAmmo",1,1) goto ReloadEnd_SOH FALD U 0 A_GiveInventory("FALClip",1) FALD U 0 A_TakeInventory("FALAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: FALD UV 2 FALD W 2 A_JumpIfInventory("FALBolt",1,"ReloadEndBolt_SOH") FALD XYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE ABCDE 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+12 ReloadEndBolt_SOH: FALD W 2 A_TakeInventory("FALBolt",1) FALE FG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE H 2 A_PlaySoundEx("fal/bolt","SountSlot5") FALE IJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") goto Ready+12 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: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont FireHoldCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto FireHoldCont FireAimCoop: FALC G 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-60,60)/100.00, 1, 0, 4, 0, random(-60,60)/100.00) goto FireAimCont FireAimHoldCoop: FALC G 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-200,200)/100.00, 1, 0, 4, 0, random(-200,200)/100.00) goto FireAimHoldCont Fire_SteadyAimCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont FireHold_SteadyAimCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireHold_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 FALClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 20 ammo.backpackamount 0 ammo.backpackmaxamount 20 +IGNORESKILL } actor FALBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FN FAL Ex Mags" : "FN FAL" { obituary "%k gunned %o down with the FAL." inventory.pickupmessage "You got the FN FAL battle rifle. Line'em up, Knock'em down!" //attacksound "fal/fire" weapon.selectionorder 6 weapon.ammotype "FalClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "FALAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: FALA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") FALA BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) FALA L 0 A_JumpIfNoAmmo("Reload") FALA L 0 A_JumpIfInventory("Aiming",1,5) FALA L 0 A_JumpIfInventory("Reloading",1,"Reload") FALA L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FALA L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALA L 1 A_WeaponReady goto Ready+12 FALC F 0 A_JumpIfInventory("Reloading",1,"Reload") FALC F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") FALC F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALC F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Fire: FALA L 0 A_JumpIfInventory("Aiming",1,"FireAim") FALA L 0 A_JumpIfNoAmmo("ReloadStart") FALB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FALB A 0 A_JumpIfInventory("Firing",1,"FireHold") FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") FALB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireCont: FALB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("Firing",1) FALB CDE 1 A_WeaponReady FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireHold: FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"FireHoldCoop") FALB A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireHoldCont: FALB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("Firing",1) FALB CDE 1 A_WeaponReady FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireAim: FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC F 0 A_JumpIfInventory("Firing",1,"FireAimHold") FALC G 0 A_PlayWeaponSound("fal/fire") FALC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,5) FALC G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") FALC G 1 BRIGHT A_FireBullets (0.6, 0.6, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireAimCont: FALC G 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALC G 0 A_JumpIfNoAmmo("FireAimEmpty") FALC H 2 BRIGHT A_GunFlash FALC H 0 A_GiveInventory("Firing",1) FALC IJF 1 A_WeaponReady(WRF_NOBOB) FALC F 0 A_TakeInventory("Firing",1) FALC F 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+18 FALC F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+18 FireAimHold: FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC G 0 A_PlayWeaponSound("fal/fire") FALC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,5) FALC G 0 A_JumpIfInventory("CoopCheck",1,"FireAimHoldCoop") FALC G 1 BRIGHT A_FireBullets (2.0, 2.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireAimHoldCont: FALC G 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALC G 0 A_JumpIfNoAmmo("FireAimEmpty") FALC H 2 BRIGHT A_GunFlash FALC H 0 A_GiveInventory("Firing",1) FALC IJF 1 A_WeaponReady(WRF_NOBOB) FALC F 0 A_TakeInventory("Firing",1) FALC F 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+18 FALC F 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+18 Fire_SteadyAim: FALB A 0 A_JumpIfInventory("Firing",1,"FireHold_SteadyAim") FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FALB A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) Fire_SteadyAimCont: FALB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("Firing",1) FALB CDE 1 A_WeaponReady FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 FireHold_SteadyAim: FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"FireHold_SteadyAimCoop") FALB A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireHold_SteadyAimCont: FALB A 1 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 2 BRIGHT A_GunFlash FALB B 0 A_GiveInventory("Firing",1) FALB CDE 1 A_WeaponReady FALB E 0 A_TakeInventory("Firing",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,1) goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+12 Reload: //AltFire: VECC A 0 A_JumpIfInventory("FALClip2",30,2) VECC A 0 A_JumpIfInventory("FALAmmo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: FALD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") FALD A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") FALD BC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD DEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD GIJK 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD L 3 A_PlaySoundEx("fal/clipout","SoundSlot5") FALD MNOPQR 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD S 3 A_PlaySoundEx("fal/clipin","SoundSlot5") FALD T 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: FALD U 0 A_JumpIfInventory("FALClip2",30,"ReloadEnd") FALD U 0 A_JumpIfInventory("FALAmmo",1,1) goto ReloadEnd FALD U 0 A_GiveInventory("FALClip2",1) FALD U 0 A_TakeInventory("FALAmmo",1) goto ReloadAmmo ReloadEnd: FALD UV 3 FALD W 3 A_JumpIfInventory("FALBolt",1,"ReloadEndBolt") FALD XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE ABCDE 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE E 0 A_ReFire goto Ready+12 ReloadEndBolt: FALD W 3 A_TakeInventory("FALBolt",1) FALE FGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE I 3 A_PlaySoundEx("fal/bolt","SountSlot5") FALE JKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE E 0 A_ReFire goto Ready+12 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) FALC FEDCBA 1 FALC A 0 A_TakeInventory("Aiming",1) FALC A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: FALD ABC 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD DEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD GIJK 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD L 2 A_PlaySoundEx("fal/clipout","SoundSlot5") FALD MNOPQR 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD S 2 A_PlaySoundEx("fal/clipin","SoundSlot5") FALD T 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: FALD U 0 A_JumpIfInventory("FALClip2",30,"ReloadEnd_SOH") FALD U 0 A_JumpIfInventory("FALAmmo",1,1) goto ReloadEnd_SOH FALD U 0 A_GiveInventory("FALClip2",1) FALD U 0 A_TakeInventory("FALAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: FALD UV 2 FALD W 2 A_JumpIfInventory("FALBolt",1,"ReloadEndBolt_SOH") FALD XYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE ABCDE 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE E 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: FALD W 2 A_TakeInventory("FALBolt",1) FALE FG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE H 2 A_PlaySoundEx("fal/bolt","SountSlot5") FALE IJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE E 0 A_ReFire goto Ready+12 FireCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont FireHoldCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto FireHoldCont FireAimCoop: FALC G 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-60,60)/100.00, 1, 0, 4, 0, random(-60,60)/100.00) goto FireAimCont FireAimHoldCoop: FALC G 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-200,200)/100.00, 1, 0, 4, 0, random(-200,200)/100.00) goto FireAimHoldCont Fire_SteadyAimCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont FireHold_SteadyAimCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireHold_SteadyAimCont } } actor FALClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor FALExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FN FAL Auto" : "FN FAL" { obituary "%k hastily gunned %o down with the FAL Auto." inventory.pickupmessage "You got the FN FAL battle rifle. Line'em up, Knock'em down!" //attacksound "fal/fire" weapon.selectionorder 6 weapon.ammotype "FalClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "FALAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Fire: FALA L 0 A_JumpIfInventory("Aiming",1,"FireAim") FALA L 0 A_JumpIfNoAmmo("ReloadStart") FALB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") FALB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireCont: FALB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 1 BRIGHT A_GunFlash FALB CDE 1 FALB E 0 A_JumpIfInventory("FALAmmo",1,2) FALB E 0 A_ReFire goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") FALB E 0 A_ReFire goto Ready+12 Hold: FALA L 0 A_JumpIfInventory("Aiming",1,"HoldAim") FALA L 0 A_JumpIfNoAmmo("ReloadStart") FALB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") FALB A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) HoldCont: FALB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 1 BRIGHT A_GunFlash FALB CDE 1 FALB E 0 A_JumpIfInventory("FALAmmo",1,2) FALB E 0 A_ReFire goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") FALB E 0 A_ReFire goto Ready+12 FireEmpty: FALB B 1 BRIGHT A_GunFlash FALB CDE 1 A_GiveInventory("FALBolt",1) FALB E 0 A_JumpIfInventory("FALAmmo",1,2) FALB E 0 A_ReFire goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") FALB E 0 A_ReFire goto Ready+12 FireAim: FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC G 0 A_PlayWeaponSound("fal/fire") FALC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,5) FALC G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") FALC G 1 BRIGHT A_FireBullets (0.6, 0.6, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) FireAimCont: FALC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALC G 0 A_JumpIfNoAmmo("FireAimEmpty") FALC H 1 BRIGHT A_GunFlash FALC IJF 1 FALC F 0 A_JumpIfInventory("FALAmmo",1,2) FALC F 0 A_ReFire goto Ready+18 FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC F 0 A_ReFire goto Ready+18 HoldAim: FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC G 0 A_PlayWeaponSound("fal/fire") FALC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,5) FALC G 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") FALC G 1 BRIGHT A_FireBullets (2.0, 2.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) HoldAimCont: FALC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALC G 0 A_JumpIfNoAmmo("FireAimEmpty") FALC H 1 BRIGHT A_GunFlash FALC IJF 1 FALC F 0 A_JumpIfInventory("FALAmmo",1,2) FALC F 0 A_ReFire goto Ready+18 FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC F 0 A_ReFire goto Ready+18 FireAimEmpty: FALC H 1 BRIGHT A_GunFlash FALC IJF 1 A_GiveInventory("FALBolt",1) FALC F 0 A_JumpIfInventory("FALAmmo",1,2) FALC F 0 A_ReFire goto Ready+18 FALC F 0 A_JumpIfNoAmmo("ReloadStart") FALC F 0 A_ReFire goto Ready+18 AltFire: FALC A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45F A 0 A_ZoomFactor(1.3) FALC ABCDEF 1 FALC F 0 A_GiveInventory("Aiming",1) FALC F 0 ACS_ExecuteAlways(602,0,0,0,0) FALC F 0 A_ReFire goto Ready+18 AltFire2: U45F A 0 A_ZoomFactor(1.0) FALC FEDCBA 1 FALC A 0 A_TakeInventory("Aiming",1) FALC A 0 ACS_ExecuteAlways(602,0,0,0,0) FALC A 0 A_ReFire goto Ready+12 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) FALC FEDCBA 1 FALC A 0 A_TakeInventory("Aiming",1) FALC A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 AltHold: FALA L 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") FALA L 1 A_ReFire goto Ready+12 AltHoldAim: FALC F 1 FALC F 1 A_ReFire goto Ready+18 Fire_SteadyAim: FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") FALB A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) Fire_SteadyAimCont: FALB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 1 BRIGHT A_GunFlash FALB CDE 1 FALB E 0 A_JumpIfInventory("FALAmmo",1,2) FALB E 0 A_ReFire goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") FALB E 0 A_ReFire goto Ready+12 Hold_SteadyAim: FALB A 0 A_PlayWeaponSound("fal/fire") FALB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,5,6) FALB A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") FALB A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 34, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 8000) Hold_SteadyAimCont: FALB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("FalClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") FALB A 0 A_JumpIfNoAmmo("FireEmpty") FALB B 1 BRIGHT A_GunFlash FALB CDE 1 FALB E 0 A_JumpIfInventory("FALAmmo",1,2) FALB E 0 A_ReFire goto Ready+12 FALB E 0 A_JumpIfNoAmmo("ReloadStart") FALB E 0 A_ReFire goto Ready+12 Reload: //AltFire: FALD A 0 A_JumpIfInventory("FALClip",20,2) FALD A 0 A_JumpIfInventory("FALAmmo",1,"ReloadStart") FALD A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: FALD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") FALD A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") FALD BC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD DEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD GIJK 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD L 3 A_PlaySoundEx("fal/clipout","SoundSlot5") FALD MNOPQR 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD S 3 A_PlaySoundEx("fal/clipin","SoundSlot5") FALD T 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: FALD U 0 A_JumpIfInventory("FALClip",20,"ReloadEnd") FALD U 0 A_JumpIfInventory("FALAmmo",1,1) goto ReloadEnd FALD U 0 A_GiveInventory("FALClip",1) FALD U 0 A_TakeInventory("FALAmmo",1) goto ReloadAmmo ReloadEnd: FALD UV 3 FALD W 3 A_JumpIfInventory("FALBolt",1,"ReloadEndBolt") FALD XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE ABCDE 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE E 0 A_ReFire goto Ready+12 ReloadEndBolt: FALD W 3 A_TakeInventory("FALBolt",1) FALE FGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE I 3 A_PlaySoundEx("fal/bolt","SountSlot5") FALE JKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE E 0 A_ReFire goto Ready+12 ReloadStart_SOH: FALD ABC 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD DEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD GIJK 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALD L 2 A_PlaySoundEx("fal/clipout","SoundSlot5") FALD MNOPQR 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALD S 2 A_PlaySoundEx("fal/clipin","SoundSlot5") FALD T 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: FALD U 0 A_JumpIfInventory("FALClip",20,"ReloadEnd_SOH") FALD U 0 A_JumpIfInventory("FALAmmo",1,1) goto ReloadEnd_SOH FALD U 0 A_GiveInventory("FALClip",1) FALD U 0 A_TakeInventory("FALAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: FALD UV 2 FALD W 2 A_JumpIfInventory("FALBolt",1,"ReloadEndBolt_SOH") FALD XYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE ABCDE 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE E 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: FALD W 2 A_TakeInventory("FALBolt",1) FALE FG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE H 2 A_PlaySoundEx("fal/bolt","SountSlot5") FALE IJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) FALE PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") FALE E 0 A_ReFire goto Ready+12 FireCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont HoldCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto HoldCont FireAimCoop: FALC G 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-60,60)/100.00, 1, 0, 4, 0, random(-60,60)/100.00) goto FireAimCont HoldAimCoop: FALC G 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-200,200)/100.00, 1, 0, 4, 0, random(-200,200)/100.00) goto HoldAimCont Fire_SteadyAimCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: FALB A 1 BRIGHT A_FireCustomMissile("HHCBFAL", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto Hold_SteadyAimCont } } actor FALRapidFire : Inventory { inventory.amount 0 inventory.maxamount 1 } actor FALPickup : CustomInventory { inventory.pickupmessage "You got the FN FAL battle rifle. Line'em up, Knock'em down!" inventory.pickupsound "ak47/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP F -1 stop Pickup: WEAP F 0 WEAP F 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP F 0 A_JumpIfInventory("FN FAL",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP F 0 A_JumpIfInventory("FN FAL Ex Mags",1,"AmmoPickup") WEAP F 0 A_JumpIfInventory("FN FAL Auto",1,"AmmoPickup") WEAP F 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP F 0 ACS_ExecuteWithResult(618,6,0,0) stop PickupStay: WEAP F 0 WEAP F 0 A_JumpIfInventory("FN FAL",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP F 0 A_JumpIfInventory("FN FAL Ex Mags",1,"FailPickup") WEAP F 0 A_JumpIfInventory("FN FAL Auto",1,"FailPickup") WEAP F 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP F 0 ACS_ExecuteWithResult(618,6,0,0) WEAP F 0 ACS_ExecuteAlways(597,0,6,0,0) WEAP F 0 A_PlaySound("ak47/bolt") fail AmmoPickup: WEAP F 0 WEAP F 0 A_JumpIfInventory("FALAmmo",0,"FailPickup") WEAP F 0 A_GiveInventory("FALAmmo",20) stop FailPickup: WEAP F 1 fail FailPickup2: WEAP F 1 WEAP F 0 ACS_ExecuteAlways(620,0,0,0,0) fail } } actor FALDrop : FALPickup { States { Spawn: WEAP F 3500 WEAP F 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP F 0 WEAP F 0 A_JumpIfInventory("FN FAL",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP F 0 A_JumpIfInventory("FN FAL Ex Mags",1,"AmmoPickup") WEAP F 0 A_JumpIfInventory("FN FAL Auto",1,"AmmoPickup") WEAP F 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP F 0 ACS_ExecuteWithResult(618,6,0,0) stop } } actor HHCBFAL : HHBulletCoop { damage (34) Speed 500 damagetype "LMG" States { Spawn: TNT1 A 16 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 "Franchi SPAS-12" : RGUWeapon { obituary "%k smacked %o over with the SPAS-12." inventory.pickupmessage "You got the Franchi SPAS-12 dual-mode shotgun." //attacksound "spas/fire" weapon.selectionorder 9 weapon.ammotype "SPASClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "SPAS12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: SPSA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") SPSA BCDEFGHIJKLMNOP 2 A_WeaponReady(WRF_NOPRIMARY) SPSA P 0 A_JumpIfNoAmmo("Reload") SPSA P 0 A_JumpIfInventory("Aiming",1,5) SPSA P 0 A_JumpIfInventory("Reloading",1,"Reload") SPSA P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SPSA P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSA P 1 A_WeaponReady goto Ready+16 SPSF F 0 A_JumpIfInventory("Reloading",1,"Reload") SPSF F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SPSF F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSF F 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Deselect: SPSA P 0 A_PlaySoundEx("weapon/down","SoundSlot5") SPSA P 0 A_TakeInventory("Aiming",1) SPSA P 0 ACS_ExecuteAlways(602,0,0,0,0) SPSA P 0 A_TakeInventory("ReloadingShot",1) SPSA P 0 A_TakeInventory("Reloading",1) SPSA P 0 A_ZoomFactor(1.0) SPSA P 0 A_Lower SPSA P 1 A_Lower goto Deselect+4 Select: SPSA A 0 A_TakeInventory("ReloadingShot",1) SPSA A 0 A_Raise goto Select+1 Fire: SPSA P 0 A_JumpIfInventory("ReloadingShot",1,"ReloadEnd") SPSA P 0 A_JumpIfInventory("Aiming",1,"FireAim") SPSA P 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("SPASBolt",1,"Pump") SPSB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") SPSB A 0 A_JumpIfInventory("SPASClip",2,1) goto FireEmpty SPSB A 0 A_PlayWeaponSound("spas/fire") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") SPSB A 0 BRIGHT A_FireBullets (6.0, 6.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSB A 1 BRIGHT A_FireBullets (6.0, 6.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) FireCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 SPSA P 2 SPSB HIJ 2 SPSB K 2 SPSB LMNOPQR 2 SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: SPSB A 0 A_PlayWeaponSound("spas/fireempty") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireEmptyCoop") SPSB A 0 BRIGHT A_FireBullets (6.0, 6.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSB A 1 BRIGHT A_FireBullets (6.0, 6.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) FireEmptyCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 A_GiveInventory("SPASBolt",1) SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 Pump: SPSB HIJ 2 SPSB K 2 A_PlaySoundEx("spas/pump","SoundSlot6") SPSB LMNOPQR 2 A_TakeInventory("SPASBolt",1) SPSA P 2 goto Ready+16 PumpAim: SPSF NO 2 SPSF P 2 A_PlaySoundEx("spas/pump","SoundSlot6") SPSF QR 2 A_TakeInventory("SPASBolt",1) SPSF STUVWF 2 goto Ready+22 Reload: //AltFire: VECC A 0 A_JumpIfInventory("SPASClip",8,2) VECC A 0 A_JumpIfInventory("SPAS12Ammo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+19 ReloadStart: SPSC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") SPSC A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") SPSD B 0 A_GiveInventory("ReloadingShot",1) SPSC B 2 A_PlaySoundEx("m9/select","SoundSlot5") SPSC C 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC DEF 2 A_WeaponReady(WRF_NOBOB) goto ReloadAmmo ReloadAmmo: SPSC X 0 A_JumpIfInventory("SPASClip",8,"ReloadEnd") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto ReloadEnd SPSC HIJ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC K 0 A_GiveInventory("SPASClip",1) SPSC K 0 A_TakeInventory("SPAS12Ammo",1) SPSC K 3 A_PlaySoundEx("spas/insert","SoundSlot6") SPSC LMNO 3 A_WeaponReady(WRF_NOBOB) SPSC X 0 A_JumpIfInventory("SPASClip",8,"ReloadEnd") SPSC X 0 A_JumpIfInventory("SPASBolt",1,"ReloadPump") goto ReloadAmmo ReloadPump: SPSC PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC T 2 A_PlaySoundEx("spas/pump","SoundSlot6") SPSC U 2 A_TakeInventory("SPASBolt",1) SPSC VUTSRQ 3 A_WeaponReady(WRF_NOBOB) SPSC X 0 A_JumpIfInventory("SPASClip",8,"ReloadEnd") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,"ReloadAmmo") ReloadEnd: SPSC P 0 A_JumpIfInventory("SPASBolt",1,"ReloadEndPump") SPSC FEDCBA 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSD B 0 A_TakeInventory("ReloadingShot",1) SPSD B 0 A_TakeInventory("Reloading",1) goto Ready+16 ReloadEndPump: SPSC PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC T 2 A_PlaySoundEx("spas/pump","SoundSlot6") SPSC T 0 A_TakeInventory("SPASBolt",1) SPSC UVWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSD A 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSD B 0 A_TakeInventory("ReloadingShot",1) SPSD B 0 A_TakeInventory("Reloading",1) goto Ready+16 AltFire: SPSA P 0 A_JumpIfInventory("ReloadingShot",1,"ReloadEnd") SPSF A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45F A 0 A_ZoomFactor(1.2) SPSF ABCDEF 1 SPSF F 0 A_GiveInventory("Aiming",1) SPSF F 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+22 AltFire2: U45F A 0 A_ZoomFactor(1.0) SPSF FEDCBA 1 SPSF A 0 A_TakeInventory("Aiming",1) SPSF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+16 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) SPSF FEDCBA 1 SPSF A 0 A_TakeInventory("Aiming",1) SPSF 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: WEAP M 0 WEAP M 0 A_SpawnItem("SPASPickup") stop FireAim: SPSF F 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("SPASBolt",1,"PumpAim") SPSB A 0 A_JumpIfInventory("SPASClip",2,1) goto FireAimEmpty SPSF G 0 A_PlayWeaponSound("spas/fire") SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,-4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,5) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,5) SPSF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") SPSF G 0 BRIGHT A_FireBullets (5.0, 5.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSF G 1 BRIGHT A_FireBullets (5.0, 5.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) FireAimCont: SPSF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSF HIJKLM 1 BRIGHT A_GunFlash SPSF NOPQ 2 SPSF R 2 SPSF STUVWF 2 SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimEmpty: SPSF G 0 A_PlayWeaponSound("spas/fireempty") SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,-4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,5) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,5) SPSF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimEmptyCoop") SPSF G 0 BRIGHT A_FireBullets (5.0, 5.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSF G 1 BRIGHT A_FireBullets (5.0, 5.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) FireAimEmptyCont: SPSF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSF HIJKLM 1 BRIGHT A_GunFlash SPSF F 2 A_GiveInventory("SPASBolt",1) SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Fire_SteadyAim: SPSB A 0 A_JumpIfInventory("SPASClip",2,1) goto FireEmpty_SteadyAim SPSB A 0 A_PlayWeaponSound("spas/fire") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") SPSB A 0 BRIGHT A_FireBullets (5.0, 5.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSB A 1 BRIGHT A_FireBullets (5.0, 5.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) Fire_SteadyAimCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 SPSA P 2 SPSB HIJ 2 SPSB K 2 SPSB LMNOPQR 2 SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty_SteadyAim: SPSB A 0 A_PlayWeaponSound("spas/fireempty") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireEmpty_SteadyAimCoop") SPSB A 0 BRIGHT A_FireBullets (5.0, 5.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSB A 1 BRIGHT A_FireBullets (5.0, 5.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) FireEmpty_SteadyAimCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 A_GiveInventory("SPASBolt",1) SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 ReloadStart_SOH: SPSD A 2 A_GiveInventory("ReloadingShot",1) SPSC B 2 A_PlaySoundEx("m9/select","SoundSlot5") SPSC C 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC DEF 2 A_WeaponReady(WRF_NOBOB) goto ReloadAmmo_SOH ReloadAmmo_SOH: SPSC X 0 A_JumpIfInventory("SPASClip",8,"ReloadEnd_SOH") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto ReloadEnd_SOH SPSC HIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC K 0 A_GiveInventory("SPASClip",1) SPSC K 0 A_TakeInventory("SPAS12Ammo",1) SPSC K 2 A_PlaySoundEx("spas/insert","SoundSlot6") SPSC LMNO 2 A_WeaponReady(WRF_NOBOB) SPSC X 0 A_JumpIfInventory("SPASClip",8,"ReloadEnd_SOH") SPSC X 0 A_JumpIfInventory("SPASBolt",1,"ReloadPump_SOH") goto ReloadAmmo_SOH ReloadPump_SOH: SPSC PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC T 2 A_PlaySoundEx("spas/pump","SoundSlot6") SPSC U 2 A_TakeInventory("SPASBolt",1) SPSC VUTSRQ 3 A_WeaponReady(WRF_NOBOB) SPSC X 0 A_JumpIfInventory("SPASClip",8,"ReloadEnd_SOH") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,"ReloadAmmo_SOH") ReloadEnd_SOH: SPSC P 0 A_JumpIfInventory("SPASBolt",1,"ReloadEndPump_SOH") SPSC FEDCB 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC A 1 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSD B 0 A_TakeInventory("ReloadingShot",1) SPSD B 0 A_TakeInventory("Reloading",1) goto Ready+16 ReloadEndPump_SOH: SPSC PQRS 1 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC T 1 A_PlaySoundEx("spas/pump","SoundSlot6") SPSC T 0 A_TakeInventory("SPASBolt",1) SPSC UVWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSD A 1 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSD B 0 A_TakeInventory("ReloadingShot",1) SPSD B 0 A_TakeInventory("Reloading",1) goto Ready+16 FragGrenade: U45F A 0 A_ZoomFactor(1.0) U45A L 0 A_TakeInventory("Aiming",1) U45A L 0 A_TakeInventory("ReloadingShot",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("ReloadingShot",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: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont FireEmptyCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireEmptyCont FireAimCoop: SPSF GGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSF GGGGGGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireAimCont FireAimEmptyCoop: SPSF GGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSF GGGGGGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireAimEmptyCont Fire_SteadyAimCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont FireEmpty_SteadyAimCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireEmpty_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 SPASClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 8 ammo.backpackamount 0 ammo.backpackmaxamount 8 +IGNORESKILL } actor SPASBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Franchi SPAS-12 Ex Mags" : "Franchi SPAS-12" { obituary "%k smacked %o over with the SPAS-12." inventory.pickupmessage "You got the Franchi SPAS-12 dual-mode shotgun." //attacksound "spas/fire" weapon.selectionorder 9 weapon.ammotype "SPASClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "SPAS12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: SPSA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") SPSA BCDEFGHIJKLMNOP 2 A_WeaponReady(WRF_NOPRIMARY) SPSA P 0 A_JumpIfNoAmmo("Reload") SPSA P 0 A_JumpIfInventory("Aiming",1,5) SPSA P 0 A_JumpIfInventory("Reloading",1,"Reload") SPSA P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SPSA P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSA P 1 A_WeaponReady goto Ready+16 SPSF F 0 A_JumpIfInventory("Reloading",1,"Reload") SPSF F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SPSF F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSF F 1 A_WeaponReady(WRF_NOBOB) goto Ready+22 Fire: SPSA P 0 A_JumpIfInventory("ReloadingShot",1,"ReloadEnd") SPSA P 0 A_JumpIfInventory("Aiming",1,"FireAim") SPSA P 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("SPASBolt",1,"Pump") SPSB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") SPSB A 0 A_JumpIfInventory("SPASClip2",2,1) goto FireEmpty SPSB A 0 A_PlayWeaponSound("spas/fire") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") SPSB A 0 BRIGHT A_FireBullets (6.0, 6.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSB A 1 BRIGHT A_FireBullets (6.0, 6.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) FireCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 SPSA P 2 SPSB HIJ 2 SPSB K 2 SPSB LMNOPQR 2 SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: SPSF F 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("SPASBolt",1,"PumpAim") SPSB A 0 A_JumpIfInventory("SPASClip2",2,1) goto FireAimEmpty SPSF G 0 A_PlayWeaponSound("spas/fire") SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,-4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,5) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,5) SPSF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") SPSF G 0 BRIGHT A_FireBullets (5.0, 5.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSF G 1 BRIGHT A_FireBullets (5.0, 5.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) FireAimCont: SPSF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSF HIJKLM 1 BRIGHT A_GunFlash SPSF NOPQ 2 SPSF R 2 SPSF STUVWF 2 SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Fire_SteadyAim: SPSB A 0 A_JumpIfInventory("SPASClip2",2,1) goto FireEmpty_SteadyAim SPSB A 0 A_PlayWeaponSound("spas/fire") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") SPSB A 0 BRIGHT A_FireBullets (5.0, 5.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 200) SPSB A 1 BRIGHT A_FireBullets (5.0, 5.0, 10, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) Fire_SteadyAimCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 SPSA P 2 SPSB HIJ 2 SPSB K 2 SPSB LMNOPQR 2 SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 Reload: //AltFire: VECC A 0 A_JumpIfInventory("SPASClip2",12,2) VECC A 0 A_JumpIfInventory("SPAS12Ammo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+19 ReloadStart: SPSC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") SPSC A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") SPSD B 0 A_GiveInventory("ReloadingShot",1) SPSC B 2 A_PlaySoundEx("m9/select","SoundSlot5") SPSC C 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC DEF 2 A_WeaponReady(WRF_NOBOB) goto ReloadAmmo ReloadAmmo: SPSC X 0 A_JumpIfInventory("SPASClip2",12,"ReloadEnd") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto ReloadEnd SPSC HIJ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC L 0 A_GiveInventory("SPASClip2",1) SPSC L 0 A_TakeInventory("SPAS12Ammo",1) SPSC L 3 A_PlaySoundEx("spas/insert","SoundSlot6") SPSC MNO 3 A_WeaponReady SPSC X 0 A_JumpIfInventory("SPASClip2",12,"ReloadEnd") SPSC X 0 A_JumpIfInventory("SPASBolt",1,"ReloadPump") goto ReloadAmmo ReloadPump: SPSC PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC T 2 A_PlaySoundEx("spas/pump","SoundSlot6") SPSC U 2 A_TakeInventory("SPASBolt",1) SPSC VUTSRQ 3 A_WeaponReady(WRF_NOBOB) SPSC X 0 A_JumpIfInventory("SPASClip2",12,"ReloadEnd") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,"ReloadAmmo") ReloadStart_SOH: SPSD A 2 A_GiveInventory("ReloadingShot",1) SPSC B 2 A_PlaySoundEx("m9/select","SoundSlot5") SPSC C 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC DEF 2 A_WeaponReady(WRF_NOBOB) goto ReloadAmmo_SOH ReloadAmmo_SOH: SPSC X 0 A_JumpIfInventory("SPASClip2",12,"ReloadEnd_SOH") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto ReloadEnd_SOH SPSC HIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC L 0 A_GiveInventory("SPASClip2",1) SPSC L 0 A_TakeInventory("SPAS12Ammo",1) SPSC L 2 A_PlaySoundEx("spas/insert","SoundSlot6") SPSC MNO 2 A_WeaponReady SPSC X 0 A_JumpIfInventory("SPASClip2",12,"ReloadEnd_SOH") SPSC X 0 A_JumpIfInventory("SPASBolt",1,"ReloadPump_SOH") goto ReloadAmmo_SOH ReloadPump_SOH: SPSC PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC T 2 A_PlaySoundEx("spas/pump","SoundSlot6") SPSC U 2 A_TakeInventory("SPASBolt",1) SPSC VUTSRQ 3 A_WeaponReady(WRF_NOBOB) SPSC X 0 A_JumpIfInventory("SPASClip2",12,"ReloadEnd_SOH") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,"ReloadAmmo_SOH") ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) SPSF FEDCBA 1 SPSF A 0 A_TakeInventory("Aiming",1) SPSF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 FireCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont FireEmptyCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireEmptyCont FireAimCoop: SPSF GGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSF GGGGGGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireAimCont FireAimEmptyCoop: SPSF GGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSF GGGGGGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireAimEmptyCont Fire_SteadyAimCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont FireEmpty_SteadyAimCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireEmpty_SteadyAimCont } } actor SPASClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 12 ammo.backpackamount 0 ammo.backpackmaxamount 12 +IGNORESKILL } actor SPASExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Franchi SPAS-12 Grip" : "Franchi SPAS-12" { obituary "%k smacked %o over with the SPAS-12." inventory.pickupmessage "You got the Franchi SPAS-12 dual-mode shotgun." //attacksound "spas/fire" weapon.selectionorder 9 weapon.ammotype "SPASClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "SPAS12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Fire: SPSA P 0 A_JumpIfInventory("ReloadingShot",1,"ReloadEnd") SPSA P 0 A_JumpIfInventory("Aiming",1,"FireAim") SPSA P 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("SPASBolt",1,"Pump") SPSB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") SPSB A 0 A_JumpIfInventory("SPASClip",2,1) goto FireEmpty SPSB A 0 A_PlayWeaponSound("spas/fire") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") SPSB A 0 BRIGHT A_FireBullets (4.0, 4.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 240) SPSB A 1 BRIGHT A_FireBullets (4.0, 4.0, 10, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2200) FireCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 SPSA P 2 SPSB HIJ 2 SPSB K 2 SPSB LMNOPQR 2 SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: SPSB A 0 A_PlayWeaponSound("spas/fireempty") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireEmptyCoop") SPSB A 0 BRIGHT A_FireBullets (4.0, 4.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 240) SPSB A 1 BRIGHT A_FireBullets (4.0, 4.0, 10, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2200) FireEmptyCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 A_GiveInventory("SPASBolt",1) SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: SPSF F 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("SPASBolt",1,"PumpAim") SPSB A 0 A_JumpIfInventory("SPASClip",2,1) goto FireAimEmpty SPSF G 0 A_PlayWeaponSound("spas/fire") SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,-4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,5) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,5) SPSF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") SPSF G 0 BRIGHT A_FireBullets (3.0, 3.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 240) SPSF G 1 BRIGHT A_FireBullets (3.0, 3.0, 10, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2200) FireAimCont: SPSF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSF HIJKLM 1 BRIGHT A_GunFlash SPSF NOPQ 2 SPSF R 2 SPSF STUVWF 2 SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimEmpty: SPSF G 0 A_PlayWeaponSound("spas/fireempty") SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,-4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,5) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,5) SPSF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimEmptyCoop") SPSF G 0 BRIGHT A_FireBullets (3.0, 3.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 240) SPSF G 1 BRIGHT A_FireBullets (3.0, 3.0, 10, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2200) FireAimEmptyCont: SPSF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSF HIJKLM 1 BRIGHT A_GunFlash SPSF F 2 A_GiveInventory("SPASBolt",1) SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 Fire_SteadyAim: SPSB A 0 A_JumpIfInventory("SPASClip",2,1) goto FireEmpty_SteadyAim SPSB A 0 A_PlayWeaponSound("spas/fire") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") SPSB A 0 BRIGHT A_FireBullets (3.0, 3.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 240) SPSB A 1 BRIGHT A_FireBullets (3.0, 3.0, 10, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2200) Fire_SteadyAimCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 SPSA P 2 SPSB HIJ 2 SPSB K 2 SPSB LMNOPQR 2 SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty_SteadyAim: SPSB A 0 A_PlayWeaponSound("spas/fireempty") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireEmpty_SteadyAimCoop") SPSB A 0 BRIGHT A_FireBullets (3.0, 3.0, 5, 10, "ShotgunPuff", FBF_NORANDOM, 240) SPSB A 1 BRIGHT A_FireBullets (3.0, 3.0, 10, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2200) FireEmpty_SteadyAimCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 A_GiveInventory("SPASBolt",1) SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1G", random(-400,400)/100.00, 0, 0, 4, 0, random(-400,400)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-400,400)/100.00, 0, 0, 4, 0, random(-400,400)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireCont FireEmptyCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1G", random(-400,400)/100.00, 0, 0, 4, 0, random(-400,400)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-400,400)/100.00, 0, 0, 4, 0, random(-400,400)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireEmptyCont FireAimCoop: SPSF GGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1G", random(-300,300)/100.00, 0, 0, 4, 0, random(-300,300)/100.00) SPSF GGGGGGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-300,300)/100.00, 0, 0, 4, 0, random(-300,300)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto FireAimCont FireAimEmptyCoop: SPSF GGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1G", random(-300,300)/100.00, 0, 0, 4, 0, random(-300,300)/100.00) SPSF GGGGGGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-300,300)/100.00, 0, 0, 4, 0, random(-300,300)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto FireAimEmptyCont Fire_SteadyAimCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1G", random(-300,300)/100.00, 0, 0, 4, 0, random(-300,300)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-300,300)/100.00, 0, 0, 4, 0, random(-300,300)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto Fire_SteadyAimCont FireEmpty_SteadyAimCoop: SPSB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1G", random(-300,300)/100.00, 0, 0, 4, 0, random(-300,300)/100.00) SPSB AAAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-300,300)/100.00, 0, 0, 4, 0, random(-300,300)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2G", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto FireEmpty_SteadyAimCont } } actor SPASGrip : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Franchi SPAS-12 Rapid Fire" : "Franchi SPAS-12" { obituary "%k smacked %o around with the Semi-Auto SPAS-12." inventory.pickupmessage "You got the Franchi SPAS-12 dual-mode shotgun." //attacksound "spas/fire" weapon.selectionorder 9 weapon.ammotype "SPASClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "SPAS12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Fire: SPSA P 0 A_JumpIfInventory("ReloadingShot",1,"ReloadEnd") SPSA P 0 A_JumpIfInventory("Aiming",1,"FireAim") SPSA P 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") SPSB A 0 A_PlayWeaponSound("spas/fireempty") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") SPSB A 0 BRIGHT A_FireBullets (7.0, 7.0, 4, 10, "ShotgunPuff", FBF_NORANDOM, 160) SPSB A 1 BRIGHT A_FireBullets (7.0, 7.0, 9, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1600) FireCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB A 0 A_JumpIfNoAmmo("FireEmpty") SPSB BC 1 BRIGHT A_GunFlash SPSB DE 1 SPSB FG 1 A_WeaponReady SPSA P 1 A_WeaponReady SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 SPSA P 1 SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: SPSF F 1 A_JumpIfNoAmmo("ReloadStart") SPSF G 0 A_PlayWeaponSound("spas/fireempty") SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,-4,1) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,4) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,4,1) SPSF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,4) SPSF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") SPSF G 0 BRIGHT A_FireBullets (6.0, 6.0, 4, 10, "ShotgunPuff", FBF_NORANDOM, 160) SPSF G 1 BRIGHT A_FireBullets (6.0, 6.0, 9, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1600) FireAimCont: SPSF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSF G 0 A_JumpIfNoAmmo("FireAimEmpty") SPSF HI 1 BRIGHT A_GunFlash SPSF JK 1 SPSF LM 1 A_WeaponReady(WRF_NOBOB) SPSF F 1 A_WeaponReady(WRF_NOBOB) SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimEmpty: SPSF HI 1 BRIGHT A_GunFlash SPSF JKLM 1 SPSF F 1 SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,2) SPSF A 0 A_ReFire goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") SPSF A 0 A_ReFire goto Ready+22 Fire_SteadyAim: SPSB A 0 A_PlayWeaponSound("spas/fireempty") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") SPSB A 0 BRIGHT A_FireBullets (6.0, 6.0, 4, 10, "ShotgunPuff", FBF_NORANDOM, 160) SPSB A 1 BRIGHT A_FireBullets (6.0, 6.0, 9, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1600) Fire_SteadyAimCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB A 0 A_JumpIfNoAmmo("FireEmpty") SPSB BC 1 BRIGHT A_GunFlash SPSB DE 1 SPSB FG 1 A_WeaponReady SPSA P 1 A_WeaponReady SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 Reload: //AltFire: VECC A 0 A_JumpIfInventory("SPASClip",8,2) VECC A 0 A_JumpIfInventory("SPAS12Ammo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+19 ReloadStart: SPSC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") SPSC A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") SPSD B 0 A_GiveInventory("ReloadingShot",1) SPSC B 2 A_PlaySoundEx("m9/select","SoundSlot5") SPSC C 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC DEF 2 A_WeaponReady(WRF_NOBOB) goto ReloadAmmo ReloadAmmo: SPSC X 0 A_JumpIfInventory("SPASClip",8,"ReloadEnd") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto ReloadEnd SPSC HIJ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC L 0 A_GiveInventory("SPASClip",1) SPSC L 0 A_TakeInventory("SPAS12Ammo",1) SPSC L 3 A_PlaySoundEx("spas/insert","SoundSlot6") SPSC MNO 3 A_WeaponReady(WRF_NOBOB) goto ReloadAmmo ReloadEnd: SPSC FEDCBA 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSD B 0 A_TakeInventory("ReloadingShot",1) SPSD B 0 A_TakeInventory("Reloading",1) goto Ready+16 ReloadStart_SOH: SPSD A 2 A_GiveInventory("ReloadingShot",1) SPSC B 2 A_PlaySoundEx("m9/select","SoundSlot5") SPSC C 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC DEF 2 A_WeaponReady(WRF_NOBOB) goto ReloadAmmo_SOH ReloadAmmo_SOH: SPSC X 0 A_JumpIfInventory("SPASClip",8,"ReloadEnd_SOH") SPSC X 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto ReloadEnd_SOH SPSC HIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC L 0 A_GiveInventory("SPASClip",1) SPSC L 0 A_TakeInventory("SPAS12Ammo",1) SPSC L 2 A_PlaySoundEx("spas/insert","SoundSlot6") SPSC MNO 2 A_WeaponReady(WRF_NOBOB) goto ReloadAmmo_SOH ReloadEnd_SOH: SPSC FEDCB 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSC A 1 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SPSD B 0 A_TakeInventory("ReloadingShot",1) SPSD B 0 A_TakeInventory("Reloading",1) goto Ready+16 FireCoop: SPSB AAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1R", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) SPSB AAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2R", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2R", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont FireAimCoop: SPSF GGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1R", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSF GGGGGGGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2R", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2R", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireAimCont Fire_SteadyAimCoop: SPSB AAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1R", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB AAAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2R", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2R", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAimCont } } actor SPASRapidFire : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Franchi SPAS-12 Dragon" : "Franchi SPAS-12" { obituary "%k scorched %o with the SPAS-12." inventory.pickupmessage "You got the Franchi SPAS-12 dual-mode shotgun." //attacksound "spas/fire" weapon.selectionorder 9 weapon.ammotype "SPASClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "SPAS12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Fire: //No steady aim effect SPSA P 0 A_JumpIfInventory("ReloadingShot",1,"ReloadEnd") SPSA P 0 A_JumpIfInventory("Aiming",1,"FireAim") SPSA P 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("SPASBolt",1,"Pump") SPSB A 0 A_JumpIfInventory("SPASClip",2,1) goto FireEmpty SPSB A 0 A_PlayWeaponSound("spas/fire") SPSB A 0 A_PlaySound("dragon/fire") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB AAAAAAAAAAA 0 A_FireCustomMissile("FlameThrowerFire",random(-13,7),0,8,random(-1,7),0,random(-12,13)) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") SPSB A 0 BRIGHT A_FireBullets (6.0, 6.0, 3, 10, "ShotgunFirePuff", FBF_NORANDOM, 500) SPSB A 1 BRIGHT A_FireBullets (6.0, 6.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 1000) FireCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 SPSA P 2 SPSB HIJ 2 SPSB K 2 SPSB LMNOPQR 2 SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireEmpty: SPSB A 0 A_PlayWeaponSound("spas/fireempty") SPSB A 0 A_PlaySound("dragon/fire") SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,4,0) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,3) SPSB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,12,0) SPSB AAAAAAAAAAA 0 A_FireCustomMissile("FlameThrowerFire",random(-13,7),0,8,random(-1,7),0,random(-12,13)) SPSB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,3) SPSB A 0 A_JumpIfInventory("CoopCheck",1,"FireEmptyCoop") SPSB A 0 BRIGHT A_FireBullets (6.0, 6.0, 3, 10, "ShotgunFirePuff", FBF_NORANDOM, 500) SPSB A 1 BRIGHT A_FireBullets (6.0, 6.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 1000) FireEmptyCont: SPSB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSB BC 1 BRIGHT A_GunFlash SPSB DEFG 1 A_GiveInventory("SPASBolt",1) SPSB A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+16 SPSB A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+16 FireAim: SPSF F 1 A_JumpIfNoAmmo("ReloadStart") SPSB A 0 A_JumpIfInventory("SPASBolt",1,"PumpAim") SPSB A 0 A_JumpIfInventory("SPASClip",2,1) goto FireAimEmpty SPSF G 0 A_PlayWeaponSound("spas/fire") SPSF G 0 A_PlaySound("dragon/fire") SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,-4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,5) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,4,2) SPSF GGGGGGGGGGG 0 A_FireCustomMissile("FlameThrowerFire",random(-11,5),0,0,random(1,9),0,random(-10,11)) SPSF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,5) SPSF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") SPSF G 0 BRIGHT A_FireBullets (6.0, 6.0, 3, 10, "ShotgunFirePuff", FBF_NORANDOM, 500) SPSF G 1 BRIGHT A_FireBullets (6.0, 6.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 1000) FireAimCont: SPSF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSF HIJKLM 1 BRIGHT A_GunFlash SPSF NOPQ 2 SPSF R 2 SPSF STUVWF 2 SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireAimEmpty: SPSF G 0 A_PlayWeaponSound("spas/fireempty") SPSF G 0 A_PlaySound("dragon/fire") SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",3,0,-4,2) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,5) SPSF G 0 A_FireCustomMissile("WeaponSmokePuffShotgun",-3,0,4,2) SPSF GGGGGGGGGGG 0 A_FireCustomMissile("FlameThrowerFire",random(-11,5),0,0,random(1,9),0,random(-10,11)) SPSF G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,5) SPSF G 0 A_JumpIfInventory("CoopCheck",1,"FireAimEmptyCoop") SPSF G 0 BRIGHT A_FireBullets (6.0, 6.0, 3, 10, "ShotgunFirePuff", FBF_NORANDOM, 500) SPSF G 1 BRIGHT A_FireBullets (6.0, 6.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 1000) FireAimEmptyCont: SPSF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) SPSF HIJKLM 1 BRIGHT A_GunFlash SPSF F 2 A_GiveInventory("SPASBolt",1) SPSF A 0 A_JumpIfInventory("SPAS12Ammo",1,1) goto Ready+22 SPSF A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+22 FireCoop: SPSB AAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1D", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB AA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2D", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2D", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont FireEmptyCoop: SPSB AAA 0 BRIGHT A_FireCustomMissile("HHCBSPAS1D", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB AA 0 BRIGHT A_FireCustomMissile("HHCBSPAS2D", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSB A 1 BRIGHT A_FireCustomMissile("HHCBSPAS2D", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireEmptyCont FireAimCoop: SPSF GGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1D", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSF GG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2D", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2D", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireAimCont FireAimEmptyCoop: SPSF GGG 0 BRIGHT A_FireCustomMissile("HHCBSPAS1D", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSF GG 0 BRIGHT A_FireCustomMissile("HHCBSPAS2D", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) SPSF G 1 BRIGHT A_FireCustomMissile("HHCBSPAS2D", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireAimEmptyCont } } actor SPASDragon : Inventory { inventory.amount 0 inventory.maxamount 1 } actor SPASPickup : CustomInventory { inventory.pickupmessage "You got the Franchi SPAS-12 dual-mode shotgun." inventory.pickupsound "spas/pump" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP M -1 stop Pickup: WEAP M 0 WEAP M 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Ex Mags",1,"AmmoPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Grip",1,"AmmoPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Rapid Fire",1,"AmmoPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Dragon",1,"AmmoPickup") WEAP M 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP M 0 ACS_ExecuteWithResult(618,7,0,0) stop PickupStay: WEAP M 0 WEAP M 0 A_JumpIfInventory("Franchi SPAS-12",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Ex Mags",1,"FailPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Grip",1,"FailPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Rapid Fire",1,"FailPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Dragon",1,"FailPickup") WEAP M 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP M 0 ACS_ExecuteWithResult(618,7,0,0) WEAP M 0 ACS_ExecuteAlways(597,0,7,0,0) WEAP M 0 A_PlaySound("spas/pump") fail AmmoPickup: WEAP M 0 WEAP M 0 A_JumpIfInventory("SPAS12Ammo",0,"FailPickup") WEAP M 0 A_GiveInventory("SPAS12Ammo",8) stop FailPickup: WEAP M 1 fail FailPickup2: WEAP M 1 WEAP M 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor SPASDrop : SPASPickup { States { Spawn: WEAP M 3500 WEAP M 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP M 0 WEAP M 0 A_JumpIfInventory("Franchi SPAS-12",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Ex Mags",1,"AmmoPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Grip",1,"AmmoPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Rapid Fire",1,"AmmoPickup") WEAP M 0 A_JumpIfInventory("Franchi SPAS-12 Dragon",1,"AmmoPickup") WEAP M 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP M 0 ACS_ExecuteWithResult(618,7,0,0) stop } } actor HHCBSPAS1 : HHBulletCoop { damage (10) Speed 200 decal none damagetype "Shotgun" states { Spawn: TNT1 A 2 stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_Jump(48,2) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_3", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } actor HHCBSPAS2 : HHCBSPAS1 { damage (12) Speed 200 decal ShotChip states { Spawn: TNT1 A 10 stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 4 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 4 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_Jump(48,2) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_3", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 4 A_PlaySound("generic/ricochet") stop } } actor HHCBSPAS1G : HHCBSPAS1 { Speed 240 } actor HHCBSPAS2G : HHCBSPAS2 { damage (14) Speed 220 } actor HHCBSPAS1R : HHCBSPAS1 { Speed 160 } actor HHCBSPAS2R : HHCBSPAS2 { Speed 160 } actor HHCBSPAS1D : HHBulletCoop { damage (10) Speed 200 decal none +FORCERADIUSDMG damagetype "Dragon" states { Spawn: TNT1 A 1 TNT1 A 2 A_ScaleVelocity(0.75) stop Death: TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop XDeath: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_Jump(32,2) TNT1 A 0 A_PlaySound("generic/ricochets") TNT1 AA 12 A_Explode(2,32,0) stop Crash: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop } } actor HHCBSPAS2D : HHCBSPAS1D { damage (12) Speed 200 decal none +FORCERADIUSDMG damagetype "Dragon" states { Spawn: TNT1 A 5 stop Death: TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop XDeath: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_Jump(32,2) TNT1 A 0 A_PlaySound("generic/ricochets") TNT1 AA 12 A_Explode(2,32,0) stop Crash: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop } }actor "Atchisson AA-12" : RGUWeapon { obituary "%k filled %o with AA-12 pellets." inventory.pickupmessage "You got the Atchisson AA-12 automatic shotgun." //attacksound "aa12/fire" weapon.selectionorder 8 weapon.ammotype "AA12Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "AA12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: A12A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") A12A BCDEFGHIJKLMN 2 A_WeaponReady(WRF_NOPRIMARY) A12A N 0 A_JumpIfNoAmmo("Reload") A12A N 0 A_JumpIfInventory("Aiming",1,5) A12A N 0 A_JumpIfInventory("Reloading",1,"Reload") A12A N 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") A12A N 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12A N 1 A_WeaponReady goto Ready+14 A12C F 0 A_JumpIfInventory("Reloading",1,"Reload") A12C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") A12C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12C F 1 A_WeaponReady(WRF_NOBOB) goto Ready+20 Deselect: A12A N 0 A_PlaySoundEx("weapon/down","SoundSlot5") A12A N 0 A_TakeInventory("Aiming",1) A12A N 0 ACS_ExecuteAlways(602,0,0,0,0) A12A N 0 A_TakeInventory("Reloading",1) A12A N 0 A_ZoomFactor(1.0) A12A N 0 A_Lower A12A N 1 A_Lower goto Deselect+3 Select: A12A A 0 A_Raise loop Fire: A12A N 0 A_JumpIfInventory("Aiming",1,"FireAim") A12A N 1 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") A12B A 0 BRIGHT A_FireBullets (7.0, 7.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (7.0, 7.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) FireCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 FireEmpty: A12B B 2 BRIGHT A_GunFlash A12B B 0 A_GiveInventory("AA12Bolt",1) A12B CDE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 Hold: A12A N 0 A_JumpIfInventory("Aiming",1,"HoldAim") A12A N 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") A12B A 0 BRIGHT A_FireBullets (7.0, 7.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (7.0, 7.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) HoldCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 FireAim: A12C F 1 A_JumpIfNoAmmo("ReloadStart") A12C G 0 A_PlayWeaponSound("aa12/fire") A12C GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,0) A12C G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,0) A12C G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") A12C G 0 BRIGHT A_FireBullets (5.0, 5.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12C G 2 BRIGHT A_FireBullets (5.0, 5.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) FireAimCont: A12C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12C G 0 A_JumpIfInventory("AA12Clip",3,2) A12C G 0 A_PlaySound("m9/lock") A12C G 0 A_JumpIfNoAmmo("FireAimEmpty") A12C H 1 BRIGHT A_GunFlash A12C I 1 A12C JK 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 HoldAim: A12C F 0 A_JumpIfNoAmmo("ReloadStart") A12C G 0 A_PlayWeaponSound("aa12/fire") A12C GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,0) A12C G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,0) A12C G 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") A12C G 0 BRIGHT A_FireBullets (5.0, 5.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12C G 2 BRIGHT A_FireBullets (5.0, 5.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) HoldAimCont: A12C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("AA12Clip",3,2) TNT1 A 0 A_PlaySound("m9/lock") A12C G 0 A_JumpIfNoAmmo("FireAimEmpty") A12C H 1 BRIGHT A_GunFlash A12C I 1 A12C JK 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 FireAimEmpty: A12C H 2 BRIGHT A_GunFlash A12C H 0 A_GiveInventory("AA12Bolt",1) A12C IJK 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 Reload: //AltFire: A12C A 0 A_JumpIfInventory("AA12Clip",8,2) A12C A 0 A_JumpIfInventory("AA12Ammo",1,"ReloadStart") A12C A 0 A_TakeInventory("Reloading",1) goto Ready+17 ReloadStart: A12D A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") A12D A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") A12D ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12D EFGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12D I 3 A_PlaySoundEx("aa12/clipout","SoundSlot5") A12D JKLMNOP 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12D QRSTUVW 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12D Y 3 A_PlaySoundEx("aa12/clipin","SoundSlot5") A12D Z 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: A12D Z 0 A_JumpIfInventory("AA12Clip",8,"ReloadEnd") A12D Z 0 A_JumpIfInventory("AA12Ammo",1,1) goto ReloadEnd A12D Z 0 A_GiveInventory("AA12Clip",1) A12D Z 0 A_TakeInventory("AA12Ammo",1) goto ReloadAmmo ReloadEnd: A12E A 0 A_JumpIfInventory("AA12Bolt",1,"ReloadEndBolt") A12E ABC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E DEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12E G 0 A_ReFire goto Ready+14 ReloadEndBolt: A12E Z 0 A_TakeInventory("AA12Bolt",1) A12E GHIJL 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E M 0 A_PlaySoundEx("aa12/bolt","SoundSlot5") A12E NOPQRS 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12E TUV 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E V 0 A_ReFire goto Ready+14 AltFire: A12C A 0 A_JumpIfInventory("Aiming",1,"AltFire2") A12C A 0 A_ZoomFactor(1.2) A12C ABCDEF 1 A12C F 0 A_GiveInventory("Aiming",1) A12C F 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+20 AltFire2: A12C A 0 A_ZoomFactor(1.0) A12C FEDCBA 1 A12C A 0 A_TakeInventory("Aiming",1) A12C A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+14 ReloadStartAim: A12C A 0 A_ZoomFactor(1.0) A12C FEDCBA 1 A12C A 0 A_TakeInventory("Aiming",1) A12C 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: WEAP B 0 WEAP B 0 A_SpawnItem("AA12Pickup") stop ReloadStart_SOH: A12D ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12D EFGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12D I 2 A_PlaySoundEx("aa12/clipout","SoundSlot5") A12D JKLMNOP 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12D QRSTUVW 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12D Y 2 A_PlaySoundEx("aa12/clipin","SoundSlot5") A12D Z 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: A12D Z 0 A_JumpIfInventory("AA12Clip",8,"ReloadEnd_SOH") A12D Z 0 A_JumpIfInventory("AA12Ammo",1,1) goto ReloadEnd_SOH A12D Z 0 A_GiveInventory("AA12Clip",1) A12D Z 0 A_TakeInventory("AA12Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: A12E A 0 A_JumpIfInventory("AA12Bolt",1,"ReloadEndBolt_SOH") A12E ABC 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E DEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12E G 0 A_ReFire goto Ready+14 ReloadEndBolt_SOH: A12E Z 0 A_TakeInventory("AA12Bolt",1) A12E GHIJL 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E M 0 A_PlaySoundEx("aa12/bolt","SoundSlot5") A12E NOPQRS 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12E TUV 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E V 0 A_ReFire goto Ready+14 Fire_SteadyAim: A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") A12B A 0 BRIGHT A_FireBullets (6.0, 6.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (6.0, 6.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) Fire_SteadyAimCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 Hold_SteadyAim: A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") A12B A 0 BRIGHT A_FireBullets (6.0, 6.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (6.0, 6.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) Hold_SteadyAimCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 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: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: A12C GGGG 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12C GGGGGG 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12C G 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireAimCont HoldAimCoop: A12C GGGG 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12C GGGGGG 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12C G 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto HoldAimCont Fire_SteadyAimCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/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 AA12Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 8 ammo.backpackamount 0 ammo.backpackmaxamount 8 +IGNORESKILL } actor AA12Bolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Atchisson AA-12 Ex Mags" : "Atchisson AA-12" { obituary "%k filled %o with AA-12 pellets." inventory.pickupmessage "You got the Atchisson AA-12 automatic shotgun." //attacksound "aa12/fire" weapon.selectionorder 8 weapon.ammotype "AA12Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "AA12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: A12A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") A12A BCDEFGHIJKLMN 2 A_WeaponReady(WRF_NOPRIMARY) A12A N 0 A_JumpIfNoAmmo("Reload") A12A N 0 A_JumpIfInventory("Aiming",1,5) A12A N 0 A_JumpIfInventory("Reloading",1,"Reload") A12A N 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") A12A N 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12A N 1 A_WeaponReady goto Ready+14 A12C F 0 A_JumpIfInventory("Reloading",1,"Reload") A12C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") A12C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12C F 1 A_WeaponReady(WRF_NOBOB) goto Ready+20 Fire: A12A N 0 A_JumpIfInventory("Aiming",1,"FireAim") A12A N 1 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") A12B A 0 BRIGHT A_FireBullets (7.0, 7.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (7.0, 7.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) FireCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip2",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 Hold: A12A N 0 A_JumpIfInventory("Aiming",1,"HoldAim") A12A N 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") A12B A 0 BRIGHT A_FireBullets (7.0, 7.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (7.0, 7.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) HoldCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip2",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 FireAim: A12C F 1 A_JumpIfNoAmmo("ReloadStart") A12C G 0 A_PlayWeaponSound("aa12/fire") A12C GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,0) A12C G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,0) A12C G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") A12C G 0 BRIGHT A_FireBullets (5.0, 5.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12C G 2 BRIGHT A_FireBullets (5.0, 5.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) FireAimCont: A12C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12C G 0 A_JumpIfInventory("AA12Clip2",3,2) A12C G 0 A_PlaySound("m9/lock") A12C G 0 A_JumpIfNoAmmo("FireAimEmpty") A12C H 1 BRIGHT A_GunFlash A12C I 1 A12C JK 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 HoldAim: A12C F 0 A_JumpIfNoAmmo("ReloadStart") A12C G 0 A_PlayWeaponSound("aa12/fire") A12C GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,0) A12C G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,0) A12C G 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") A12C G 0 BRIGHT A_FireBullets (5.0, 5.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12C G 2 BRIGHT A_FireBullets (5.0, 5.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) HoldAimCont: A12C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12C G 0 A_JumpIfInventory("AA12Clip2",3,2) A12C G 0 A_PlaySound("m9/lock") A12C G 0 A_JumpIfNoAmmo("FireAimEmpty") A12C H 1 BRIGHT A_GunFlash A12C I 1 A12C JK 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 Fire_SteadyAim: A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") A12B A 0 BRIGHT A_FireBullets (6.0, 6.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (6.0, 6.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) Fire_SteadyAimCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip2",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 Hold_SteadyAim: A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") A12B A 0 BRIGHT A_FireBullets (6.0, 6.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (6.0, 6.0, 7, 8, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) Hold_SteadyAimCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip2",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 Reload: //AltFire: A12C A 0 A_JumpIfInventory("AA12Clip2",12,2) A12C A 0 A_JumpIfInventory("AA12Ammo",1,"ReloadStart") A12C A 0 A_TakeInventory("Reloading",1) goto Ready+17 ReloadStart: A12D A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") A12D A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") A12D ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12D EFGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12D I 3 A_PlaySoundEx("aa12/clipout","SoundSlot5") A12D JKLMNOP 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12D QRSTUVW 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12D Y 3 A_PlaySoundEx("aa12/clipin","SoundSlot5") A12D Z 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: A12D Z 0 A_JumpIfInventory("AA12Clip2",12,"ReloadEnd") A12D Z 0 A_JumpIfInventory("AA12Ammo",1,1) goto ReloadEnd A12D Z 0 A_GiveInventory("AA12Clip2",1) A12D Z 0 A_TakeInventory("AA12Ammo",1) goto ReloadAmmo ReloadEnd: A12E A 0 A_JumpIfInventory("AA12Bolt",1,"ReloadEndBolt") A12E ABC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E DEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12E G 0 A_ReFire goto Ready+14 ReloadEndBolt: A12E Z 0 A_TakeInventory("AA12Bolt",1) A12E GHIJL 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E M 0 A_PlaySoundEx("aa12/bolt","SoundSlot5") A12E NOPQRS 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12E TUV 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E V 0 A_ReFire goto Ready+14 ReloadStartAim: A12C A 0 A_ZoomFactor(1.0) A12C FEDCBA 1 A12C A 0 A_TakeInventory("Aiming",1) A12C A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: A12D ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12D EFGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12D I 2 A_PlaySoundEx("aa12/clipout","SoundSlot5") A12D JKLMNOP 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12D QRSTUVW 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12D Y 2 A_PlaySoundEx("aa12/clipin","SoundSlot5") A12D Z 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: A12D Z 0 A_JumpIfInventory("AA12Clip2",12,"ReloadEnd_SOH") A12D Z 0 A_JumpIfInventory("AA12Ammo",1,1) goto ReloadEnd_SOH A12D Z 0 A_GiveInventory("AA12Clip2",1) A12D Z 0 A_TakeInventory("AA12Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: A12E A 0 A_JumpIfInventory("AA12Bolt",1,"ReloadEndBolt_SOH") A12E ABC 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E DEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12E G 0 A_ReFire goto Ready+14 ReloadEndBolt_SOH: A12E Z 0 A_TakeInventory("AA12Bolt",1) A12E GHIJL 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E M 0 A_PlaySoundEx("aa12/bolt","SoundSlot5") A12E NOPQRS 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) A12E TUV 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") A12E V 0 A_ReFire goto Ready+14 FireCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: A12C GGGG 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12C GGGGGG 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12C G 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireAimCont HoldAimCoop: A12C GGGG 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12C GGGGGG 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12C G 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto HoldAimCont Fire_SteadyAimCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Hold_SteadyAimCont } } actor AA12Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 12 ammo.backpackamount 0 ammo.backpackmaxamount 12 +IGNORESKILL } actor AA12ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Atchisson AA-12 Grip" : "Atchisson AA-12" { obituary "%k filled %o with AA-12 pellets." inventory.pickupmessage "You got the Atchisson AA-12 automatic shotgun." //attacksound "aa12/fire" weapon.selectionorder 8 weapon.ammotype "AA12Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "AA12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Fire: A12A N 0 A_JumpIfInventory("Aiming",1,"FireAim") A12A N 1 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") A12B A 0 BRIGHT A_FireBullets (6.0, 6.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (6.0, 6.0, 7, 10, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) FireCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 Hold: A12A N 0 A_JumpIfInventory("Aiming",1,"HoldAim") A12A N 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") A12B A 0 BRIGHT A_FireBullets (6.0, 6.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (6.0, 6.0, 7, 10, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) HoldCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 FireAim: A12C F 1 A_JumpIfNoAmmo("ReloadStart") A12C G 0 A_PlayWeaponSound("aa12/fire") A12C GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,0) A12C G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,0) A12C G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") A12C G 0 BRIGHT A_FireBullets (4.0, 4.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12C G 2 BRIGHT A_FireBullets (4.0, 4.0, 7, 10, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) FireAimCont: A12C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12C G 0 A_JumpIfInventory("AA12Clip",3,2) A12C G 0 A_PlaySound("m9/lock") A12C G 0 A_JumpIfNoAmmo("FireAimEmpty") A12C H 1 BRIGHT A_GunFlash A12C I 1 A12C JK 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 HoldAim: A12C F 0 A_JumpIfNoAmmo("ReloadStart") A12C G 0 A_PlayWeaponSound("aa12/fire") A12C GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,0) A12C G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,0) A12C G 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") A12C G 0 BRIGHT A_FireBullets (4.0, 4.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12C G 2 BRIGHT A_FireBullets (4.0, 4.0, 7, 10, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) HoldAimCont: A12C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12C G 0 A_JumpIfInventory("AA12Clip",3,2) A12C G 0 A_PlaySound("m9/lock") A12C G 0 A_JumpIfNoAmmo("FireAimEmpty") A12C H 1 BRIGHT A_GunFlash A12C I 1 A12C JK 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 Fire_SteadyAim: A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") A12B A 0 BRIGHT A_FireBullets (5.0, 5.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (5.0, 5.0, 7, 10, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) Fire_SteadyAimCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 Hold_SteadyAim: A12B A 0 A_PlayWeaponSound("aa12/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,1) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,1) A12B A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") A12B A 0 BRIGHT A_FireBullets (5.0, 5.0, 4, 8, "ShotgunPuff", FBF_NORANDOM, 160) A12B A 2 BRIGHT A_FireBullets (5.0, 5.0, 7, 10, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 1500) Hold_SteadyAimCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 FireCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,700)/100.00) goto FireCont HoldCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-600,600)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,700)/100.00) goto HoldCont FireAimCoop: A12C GGGG 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-400,400)/100.00, 0, 0, 4, 0, random(-400,400)/100.00) A12C GGGGGG 0 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-400,400)/100.00, 0, 0, 4, 0, random(-400,400)/100.00) A12C G 2 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireAimCont HoldAimCoop: A12C GGGG 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-400,400)/100.00, 0, 0, 4, 0, random(-400,400)/100.00) A12C GGGGGG 0 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-400,400)/100.00, 0, 0, 4, 0, random(-400,400)/100.00) A12C G 2 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto HoldAimCont Fire_SteadyAimCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: A12B AAAA 0 BRIGHT A_FireCustomMissile("HHCBAA121", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12B AAAAAA 0 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-500,500)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122G", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Hold_SteadyAimCont } } actor AA12Grip : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Atchisson AA-12 Dragon" : "Atchisson AA-12" { obituary "%k burned %o with the AA-12." inventory.pickupmessage "You got the Atchisson AA-12 automatic shotgun." //attacksound "aa12/fire" weapon.selectionorder 8 weapon.ammotype "AA12Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "AA12Ammo" weapon.ammouse2 0 weapon.ammogive2 0 states { Fire: A12A N 0 A_JumpIfInventory("Aiming",1,"FireAim") A12A N 1 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_PlayWeaponSound("aa12/fire") A12B A 0 A_PlaySound("dragon/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,0) A12B AAAAA 0 A_FireCustomMissile("FlameThrowerFire",random(-13,7),0,6,random(-4,4),0,random(-12,13)) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,0) A12B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") A12B A 0 BRIGHT A_FireBullets (7.0, 7.0, 2, 8, "ShotgunFirePuff", FBF_NORANDOM, 350) A12B A 2 BRIGHT A_FireBullets (7.0, 7.0, 3, 8, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 800) FireCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B C 1 A12B DE 1 A12A N 1 A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 Hold: A12A N 0 A_JumpIfInventory("Aiming",1,"HoldAim") A12A N 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_PlayWeaponSound("aa12/fire") A12B A 0 A_PlaySound("dragon/fire") A12B AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,6,0) A12B AAAAA 0 A_FireCustomMissile("FlameThrowerFire",random(-13,7),0,6,random(-4,4),0,random(-12,13)) A12B A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,6,0) A12B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") A12B A 0 BRIGHT A_FireBullets (7.0, 7.0, 2, 8, "ShotgunFirePuff", FBF_NORANDOM, 350) A12B A 2 BRIGHT A_FireBullets (7.0, 7.0, 3, 8, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 800) HoldCont: A12B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12B A 0 A_JumpIfInventory("AA12Clip",3,2) A12B A 0 A_PlaySound("m9/lock") A12B A 0 A_JumpIfNoAmmo("FireEmpty") A12B B 1 BRIGHT A_GunFlash A12B B 0 A_GiveInventory("Firing",1) A12B C 1 A12B DE 1 A12A N 1 A12B A 0 A_TakeInventory("Firing",1) A12B A 0 A_JumpIfInventory("AA12Ammo",1,2) A12B A 0 A_ReFire goto Ready+14 A12B A 0 A_JumpIfNoAmmo("ReloadStart") A12B A 0 A_ReFire goto Ready+14 FireAim: A12C F 1 A_JumpIfNoAmmo("ReloadStart") A12C G 0 A_PlayWeaponSound("aa12/fire") A12C G 0 A_PlaySound("dragon/fire") A12C GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,0) A12C GGGGG 0 A_FireCustomMissile("FlameThrowerFire",random(-11,5),0,0,random(-4,4),0,random(-10,11)) A12C G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,0) A12C G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") A12C G 0 BRIGHT A_FireBullets (7.0, 7.0, 2, 8, "ShotgunFirePuff", FBF_NORANDOM, 350) A12C G 2 BRIGHT A_FireBullets (7.0, 7.0, 3, 8, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 800) FireAimCont: A12C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12C G 0 A_JumpIfInventory("AA12Clip",3,2) A12C G 0 A_PlaySound("m9/lock") A12C G 0 A_JumpIfNoAmmo("FireAimEmpty") A12C H 1 BRIGHT A_GunFlash A12C I 1 A12C JKF 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 HoldAim: A12C F 0 A_JumpIfNoAmmo("ReloadStart") A12C G 0 A_PlayWeaponSound("aa12/fire") A12C G 0 A_PlaySound("dragon/fire") A12C GG 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,0) A12C GGGGG 0 A_FireCustomMissile("FlameThrowerFire",random(-11,5),0,0,random(-4,4),0,random(-10,11)) A12C G 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,0) A12C G 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") A12C G 0 BRIGHT A_FireBullets (7.0, 7.0, 2, 8, "ShotgunFirePuff", FBF_NORANDOM, 350) A12C G 2 BRIGHT A_FireBullets (7.0, 7.0, 3, 8, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 800) HoldAimCont: A12C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) A12C G 0 A_JumpIfInventory("AA12Clip",3,2) A12C G 0 A_PlaySound("m9/lock") A12C G 0 A_JumpIfNoAmmo("FireAimEmpty") A12C H 1 BRIGHT A_GunFlash A12C I 1 A12C JKF 1 A12C A 0 A_JumpIfInventory("AA12Ammo",1,2) A12C A 0 A_ReFire goto Ready+20 A12C A 0 A_JumpIfNoAmmo("ReloadStart") A12C A 0 A_ReFire goto Ready+20 FireCoop: A12B AA 0 BRIGHT A_FireCustomMissile("HHCBAA121D", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B AA 0 BRIGHT A_FireCustomMissile("HHCBAA122D", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122D", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: A12B AA 0 BRIGHT A_FireCustomMissile("HHCBAA121D", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B AA 0 BRIGHT A_FireCustomMissile("HHCBAA122D", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12B A 2 BRIGHT A_FireCustomMissile("HHCBAA122D", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: A12C GG 0 BRIGHT A_FireCustomMissile("HHCBAA121D", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12C GG 0 BRIGHT A_FireCustomMissile("HHCBAA122D", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12C G 2 BRIGHT A_FireCustomMissile("HHCBAA122D", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireAimCont HoldAimCoop: A12C GG 0 BRIGHT A_FireCustomMissile("HHCBAA121D", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12C GG 0 BRIGHT A_FireCustomMissile("HHCBAA122D", random(-700,700)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) A12C G 2 BRIGHT A_FireCustomMissile("HHCBAA122D", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldAimCont } } actor AA12Dragon : Inventory { inventory.amount 0 inventory.maxamount 1 } actor AA12Pickup : CustomInventory { inventory.pickupmessage "You got the Atchisson AA-12 automatic shotgun." inventory.pickupsound "spas/pump" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP B -1 stop Pickup: WEAP B 0 WEAP B 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP B 0 A_JumpIfInventory("Atchisson AA-12",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Ex Mags",1,"AmmoPickup") WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Grip",1,"AmmoPickup") WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Dragon",1,"AmmoPickup") WEAP B 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP B 0 ACS_ExecuteWithResult(618,8,0,0) stop PickupStay: WEAP B 0 WEAP B 0 A_JumpIfInventory("Atchisson AA-12",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Ex Mags",1,"FailPickup") WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Grip",1,"FailPickup") WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Dragon",1,"FailPickup") WEAP B 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP B 0 ACS_ExecuteWithResult(618,8,0,0) WEAP B 0 ACS_ExecuteAlways(597,0,8,0,0) WEAP B 0 A_PlaySound("spas/pump") fail AmmoPickup: WEAP B 0 WEAP B 0 A_JumpIfInventory("AA12Ammo",0,"FailPickup") WEAP B 0 A_GiveInventory("AA12Ammo",12) stop FailPickup: WEAP B 1 fail FailPickup2: WEAP B 1 WEAP B 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor AA12Drop : AA12Pickup { States { Spawn: WEAP B 3500 WEAP B 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP B 0 WEAP B 0 A_JumpIfInventory("Atchisson AA-12",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Ex Mags",1,"AmmoPickup") WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Grip",1,"AmmoPickup") WEAP B 0 A_JumpIfInventory("Atchisson AA-12 Dragon",1,"AmmoPickup") WEAP B 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP B 0 ACS_ExecuteWithResult(618,8,0,0) stop } } actor HHCBAA121 : HHBulletCoop { damage (8) Speed 160 decal none damagetype "Shotgun" states { Spawn: TNT1 A 2 stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_Jump(48,2) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_3", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } actor HHCBAA122 : HHCBAA121 { damage (8) Speed 200 decal ShotChip states { Spawn: TNT1 A 6 TNT1 A 2 A_ScaleVelocity(0.75) stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_Jump(48,2) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_3", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } actor HHCBAA122G : HHCBAA122 { damage (10) } actor HHCBAA121D : HHBulletCoop { damage (8) Speed 175 decal none +FORCERADIUSDMG damagetype "Dragon" states { Spawn: TNT1 A 1 stop Death: TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop XDeath: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_Jump(32,2) TNT1 A 0 A_PlaySound("generic/ricochets") TNT1 AA 12 A_Explode(2,32,0) stop Crash: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop } } actor HHCBAA122D : HHCBAA121D { damage (8) Speed 200 decal none +FORCERADIUSDMG damagetype "Dragon" states { Spawn: TNT1 A 4 stop Death: TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop XDeath: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_Jump(32,2) TNT1 A 0 A_PlaySound("generic/ricochets") TNT1 AA 12 A_Explode(2,32,0) stop Crash: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 4, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop } }actor "H&K UMP45" : RGUWeapon { obituary "%k gattered %o down with the UMP45." inventory.pickupmessage "You got the H&K UMP45 submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 11 weapon.ammotype "UMP45Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "UMP45Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: U46A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") U46A BCDEFGHIJK 2 A_WeaponReady(WRF_NOPRIMARY) U46A K 0 A_JumpIfNoAmmo("Reload") U46A K 0 A_JumpIfInventory("Aiming",1,5) U46A K 0 A_JumpIfInventory("Reloading",1,"Reload") U46A K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U46A K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46A K 1 A_WeaponReady goto Ready+11 U46F F 0 A_JumpIfInventory("Reloading",1,"Reload") U46F F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U46F F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46F F 1 A_WeaponReady(WRF_NOBOB) goto Ready+17 Deselect: U46A K 0 A_PlaySoundEx("weapon/down","SoundSlot5") U46A K 0 A_TakeInventory("Aiming",1) U46A K 0 ACS_ExecuteAlways(602,0,0,0,0) U46A K 0 A_TakeInventory("Reloading",1) U46A K 0 A_ZoomFactor(1.0) U46A K 0 A_Lower U46A K 1 A_Lower goto Deselect+3 Select: U46A A 0 A_Raise loop Fire: U46A K 0 A_JumpIfInventory("Aiming",1,"FireAim") U46A K 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") U46B A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT A_GunFlash U46B C 1 U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 Hold: U46A K 0 A_JumpIfInventory("Aiming",1,"HoldAim") U46A K 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") U46B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT A_GunFlash U46B C 1 U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 FireEmpty: U46B B 1 BRIGHT A_GunFlash U46B C 1 A_GiveInventory("UMP45Bolt",1) U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 FireAim: U46F A 0 A_PlayWeaponSound("ump45/fire") U46F A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,4) U46F A 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") U46F G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: U46F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46F G 0 A_JumpIfInventory("UMP45Clip",5,2) U46F G 0 A_PlaySound("m9/lock") U46F G 0 A_JumpIfNoAmmo("FireAimEmpty") U46F H 1 BRIGHT A_GunFlash U46F I 1 U46F F 1 U46F A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46F A 0 A_ReFire goto Ready+17 U46F A 0 A_JumpIfNoAmmo("ReloadStart") U46F A 0 A_ReFire goto Ready+17 HoldAim: U46F A 0 A_PlayWeaponSound("ump45/fire") U46F A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,4) U46F A 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") U46F G 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: U46F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46F G 0 A_JumpIfInventory("UMP45Clip",5,2) U46F G 0 A_PlaySound("m9/lock") U46F G 0 A_JumpIfNoAmmo("FireAimEmpty") U46F H 1 BRIGHT A_GunFlash U46F I 1 U46F F 1 U46F A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46F A 0 A_ReFire goto Ready+17 U46F A 0 A_JumpIfNoAmmo("ReloadStart") U46F A 0 A_ReFire goto Ready+17 FireAimEmpty: U46F H 1 BRIGHT A_GunFlash U46F IF 1 A_GiveInventory("UMP45Bolt",1) U46F A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46F A 0 A_ReFire goto Ready+17 U46F A 0 A_JumpIfNoAmmo("ReloadStart") U46F A 0 A_ReFire goto Ready+17 Reload: //AltFire: U46C A 0 A_JumpIfInventory("UMP45Clip",25,2) U46C A 0 A_JumpIfInventory("UMP45Ammo",1,"ReloadStart") U46C A 0 A_TakeInventory("Reloading",1) goto Ready+14 ReloadStart: U46C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") U46C A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") U46C BCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46C F 3 A_PlaySoundEx("ump45/clipout","SoundSlot5") U46C GHIJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46C MOPQR 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46C S 3 A_TakeInventory("Reloading",1) U46C T 3 A_PlayWeaponSound("ump45/clipin") U46C UVW 3 goto ReloadAmmo ReloadAmmo: U46C P 0 A_JumpIfInventory("UMP45Clip",25,"ReloadEnd") U46C P 0 A_JumpIfInventory("UMP45Ammo",1,1) goto ReloadEnd U46C P 0 A_GiveInventory("UMP45Clip",1) U46C P 0 A_TakeInventory("UMP45Ammo",1) goto ReloadAmmo ReloadEnd: U46C X 0 A_JumpIfInventory("UMP45Bolt",1,"ReloadEndBolt") U46C XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D AB 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46D B 0 A_ReFire goto Ready+11 ReloadEndBolt: U46G A 3 A_TakeInventory("UMP45Bolt",1) U46G BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46G E 3 A_PlayWeaponSound("ump45/bolt") U46G FG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46A CDEFGHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46A K 0 A_ReFire goto Ready+11 AltFire: U46F A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45F A 0 A_ZoomFactor(1.2) U46F ABCDEF 1 U46F G 0 A_GiveInventory("Aiming",1) U46F G 0 ACS_ExecuteAlways(602,0,0,0,0) U46F G 0 A_Refire goto Ready+17 AltFire2: U45F A 0 A_ZoomFactor(1.0) U46F FEDCBA 1 U46F A 0 A_TakeInventory("Aiming",1) U46F A 0 ACS_ExecuteAlways(602,0,0,0,0) U46F G 0 A_Refire goto Ready+11 AltHold: U46A K 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") U46A K 1 A_ReFire goto Ready+11 AltHoldAim: U46F F 1 U46F F 1 A_ReFire goto Ready+17 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) U46F FEDCBA 1 U46F A 0 A_TakeInventory("Aiming",1) U46F 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: WEAP O 0 WEAP O 0 A_SpawnItemEx("UMP45Pickup") stop Fire_SteadyAim: U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") U46B A 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT A_GunFlash U46B C 1 U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 Hold_SteadyAim: U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") U46B A 1 BRIGHT A_FireBullets (4.5, 4.5, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT A_GunFlash U46B C 1 U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 ReloadStart_SOH: U46C A 2 U46C BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46C F 2 A_PlaySoundEx("ump45/clipout","SoundSlot5") U46C GHIJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46C MOPQR 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46C S 2 A_TakeInventory("Reloading",1) U46C T 2 A_PlayWeaponSound("ump45/clipin") U46C UVW 2 goto ReloadAmmo_SOH ReloadAmmo_SOH: U46C P 0 A_JumpIfInventory("UMP45Clip",25,"ReloadEnd_SOH") U46C P 0 A_JumpIfInventory("UMP45Ammo",1,1) goto ReloadEnd_SOH U46C P 0 A_GiveInventory("UMP45Clip",1) U46C P 0 A_TakeInventory("UMP45Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: U46C X 0 A_JumpIfInventory("UMP45Bolt",1,"ReloadEndBolt_SOH") U46C XYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D AB 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46D B 0 A_ReFire goto Ready+11 ReloadEndBolt_SOH: U46G A 2 A_TakeInventory("UMP45Bolt",1) U46G BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46G E 2 A_PlayWeaponSound("ump45/bolt") U46G FG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46A CDEFGHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46A K 0 A_ReFire goto Ready+11 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: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireCont HoldCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto HoldCont FireAimCoop: U46F G 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: U46F G 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto HoldAimCont Fire_SteadyAimCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-450,450)/100.00, 1, 0, 4, 0, random(-450,450)/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 UMP45Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 25 ammo.backpackamount 0 ammo.backpackmaxamount 25 +IGNORESKILL } actor UMP45Bolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "H&K UMP45 Ex Mags" : "H&K UMP45" { obituary "%k gattered %o down with the UMP45." inventory.pickupmessage "You got the H&K UMP45 submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 11 weapon.ammotype "UMP45Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "UMP45Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: U46A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") U46A BCDEFGHIJK 2 A_WeaponReady(WRF_NOPRIMARY) U46A K 0 A_JumpIfNoAmmo("Reload") U46A K 0 A_JumpIfInventory("Aiming",1,5) U46A K 0 A_JumpIfInventory("Reloading",1,"Reload") U46A K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U46A K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46A K 1 A_WeaponReady goto Ready+11 U46F F 0 A_JumpIfInventory("Reloading",1,"Reload") U46F F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") U46F F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46F F 1 A_WeaponReady(WRF_NOBOB) goto Ready+17 Fire: U46A K 0 A_JumpIfInventory("Aiming",1,"FireAim") U46A K 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") U46B A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip2",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT A_GunFlash U46B C 1 U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 Hold: U46A K 0 A_JumpIfInventory("Aiming",1,"HoldAim") U46A K 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") U46B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip2",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT A_GunFlash U46B C 1 U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 FireAim: U46F A 0 A_PlayWeaponSound("ump45/fire") U46F A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,4) U46F A 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") U46F G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: U46F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46F G 0 A_JumpIfInventory("UMP45Clip2",5,2) U46F G 0 A_PlaySound("m9/lock") U46F G 0 A_JumpIfNoAmmo("FireAimEmpty") U46F H 1 BRIGHT A_GunFlash U46F I 1 U46F F 1 U46F A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46F A 0 A_ReFire goto Ready+17 U46F A 0 A_JumpIfNoAmmo("ReloadStart") U46F A 0 A_ReFire goto Ready+17 HoldAim: U46F A 0 A_PlayWeaponSound("ump45/fire") U46F A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,4) U46F A 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") U46F G 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: U46F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46F G 0 A_JumpIfInventory("UMP45Clip2",5,2) U46F G 0 A_PlaySound("m9/lock") U46F G 0 A_JumpIfNoAmmo("FireAimEmpty") U46F H 1 BRIGHT A_GunFlash U46F I 1 U46F F 1 U46F A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46F A 0 A_ReFire goto Ready+17 U46F A 0 A_JumpIfNoAmmo("ReloadStart") U46F A 0 A_ReFire goto Ready+17 Fire_SteadyAim: U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") U46B A 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip2",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT A_GunFlash U46B C 1 U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 Hold_SteadyAim: U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") U46B A 1 BRIGHT A_FireBullets (4.5, 4.5, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip2",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT A_GunFlash U46B C 1 U46A K 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 Reload: //AltFire: U46C A 0 A_JumpIfInventory("UMP45Clip2",37,2) U46C A 0 A_JumpIfInventory("UMP45Ammo",1,"ReloadStart") U46C A 0 A_TakeInventory("Reloading",1) goto Ready+14 ReloadStart: U46C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") U46C A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") U46C BCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46C F 3 A_PlaySoundEx("ump45/clipout","SoundSlot5") U46C GHIJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46C MOPQR 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46C S 3 A_TakeInventory("Reloading",1) U46C T 3 A_PlayWeaponSound("ump45/clipin") U46C UVW 3 goto ReloadAmmo ReloadAmmo: U46C P 0 A_JumpIfInventory("UMP45Clip2",37,"ReloadEnd") U46C P 0 A_JumpIfInventory("UMP45Ammo",1,1) goto ReloadEnd U46C P 0 A_GiveInventory("UMP45Clip2",1) U46C P 0 A_TakeInventory("UMP45Ammo",1) goto ReloadAmmo ReloadEnd: U46C X 0 A_JumpIfInventory("UMP45Bolt",1,"ReloadEndBolt") U46C XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D AB 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46D B 0 A_ReFire goto Ready+11 ReloadEndBolt: U46G A 3 A_TakeInventory("UMP45Bolt",1) U46G BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46G E 3 A_PlayWeaponSound("ump45/bolt") U46G FG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46A CDEFGHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46A K 0 A_ReFire goto Ready+11 ReloadStart_SOH: U46C A 2 U46C BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46C F 2 A_PlaySoundEx("ump45/clipout","SoundSlot5") U46C GHIJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46C MOPQR 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46C S 2 A_TakeInventory("Reloading",1) U46C T 2 A_PlayWeaponSound("ump45/clipin") U46C UVW 2 goto ReloadAmmo_SOH ReloadAmmo_SOH: U46C P 0 A_JumpIfInventory("UMP45Clip2",37,"ReloadEnd_SOH") U46C P 0 A_JumpIfInventory("UMP45Ammo",1,1) goto ReloadEnd_SOH U46C P 0 A_GiveInventory("UMP45Clip2",1) U46C P 0 A_TakeInventory("UMP45Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: U46C X 0 A_JumpIfInventory("UMP45Bolt",1,"ReloadEndBolt_SOH") U46C XYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D AB 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46D B 0 A_ReFire goto Ready+11 ReloadEndBolt_SOH: U46G A 2 A_TakeInventory("UMP45Bolt",1) U46G BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46G E 2 A_PlayWeaponSound("ump45/bolt") U46G FG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46A CDEFGHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) U46A K 0 A_ReFire goto Ready+11 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) U46F FEDCBA 1 U46F A 0 A_TakeInventory("Aiming",1) U46F A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 FireCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireCont HoldCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto HoldCont FireAimCoop: U46F G 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: U46F G 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto HoldAimCont Fire_SteadyAimCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-450,450)/100.00, 1, 0, 4, 0, random(-450,450)/100.00) goto Hold_SteadyAimCont } } actor UMP45Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 37 ammo.backpackamount 0 ammo.backpackmaxamount 37 +IGNORESKILL } actor UMP45ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "H&K UMP45 Rapid Fire" : "H&K UMP45" { obituary "%k gattered %o down with the UMP45." inventory.pickupmessage "You got the H&K UMP45 submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 11 weapon.ammotype "UMP45Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "UMP45Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Fire: U46A K 0 A_JumpIfInventory("Aiming",1,"FireAim") U46A K 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 BRIGHT A_GunFlash U46B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") U46B A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT U46B C 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 Hold: U46A K 0 A_JumpIfInventory("Aiming",1,"HoldAim") U46A K 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 BRIGHT A_GunFlash U46B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") U46B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT U46B C 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 FireAim: U46F A 0 A_PlayWeaponSound("ump45/fire") U46F A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,4) U46F G 0 BRIGHT A_GunFlash U46F G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") U46F G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: U46F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46F G 0 A_JumpIfInventory("UMP45Clip",5,2) U46F G 0 A_PlaySound("m9/lock") U46F G 0 A_JumpIfNoAmmo("FireAimEmpty") U46F H 1 BRIGHT U46F I 1 U46F A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46F A 0 A_ReFire goto Ready+17 U46F A 0 A_JumpIfNoAmmo("ReloadStart") U46F A 0 A_ReFire goto Ready+17 HoldAim: U46F A 0 A_PlayWeaponSound("ump45/fire") U46F A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,4) U46F G 0 BRIGHT A_GunFlash U46F G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") U46F G 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: U46F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46F G 0 A_JumpIfInventory("UMP45Clip",5,2) U46F G 0 A_PlaySound("m9/lock") U46F G 0 A_JumpIfNoAmmo("FireAimEmpty") U46F H 1 BRIGHT U46F I 1 U46F A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46F A 0 A_ReFire goto Ready+17 U46F A 0 A_JumpIfNoAmmo("ReloadStart") U46F A 0 A_ReFire goto Ready+17 Fire_SteadyAim: U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 BRIGHT A_GunFlash U46B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") U46B A 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT U46B C 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 Hold_SteadyAim: U46B A 0 A_PlayWeaponSound("ump45/fire") U46B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,0) U46B A 0 BRIGHT A_GunFlash U46B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") U46B A 1 BRIGHT A_FireBullets (4.5, 4.5, -1, 18, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: U46B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) U46B A 0 A_JumpIfInventory("UMP45Clip",5,2) U46B A 0 A_PlaySound("m9/lock") U46B A 0 A_JumpIfNoAmmo("FireEmpty") U46B B 1 BRIGHT U46B C 1 U46B A 0 A_JumpIfInventory("UMP45Ammo",1,2) U46B A 0 A_ReFire goto Ready+11 U46B A 0 A_JumpIfNoAmmo("ReloadStart") U46B A 0 A_ReFire goto Ready+11 FireCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireCont HoldCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto HoldCont FireAimCoop: U46F G 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: U46F G 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto HoldAimCont Fire_SteadyAimCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: U46B A 1 BRIGHT A_FireCustomMissile("HHCBUMP45", random(-450,450)/100.00, 1, 0, 4, 0, random(-450,450)/100.00) goto Hold_SteadyAimCont } } actor UMP45RapidFire : Inventory { inventory.amount 0 inventory.maxamount 1 } actor UMP45Pickup : CustomInventory { inventory.pickupmessage "You got the H&K UMP45 submachinegun." inventory.pickupsound "vector/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP O -1 stop Pickup: WEAP O 0 WEAP O 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP O 0 A_JumpIfInventory("H&K UMP45",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP O 0 A_JumpIfInventory("H&K UMP45 Ex Mags",1,"AmmoPickup") WEAP O 0 A_JumpIfInventory("H&K UMP45 Rapid Fire",1,"AmmoPickup") WEAP O 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP O 0 ACS_ExecuteWithResult(618,9,0,0) stop PickupStay: WEAP O 0 WEAP O 0 A_JumpIfInventory("H&K UMP45",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP O 0 A_JumpIfInventory("H&K UMP45 Ex Mags",1,"FailPickup") WEAP O 0 A_JumpIfInventory("H&K UMP45 Rapid Fire",1,"FailPickup") WEAP O 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP O 0 ACS_ExecuteWithResult(618,9,0,0) WEAP O 0 ACS_ExecuteAlways(597,0,9,0,0) WEAP O 0 A_PlaySound("vector/bolt") fail AmmoPickup: WEAP O 0 WEAP O 0 A_JumpIfInventory("UMP45Ammo",0,"FailPickup") WEAP O 0 A_GiveInventory("UMP45Ammo",25) stop FailPickup: WEAP O 1 fail FailPickup2: WEAP O 1 WEAP O 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor UMP45Drop : UMP45Pickup { States { Spawn: WEAP O 3500 WEAP O 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP O 0 WEAP O 0 A_JumpIfInventory("H&K UMP45",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP O 0 A_JumpIfInventory("H&K UMP45 Ex Mags",1,"AmmoPickup") WEAP O 0 A_JumpIfInventory("H&K UMP45 Rapid Fire",1,"AmmoPickup") WEAP O 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP O 0 ACS_ExecuteWithResult(618,9,0,0) stop } } actor HHCBUMP45 : HHBulletCoop { damage (18) 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 } }actor "KRISS Vector" : RGUWeapon { obituary "%k took down %o with the Vector." inventory.pickupmessage "You got the KRISS Vector submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 10 weapon.ammotype "VectorClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "VectorAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: VECA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") VECA BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) VECA L 0 A_JumpIfNoAmmo("Reload") VECA L 0 A_JumpIfInventory("Aiming",1,5) VECA L 0 A_JumpIfInventory("Reloading",1,"Reload") VECA L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") VECA L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECA L 1 A_WeaponReady goto Ready+12 VECF F 0 A_JumpIfInventory("Reloading",1,"Reload") VECF F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") VECF F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECF F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Deselect: VECA L 0 A_PlaySoundEx("weapon/down","SoundSlot5") VECA L 0 A_TakeInventory("Aiming",1) VECA L 0 ACS_ExecuteAlways(602,0,0,0,0) VECA L 0 A_TakeInventory("Reloading",1) VECA L 0 A_ZoomFactor(1.0) VECA L 0 A_Lower VECA L 1 A_Lower goto Deselect+3 Select: VECF A 0 A_Raise loop Fire: VECB A 0 A_JumpIfInventory("Aiming",1,"FireAim") VECB A 0 A_JumpIfNoAmmo("ReloadStart") VECB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") VECB A 0 A_PlayWeaponSound("vector/fire") VECB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,10,-3) VECB A 0 BRIGHT A_GunFlash VECB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") VECB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: VECB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECB A 0 A_JumpIfNoAmmo("FireEmpty") VECB B 1 VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 1 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 1 A_ReFire goto Ready+12 Hold: VECB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") VECB A 0 A_JumpIfNoAmmo("ReloadStart") VECB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") VECB A 0 A_PlayWeaponSound("vector/fire") VECB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,10,-3) VECB A 0 BRIGHT A_GunFlash VECB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") VECB A 1 BRIGHT A_FireBullets (9.5, 9.5, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: VECB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECB A 0 A_JumpIfNoAmmo("FireEmpty") VECB B 1 VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 1 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 1 A_ReFire goto Ready+12 FireEmpty: VECB B 1 VECB C 1 A_GiveInventory("VectorBolt",1) VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 0 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 0 A_ReFire goto Ready+12 FireAim: VECF G 0 A_PlayWeaponSound("vector/fire") VECF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) VECF G 0 BRIGHT A_GunFlash VECF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") VECF G 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: VECF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECF G 0 A_JumpIfNoAmmo("FireAimEmpty") VECF H 1 VECF I 0 A_JumpIfInventory("VectorAmmo",1,2) VECF I 1 A_ReFire goto Ready+18 VECF I 0 A_JumpIfNoAmmo("ReloadStart") VECF I 1 A_ReFire goto Ready+18 HoldAim: VECF G 0 A_PlayWeaponSound("vector/fire") VECF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) VECF G 0 BRIGHT A_GunFlash VECF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") VECF G 1 BRIGHT A_FireBullets (2.85, 2.85, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: VECF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECF G 0 A_JumpIfNoAmmo("FireAimEmpty") VECF H 1 VECF I 0 A_JumpIfInventory("VectorAmmo",1,2) VECF I 1 A_ReFire goto Ready+18 VECF I 0 A_JumpIfNoAmmo("ReloadStart") VECF I 1 A_ReFire goto Ready+18 FireAimEmpty: VECF H 1 VECF I 1 A_GiveInventory("VectorBolt",1) VECF I 0 A_JumpIfInventory("VectorAmmo",1,2) VECF I 0 A_ReFire goto Ready+18 VECF I 0 A_JumpIfNoAmmo("ReloadStart") VECF I 0 A_ReFire goto Ready+18 Reload: //AltFire: VECC A 0 A_JumpIfInventory("VectorClip",30,2) VECC A 0 A_JumpIfInventory("VectorAmmo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: VECC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") VECC A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") VECC BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC E 3 A_PlaySoundEx("vector/clipout","SoundSlot5") VECC FGHIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECC N 3 A_TakeInventory("Reloading",1) VECC O 3 A_PlayWeaponSound("vector/clipin") goto ReloadAmmo ReloadAmmo: VECC P 0 A_JumpIfInventory("VectorClip",30,"ReloadEnd") VECC P 0 A_JumpIfInventory("VectorAmmo",1,1) goto ReloadEnd VECC P 0 A_GiveInventory("VectorClip",1) VECC P 0 A_TakeInventory("VectorAmmo",1) goto ReloadAmmo ReloadEnd: VECC PQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC T 3 A_JumpIfInventory("VectorBolt",1,"ReloadEndBolt") VECE AB 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA GHIJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA L 0 A_ReFire goto Ready+12 ReloadEndBolt: VECC T 3 A_TakeInventory("VectorBolt",1) VECC UV 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC W 3 A_PlayWeaponSound("vector/bolt") VECC XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECD ABCDE 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA K 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA L 0 A_ReFire goto Ready+12 AltFire: VECF A 0 A_JumpIfInventory("Aiming",1,"AltFire2") U45F A 0 A_ZoomFactor(1.2) VECF ABCDEF 1 VECF G 0 A_GiveInventory("Aiming",1) VECF G 0 ACS_ExecuteAlways(602,0,0,0,0) VECF G 0 A_Refire goto Ready+18 AltFire2: U45F A 0 A_ZoomFactor(1.0) VECF FEDCBA 1 VECF A 0 A_TakeInventory("Aiming",1) VECF A 0 ACS_ExecuteAlways(602,0,0,0,0) VECF G 0 A_Refire goto Ready+12 AltHold: VECA L 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") VECA L 1 A_ReFire goto Ready+12 AltHoldAim: VECF F 1 VECF F 1 A_ReFire goto Ready+18 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) VECF FEDCBA 1 VECF A 0 A_TakeInventory("Aiming",1) VECF 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: WEAP A 0 WEAP A 0 A_SpawnItemEx("VectorPickup") stop Fire_SteadyAim: VECB A 0 A_PlayWeaponSound("vector/fire") VECB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,10,-3) VECB A 0 BRIGHT A_GunFlash VECB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") VECB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: VECB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECB A 0 A_JumpIfNoAmmo("FireEmpty") VECB B 1 VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 1 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 1 A_ReFire goto Ready+12 Hold_SteadyAim: VECB A 0 A_PlayWeaponSound("vector/fire") VECB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,10,-3) VECB A 0 BRIGHT A_GunFlash VECB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") VECB A 1 BRIGHT A_FireBullets (7.5, 7.5, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: VECB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECB A 0 A_JumpIfNoAmmo("FireEmpty") VECB B 1 VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 1 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 1 A_ReFire goto Ready+12 ReloadStart_SOH: VECC A 2 VECC BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC E 2 A_PlaySoundEx("vector/clipout","SoundSlot5") VECC FGHIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECC N 2 A_TakeInventory("Reloading",1) VECC O 2 A_PlayWeaponSound("vector/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: VECC P 0 A_JumpIfInventory("VectorClip",30,"ReloadEnd_SOH") VECC P 0 A_JumpIfInventory("VectorAmmo",1,1) goto ReloadEnd_SOH VECC P 0 A_GiveInventory("VectorClip",1) VECC P 0 A_TakeInventory("VectorAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: VECC PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC T 2 A_JumpIfInventory("VectorBolt",1,"ReloadEndBolt_SOH") VECE AB 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA GHIJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA L 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: VECC T 2 A_TakeInventory("VectorBolt",1) VECC U 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC V 2 A_PlayWeaponSound("vector/bolt") VECC WXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECD ABCDE 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA K 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA L 0 A_ReFire goto Ready+12 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: VECB A 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: VECB A 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-950,950)/100.00, 1, 0, 4, 0, random(-950,950)/100.00) goto HoldCont FireAimCoop: VECF G 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto FireAimCont HoldAimCoop: VECF G 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-285,285)/100.00, 1, 0, 4, 0, random(-285,285)/100.00) goto HoldAimCont Fire_SteadyAimCoop: VECB A 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: VECB A 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", 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 VectorClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor VectorBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "KRISS Vector Ex Mags" : "KRISS Vector" { obituary "%k took down %o with the Vector." inventory.pickupmessage "You got the KRISS Vector submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 10 weapon.ammotype "VectorClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "VectorAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: VECA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") VECA BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) VECA L 0 A_JumpIfNoAmmo("Reload") VECA L 0 A_JumpIfInventory("Aiming",1,5) VECA L 0 A_JumpIfInventory("Reloading",1,"Reload") VECA L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") VECA L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECA L 1 A_WeaponReady goto Ready+12 VECF F 0 A_JumpIfInventory("Reloading",1,"Reload") VECF F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") VECF F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECF F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Fire: VECB A 0 A_JumpIfInventory("Aiming",1,"FireAim") VECB A 0 A_JumpIfNoAmmo("ReloadStart") VECB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") VECB A 0 A_PlayWeaponSound("vector/fire") VECB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,10,-3) VECB A 0 BRIGHT A_GunFlash VECB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") VECB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: VECB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECB A 0 A_JumpIfNoAmmo("FireEmpty") VECB B 1 VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 1 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 1 A_ReFire goto Ready+12 Hold: VECB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") VECB A 0 A_JumpIfNoAmmo("ReloadStart") VECB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") VECB A 0 A_PlayWeaponSound("vector/fire") VECB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,10,-3) VECB A 0 BRIGHT A_GunFlash VECB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") VECB A 1 BRIGHT A_FireBullets (9.5, 9.5, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: VECB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECB A 0 A_JumpIfNoAmmo("FireEmpty") VECB B 1 VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 1 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 1 A_ReFire goto Ready+12 FireAim: VECF G 0 A_PlayWeaponSound("vector/fire") VECF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) VECF G 0 BRIGHT A_GunFlash VECF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") VECF G 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: VECF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECF G 0 A_JumpIfNoAmmo("FireAimEmpty") VECF H 1 VECF I 0 A_JumpIfInventory("VectorAmmo",1,2) VECF I 1 A_ReFire goto Ready+18 VECF I 0 A_JumpIfNoAmmo("ReloadStart") VECF I 1 A_ReFire goto Ready+18 HoldAim: VECF G 0 A_PlayWeaponSound("vector/fire") VECF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) VECF G 0 BRIGHT A_GunFlash VECF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") VECF G 1 BRIGHT A_FireBullets (2.85, 2.85, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: VECF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECF G 0 A_JumpIfNoAmmo("FireAimEmpty") VECF H 1 VECF I 0 A_JumpIfInventory("VectorAmmo",1,2) VECF I 1 A_ReFire goto Ready+18 VECF I 0 A_JumpIfNoAmmo("ReloadStart") VECF I 1 A_ReFire goto Ready+18 Fire_SteadyAim: VECB A 0 A_PlayWeaponSound("vector/fire") VECB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,10,-3) VECB A 0 BRIGHT A_GunFlash VECB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") VECB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: VECB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECB A 0 A_JumpIfNoAmmo("FireEmpty") VECB B 1 VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 1 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 1 A_ReFire goto Ready+12 Hold_SteadyAim: VECB A 0 A_PlayWeaponSound("vector/fire") VECB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,10,-3) VECB A 0 BRIGHT A_GunFlash VECB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") VECB A 1 BRIGHT A_FireBullets (7.5, 7.5, -1, 15, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: VECB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("VectorClip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") VECB A 0 A_JumpIfNoAmmo("FireEmpty") VECB B 1 VECB C 0 A_JumpIfInventory("VectorAmmo",1,2) VECB C 1 A_ReFire goto Ready+12 VECB C 0 A_JumpIfNoAmmo("ReloadStart") VECB C 1 A_ReFire goto Ready+12 Reload: //AltFire: VECC A 0 A_JumpIfInventory("VectorClip2",45,2) VECC A 0 A_JumpIfInventory("VectorAmmo",1,"ReloadStart") VECC A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: VECC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") VECC A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") VECC BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC E 3 A_PlaySoundEx("vector/clipout","SoundSlot5") VECC FGHIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECC N 3 A_TakeInventory("Reloading",1) VECC O 3 A_PlayWeaponSound("vector/clipin") goto ReloadAmmo ReloadAmmo: VECC P 0 A_JumpIfInventory("VectorClip2",45,"ReloadEnd") VECC P 0 A_JumpIfInventory("VectorAmmo",1,1) goto ReloadEnd VECC P 0 A_GiveInventory("VectorClip2",1) VECC P 0 A_TakeInventory("VectorAmmo",1) goto ReloadAmmo ReloadEnd: VECC PQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC T 3 A_JumpIfInventory("VectorBolt",1,"ReloadEndBolt") VECE AB 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA GHIJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA L 0 A_ReFire goto Ready+12 ReloadEndBolt: VECC T 3 A_TakeInventory("VectorBolt",1) VECC UV 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC W 3 A_PlayWeaponSound("vector/bolt") VECC XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECD ABCDE 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA K 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA L 0 A_ReFire goto Ready+12 ReloadStart_SOH: VECC A 2 VECC BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC E 2 A_PlaySoundEx("vector/clipout","SoundSlot5") VECC FGHIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECC N 2 A_TakeInventory("Reloading",1) VECC O 2 A_PlayWeaponSound("vector/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: VECC P 0 A_JumpIfInventory("VectorClip2",45,"ReloadEnd_SOH") VECC P 0 A_JumpIfInventory("VectorAmmo",1,1) goto ReloadEnd_SOH VECC P 0 A_GiveInventory("VectorClip2",1) VECC P 0 A_TakeInventory("VectorAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: VECC PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC T 2 A_JumpIfInventory("VectorBolt",1,"ReloadEndBolt_SOH") VECE AB 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA GHIJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA L 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: VECC T 2 A_TakeInventory("VectorBolt",1) VECC U 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECC V 2 A_PlayWeaponSound("vector/bolt") VECC WXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") VECD ABCDE 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA K 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) VECA L 0 A_ReFire goto Ready+12 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) VECF FEDCBA 1 VECF A 0 A_TakeInventory("Aiming",1) VECF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 FireCoop: VECB A 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: VECB A 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-950,950)/100.00, 1, 0, 4, 0, random(-950,950)/100.00) goto HoldCont FireAimCoop: VECF G 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto FireAimCont HoldAimCoop: VECF G 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-285,285)/100.00, 1, 0, 4, 0, random(-285,285)/100.00) goto HoldAimCont Fire_SteadyAimCoop: VECB A 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: VECB A 1 BRIGHT A_FireCustomMissile("HHCBVECTOR", random(-750,750)/100.00, 1, 0, 4, 0, random(-750,750)/100.00) goto Hold_SteadyAimCont } } actor VectorClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 45 ammo.backpackamount 0 ammo.backpackmaxamount 45 +IGNORESKILL } actor VectorExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor VectorPickup : CustomInventory { inventory.pickupmessage "You got the KRISS Vector submachinegun." inventory.pickupsound "vector/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP A -1 stop Pickup: WEAP A 0 WEAP A 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP A 0 A_JumpIfInventory("KRISS Vector",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP A 0 A_JumpIfInventory("KRISS Vector Ex Mags",1,"AmmoPickup") WEAP A 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP A 0 ACS_ExecuteWithResult(618,10,0,0) stop PickupStay: WEAP A 0 WEAP A 0 A_JumpIfInventory("KRISS Vector",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP A 0 A_JumpIfInventory("KRISS Vector Ex Mags",1,"FailPickup") WEAP A 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP A 0 ACS_ExecuteWithResult(618,10,0,0) WEAP A 0 ACS_ExecuteAlways(597,0,10,0,0) WEAP A 0 A_PlaySound("vector/bolt") fail AmmoPickup: WEAP A 0 WEAP A 0 A_JumpIfInventory("VectorAmmo",0,"FailPickup") WEAP A 0 A_GiveInventory("VectorAmmo",30) stop FailPickup: WEAP A 1 fail FailPickup2: WEAP A 1 WEAP A 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor VectorDrop : VectorPickup { States { Spawn: WEAP A 3500 WEAP A 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP A 0 WEAP A 0 A_JumpIfInventory("KRISS Vector",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP A 0 A_JumpIfInventory("KRISS Vector Ex Mags",1,"AmmoPickup") WEAP A 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP A 0 ACS_ExecuteWithResult(618,10,0,0) stop } } actor HHCBVECTOR : HHBulletCoop { damage (15) 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 } }actor "Mini-UZI" : RGUWeapon { obituary "%k sprayed %o with the Mini-UZI." inventory.pickupmessage "You got the Mini-UZI. Akimbo anyone?" //attacksound "ump45/fire6" weapon.selectionorder 13 weapon.ammotype "MiniUziClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MiniUziAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: UZIA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") UZIA BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) UZIA L 0 A_JumpIfNoAmmo("Reload") UZIA L 0 A_JumpIfInventory("Aiming",1,5) UZIA L 0 A_JumpIfInventory("Reloading",1,"Reload") UZIA L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") UZIA L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIA L 1 A_WeaponReady goto Ready+12 UZIF F 0 A_JumpIfInventory("Reloading",1,"Reload") UZIF F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") UZIF F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIF F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Deselect: UZIA L 0 A_PlaySoundEx("weapon/down","SoundSlot5") UZIA L 0 A_TakeInventory("Aiming",1) UZIA L 0 ACS_ExecuteAlways(602,0,0,0,0) UZIA L 0 A_TakeInventory("Reloading",1) UZIA L 0 A_ZoomFactor(1.0) UZIA L 0 A_Lower UZIA L 1 A_Lower goto Deselect+3 Select: UZIA A 0 A_Raise loop Fire: UZIB A 0 A_JumpIfInventory("Aiming",1,"FireAim") UZIB A 0 A_JumpIfNoAmmo("ReloadStart") UZIB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") UZIB A 0 A_PlayWeaponSound("uzi/fire") UZIB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,13,2) UZIB A 0 BRIGHT A_GunFlash UZIB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") UZIB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: UZIB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIB A 0 A_JumpIfNoAmmo("FireEmpty") UZIB B 1 UZIB C 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIB C 1 A_ReFire goto Ready+12 UZIB C 0 A_JumpIfNoAmmo("ReloadStart") UZIB C 1 A_ReFire goto Ready+12 Hold: UZIB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") UZIB A 0 A_JumpIfNoAmmo("ReloadStart") UZIB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") UZIB A 0 A_PlayWeaponSound("uzi/fire") UZIB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,13,2) UZIB A 0 BRIGHT A_GunFlash UZIB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") UZIB A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: UZIB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIB A 0 A_JumpIfNoAmmo("FireEmpty") UZIB B 1 UZIB C 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIB C 1 A_ReFire goto Ready+12 UZIB C 0 A_JumpIfNoAmmo("ReloadStart") UZIB C 1 A_ReFire goto Ready+12 FireEmpty: UZIB B 1 UZIB C 1 A_GiveInventory("MiniUziBolt",1) UZIB C 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIB C 0 A_ReFire goto Ready+12 UZIB C 0 A_JumpIfNoAmmo("ReloadStart") UZIB C 0 A_ReFire goto Ready+12 FireAim: UZIF G 0 A_PlayWeaponSound("uzi/fire") UZIF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) UZIF G 0 BRIGHT A_GunFlash UZIF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") UZIF G 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: UZIF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIF G 0 A_JumpIfNoAmmo("FireAimEmpty") UZIF H 1 UZIF I 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIF I 1 A_ReFire goto Ready+18 UZIF I 0 A_JumpIfNoAmmo("ReloadStart") UZIF I 1 A_ReFire goto Ready+18 HoldAim: UZIF G 0 A_PlayWeaponSound("uzi/fire") UZIF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) UZIF G 0 BRIGHT A_GunFlash UZIF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") UZIF G 1 BRIGHT A_FireBullets (2.4, 2.4, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: UZIF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIF G 0 A_JumpIfNoAmmo("FireAimEmpty") UZIF H 1 UZIF I 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIF I 1 A_ReFire goto Ready+18 UZIF I 0 A_JumpIfNoAmmo("ReloadStart") UZIF I 1 A_ReFire goto Ready+18 FireAimEmpty: UZIF H 1 UZIF I 1 A_GiveInventory("MiniUziBolt",1) UZIF I 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIF I 0 A_ReFire goto Ready+18 UZIF I 0 A_JumpIfNoAmmo("ReloadStart") UZIF I 0 A_ReFire goto Ready+18 Reload: //AltFire: UZIC A 0 A_JumpIfInventory("MiniUziClip",32,2) UZIC A 0 A_JumpIfInventory("MiniUziAmmo",1,"ReloadStart") UZIC A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: UZIC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") UZIC A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") UZIC BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIC G 3 A_PlaySoundEx("uzi/clipout","SoundSlot5") UZIC HIJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIC OPQRSTU 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIC V 3 A_TakeInventory("Reloading",1) UZIC W 3 A_PlayWeaponSound("uzi/clipin") goto ReloadAmmo ReloadAmmo: UZIC P 0 A_JumpIfInventory("MiniUziClip",32,"ReloadEnd") UZIC P 0 A_JumpIfInventory("MiniUziAmmo",1,1) goto ReloadEnd UZIC P 0 A_GiveInventory("MiniUziClip",1) UZIC P 0 A_TakeInventory("MiniUziAmmo",1) goto ReloadAmmo ReloadEnd: UZIC XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID AB 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID Q 3 A_JumpIfInventory("MiniUziBolt",1,"ReloadEndBolt") UZID RP 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID P 0 A_ReFire goto Ready+12 ReloadEndBolt: UZID C 3 A_TakeInventory("MiniUziBolt",1) UZID DE 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID F 3 A_PlayWeaponSound("uzi/bolt") UZID GHIJKLMNOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID B 0 A_ReFire goto Ready+12 AltFire: U45F A 0 A_ZoomFactor(1.2) UZIF A 0 A_JumpIfInventory("Aiming",1,"AltFire2") UZIF ABCDEF 1 UZIF G 0 A_GiveInventory("Aiming",1) UZIF G 0 ACS_ExecuteAlways(602,0,0,0,0) UZIF G 0 A_Refire goto Ready+18 AltFire2: U45F A 0 A_ZoomFactor(1.0) UZIF FEDCBA 1 UZIF A 0 A_TakeInventory("Aiming",1) UZIF A 0 ACS_ExecuteAlways(602,0,0,0,0) UZIF G 0 A_Refire goto Ready+12 AltHold: UZIA L 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") UZIA L 1 A_ReFire goto Ready+12 AltHoldAim: UZIF F 1 UZIF F 1 A_ReFire goto Ready+18 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) UZIF FEDCBA 1 UZIF A 0 A_TakeInventory("Aiming",1) UZIF 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: WEAP K 0 WEAP K 0 A_SpawnItemEx("MiniUziPickup") stop Fire_SteadyAim: UZIB A 0 A_PlayWeaponSound("uzi/fire") UZIB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,13,2) UZIB A 0 BRIGHT A_GunFlash UZIB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") UZIB A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: UZIB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIB A 0 A_JumpIfNoAmmo("FireEmpty") UZIB B 1 UZIB C 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIB C 1 A_ReFire goto Ready+12 UZIB C 0 A_JumpIfNoAmmo("ReloadStart") UZIB C 1 A_ReFire goto Ready+12 Hold_SteadyAim: UZIB A 0 A_PlayWeaponSound("uzi/fire") UZIB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,13,2) UZIB A 0 BRIGHT A_GunFlash UZIB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") UZIB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: UZIB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIB A 0 A_JumpIfNoAmmo("FireEmpty") UZIB B 1 UZIB C 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIB C 1 A_ReFire goto Ready+12 UZIB C 0 A_JumpIfNoAmmo("ReloadStart") UZIB C 1 A_ReFire goto Ready+12 ReloadStart_SOH: UZIC A 2 UZIC BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIC G 2 A_PlaySoundEx("uzi/clipout","SoundSlot5") UZIC HIJKLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIC OPQRSTU 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIC V 2 A_TakeInventory("Reloading",1) UZIC W 2 A_PlayWeaponSound("uzi/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: UZIC P 0 A_JumpIfInventory("MiniUziClip",32,"ReloadEnd_SOH") UZIC P 0 A_JumpIfInventory("MiniUziAmmo",1,1) goto ReloadEnd_SOH UZIC P 0 A_GiveInventory("MiniUziClip",1) UZIC P 0 A_TakeInventory("MiniUziAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: UZIC XYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID AB 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID Q 2 A_JumpIfInventory("MiniUziBolt",1,"ReloadEndBolt_SOH") UZID RP 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID P 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: UZID C 2 A_TakeInventory("MiniUziBolt",1) UZID DE 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID F 2 A_PlayWeaponSound("uzi/bolt") UZID GHIJKLMNOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID B 0 A_ReFire goto Ready+12 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: UZIB A 1 BRIGHT A_FireCustomMissile("HHCBUZI", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont HoldCoop: UZIB A 1 BRIGHT A_FireCustomMissile("HHCBUZI", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto HoldCont FireAimCoop: UZIF G 1 BRIGHT A_FireCustomMissile("HHCBUZI", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto FireAimCont HoldAimCoop: UZIF G 1 BRIGHT A_FireCustomMissile("HHCBUZI", random(-240,240)/100.00, 1, 0, 4, 0, random(-240,240)/100.00) goto HoldAimCont Fire_SteadyAimCoop: UZIB A 1 BRIGHT A_FireCustomMissile("HHCBUZI", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: UZIB A 1 BRIGHT A_FireCustomMissile("HHCBUZI", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/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 MiniUziClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 32 ammo.backpackamount 0 ammo.backpackmaxamount 32 +IGNORESKILL } actor MiniUziBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Mini-UZI Ex Mags" : "Mini-UZI" { obituary "%k sprayed %o with the Mini-UZI." inventory.pickupmessage "You got the Mini-UZI. Akimbo anyone?" //attacksound "ump45/fire6" weapon.selectionorder 13 weapon.ammotype "MiniUziClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MiniUziAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: UZIA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") UZIA BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) UZIA L 0 A_JumpIfNoAmmo("Reload") UZIA L 0 A_JumpIfInventory("Aiming",1,5) UZIA L 0 A_JumpIfInventory("Reloading",1,"Reload") UZIA L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") UZIA L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIA L 1 A_WeaponReady goto Ready+12 UZIF F 0 A_JumpIfInventory("Reloading",1,"Reload") UZIF F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") UZIF F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIF F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Reload: //AltFire: UZIC A 0 A_JumpIfInventory("MiniUziClip2",48,2) UZIC A 0 A_JumpIfInventory("MiniUziAmmo",1,"ReloadStart") UZIC A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: UZIC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") UZIC A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") UZIC BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIC G 3 A_PlaySoundEx("uzi/clipout","SoundSlot5") UZIC HIJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIC OPQRSTU 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIC V 3 A_TakeInventory("Reloading",1) UZIC W 3 A_PlayWeaponSound("uzi/clipin") goto ReloadAmmo ReloadAmmo: UZIC P 0 A_JumpIfInventory("MiniUziClip2",48,"ReloadEnd") UZIC P 0 A_JumpIfInventory("MiniUziAmmo",1,1) goto ReloadEnd UZIC P 0 A_GiveInventory("MiniUziClip2",1) UZIC P 0 A_TakeInventory("MiniUziAmmo",1) goto ReloadAmmo ReloadEnd: UZIC XYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID AB 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID Q 3 A_JumpIfInventory("MiniUziBolt",1,"ReloadEndBolt") UZID RP 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID P 0 A_ReFire goto Ready+12 ReloadEndBolt: UZID C 3 A_TakeInventory("MiniUziBolt",1) UZID DE 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID F 3 A_PlayWeaponSound("uzi/bolt") UZID GHIJKLMNOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID B 0 A_ReFire goto Ready+12 ReloadStart_SOH: UZIC A 2 UZIC BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIC G 2 A_PlaySoundEx("uzi/clipout","SoundSlot5") UZIC HIJKLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIC OPQRSTU 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIC V 2 A_TakeInventory("Reloading",1) UZIC W 2 A_PlayWeaponSound("uzi/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: UZIC P 0 A_JumpIfInventory("MiniUziClip2",48,"ReloadEnd_SOH") UZIC P 0 A_JumpIfInventory("MiniUziAmmo",1,1) goto ReloadEnd_SOH UZIC P 0 A_GiveInventory("MiniUziClip2",1) UZIC P 0 A_TakeInventory("MiniUziAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: UZIC XYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID AB 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID Q 2 A_JumpIfInventory("MiniUziBolt",1,"ReloadEndBolt_SOH") UZID RP 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID P 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: UZID C 2 A_TakeInventory("MiniUziBolt",1) UZID DE 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID F 2 A_PlayWeaponSound("uzi/bolt") UZID GHIJKLMNOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZID B 0 A_ReFire goto Ready+12 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) UZIF FEDCBA 1 UZIF A 0 A_TakeInventory("Aiming",1) UZIF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 } } actor MiniUziClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 48 ammo.backpackamount 0 ammo.backpackmaxamount 48 +IGNORESKILL } actor MiniUziExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Mini-UZI Akimbo" : RGUWeapon { obituary "%k sprayed %o with twin Mini-UZIs." inventory.pickupmessage "You got the Mini-UZI. Akimbo anyone?" //attacksound "ump45/fire6" weapon.selectionorder 13 weapon.ammotype "MiniUziClip3" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MiniUziAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: UZIG A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") UZIG BCDEFGHIJKK 2 A_WeaponReady(WRF_NOPRIMARY) UZIG K 0 A_JumpIfNoAmmo("Reload") UZIG K 0 A_JumpIfInventory("Aiming",1,5) UZIG K 0 A_JumpIfInventory("Reloading",1,"Reload") UZIG K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") UZIG K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIG K 1 A_WeaponReady goto Ready+12 Deselect: UZIG K 0 A_PlaySoundEx("weapon/down","SoundSlot5") UZIG K 0 A_TakeInventory("Aiming",1) UZIG K 0 ACS_ExecuteAlways(602,0,0,0,0) UZIG K 0 A_TakeInventory("Reloading",1) UZIG K 0 A_ZoomFactor(1.0) UZIG K 0 A_Lower UZIG K 1 A_Lower goto Deselect+3 Select: UZIG A 0 A_Raise loop Fire: UZIG K 0 A_JumpIfNoAmmo("ReloadStart") UZIG A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") UZIH A 0 A_PlayWeaponSound("uzi/fire") UZIH A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,19,-2) UZIH A 0 BRIGHT A_GunFlash UZIH A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") UZIH A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 13, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: UZIH A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIH A 0 A_GiveInventory("FireSwitch",1) UZIH A 0 A_JumpIfNoAmmo("FireEmpty") UZIH A 0 A_PlaySoundEx("uzi/fire","SoundSlot6") UZIH A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-19,3) UZIH A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire2Coop") UZIH B 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 13, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire2Cont: UZIH B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIH B 0 A_TakeInventory("FireSwitch",1) UZIH A 0 A_JumpIfNoAmmo("FireEmpty") UZIH A 0 A_JumpIfInventory("MiniUziAmmo",1,3) UZIH CD 1 A_ReFire goto Ready+12 UZIH A 0 A_JumpIfNoAmmo("ReloadStart") UZIH CD 1 A_ReFire goto Ready+12 Hold: UZIG K 0 A_JumpIfNoAmmo("ReloadStart") UZIG A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") UZIH A 0 A_PlayWeaponSound("uzi/fire") UZIH A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,19,-2) UZIH A 0 BRIGHT A_GunFlash UZIH A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") UZIH A 1 BRIGHT A_FireBullets (11.0, 11.0, -1, 13, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: UZIH A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIH A 0 A_GiveInventory("FireSwitch",1) UZIH A 0 A_JumpIfNoAmmo("FireEmpty") UZIH A 0 A_PlaySoundEx("uzi/fire","SoundSlot6") UZIH A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-19,3) UZIH A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold2Coop") UZIH B 1 BRIGHT A_FireBullets (11.0, 11.0, -1, 13, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold2Cont: UZIH B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIH B 0 A_TakeInventory("FireSwitch",1) UZIH A 0 A_JumpIfNoAmmo("FireEmpty") UZIH A 0 A_JumpIfInventory("MiniUziAmmo",1,3) UZIH CD 1 A_ReFire goto Ready+12 UZIH A 0 A_JumpIfNoAmmo("ReloadStart") UZIH CD 1 A_ReFire goto Ready+12 FireEmpty: UZIH B 1 UZIH CD 1 A_GiveInventory("MiniUziBolt",1) UZIH A 0 A_JumpIfInventory("MiniUziAmmo",1,2) UZIH A 0 A_ReFire goto Ready+12 UZIH A 0 A_JumpIfNoAmmo("ReloadStart") UZIH A 0 A_ReFire goto Ready+12 Reload: //AltFire: UZIJ A 0 A_JumpIfInventory("MiniUziClip3",64,2) UZIJ A 0 A_JumpIfInventory("MiniUziAmmo",1,"ReloadStart") UZIJ A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: UZIJ A 0 UZIJ A 3 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") UZIJ BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIJ G 3 A_PlaySoundEx("uzi/clipout","SoundSlot7") UZIJ H 3 A_PlaySoundEx("uzi/clipout","SoundSlot5") UZIJ IJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIJ OPQRSTU 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIJ V 6 A_TakeInventory("Reloading",1) UZIJ W 18 A_PlayWeaponSound("uzi/clipin") UZIJ W 6 A_PlaySoundEx("uzi/clipin","SoundSlot5") goto ReloadAmmo ReloadAmmo: UZIJ P 0 A_JumpIfInventory("MiniUziClip3",64,"ReloadEnd") UZIJ P 0 A_JumpIfInventory("MiniUziAmmo",1,1) goto ReloadEnd UZIJ P 0 A_GiveInventory("MiniUziClip3",1) UZIJ P 0 A_TakeInventory("MiniUziAmmo",1) goto ReloadAmmo ReloadEnd: UZIG A 3 A_JumpIfInventory("MiniUziBolt",1,"ReloadEndBolt") UZIG BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIG GHIJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIG P 0 A_ReFire goto Ready+12 ReloadEndBolt: UZIJ W 3 A_TakeInventory("MiniUziBolt",1) UZIJ WW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIJ W 12 A_PlayWeaponSound("uzi/bolt") UZIJ W 9 A_PlaySoundEx("uzi/bolt","SoundSlot5") UZIG ABCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIG GHIJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID B 0 A_ReFire goto Ready+12 AltFire: UZIG K 1 A_WeaponReady(WRF_NOSECONDARY) goto Ready+12 ReloadStart_SOH: UZIJ A 2 UZIJ BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIJ G 2 A_PlaySoundEx("uzi/clipout","SoundSlot7") UZIJ H 2 A_PlaySoundEx("uzi/clipout","SoundSlot5") UZIJ IJKLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIJ OPQRSTU 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIJ V 4 A_TakeInventory("Reloading",1) UZIJ W 12 A_PlayWeaponSound("uzi/clipin") UZIJ W 4 A_PlaySoundEx("uzi/clipin","SoundSlot5") goto ReloadAmmo_SOH ReloadAmmo_SOH: UZIJ P 0 A_JumpIfInventory("MiniUziClip3",64,"ReloadEnd_SOH") UZIJ P 0 A_JumpIfInventory("MiniUziAmmo",1,1) goto ReloadEnd_SOH UZIJ P 0 A_GiveInventory("MiniUziClip3",1) UZIJ P 0 A_TakeInventory("MiniUziAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: UZIG A 2 A_JumpIfInventory("MiniUziBolt",1,"ReloadEndBolt_SOH") UZIG BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIG GHIJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIG P 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: UZIJ W 2 A_TakeInventory("MiniUziBolt",1) UZIJ WW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZIG W 8 A_PlayWeaponSound("uzi/bolt") UZIG A 6 A_PlaySoundEx("uzi/bolt","SoundSlot5") UZIG BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") UZIG GHIJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) UZID B 0 A_ReFire goto Ready+12 Fire_SteadyAim: UZIH A 0 A_PlayWeaponSound("uzi/fire") UZIH A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,19,-2) UZIH A 0 BRIGHT A_GunFlash UZIH A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") UZIH A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 13, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: UZIH A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIH A 0 A_GiveInventory("FireSwitch",1) UZIH A 0 A_JumpIfNoAmmo("FireEmpty") UZIH A 0 A_PlaySoundEx("uzi/fire","SoundSlot6") UZIH A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-19,3) UZIH A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim2Coop") UZIH B 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 13, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAim2Cont: UZIH B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIH B 0 A_TakeInventory("FireSwitch",1) UZIH A 0 A_JumpIfNoAmmo("FireEmpty") UZIH A 0 A_JumpIfInventory("MiniUziAmmo",1,3) UZIH CD 1 A_ReFire goto Ready+12 UZIH A 0 A_JumpIfNoAmmo("ReloadStart") UZIH CD 1 A_ReFire goto Ready+12 Hold_SteadyAim: UZIH A 0 A_PlayWeaponSound("uzi/fire") UZIH A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,19,-2) UZIH A 0 BRIGHT A_GunFlash UZIH A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") UZIH A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 13, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: UZIH A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIH A 0 A_GiveInventory("FireSwitch",1) UZIH A 0 A_JumpIfNoAmmo("FireEmpty") UZIH A 0 A_PlaySoundEx("uzi/fire","SoundSlot6") UZIH A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-19,3) UZIH A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAim2Coop") UZIH B 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 13, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAim2Cont: UZIH B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) UZIH B 0 A_TakeInventory("FireSwitch",1) UZIH A 0 A_JumpIfNoAmmo("FireEmpty") UZIH A 0 A_JumpIfInventory("MiniUziAmmo",1,3) UZIH CD 1 A_ReFire goto Ready+12 UZIH A 0 A_JumpIfNoAmmo("ReloadStart") UZIH CD 1 A_ReFire goto Ready+12 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: UZIH A 1 BRIGHT A_FireCustomMissile("HHCBUZIA", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont Fire2Coop: UZIH B 1 BRIGHT A_FireCustomMissile("HHCBUZIA", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto Fire2Cont HoldCoop: UZIH A 1 BRIGHT A_FireCustomMissile("HHCBUZIA", random(-1100,1100)/100.00, 1, 0, 4, 0, random(-1100,1100)/100.00) goto HoldCont Hold2Coop: UZIH B 1 BRIGHT A_FireCustomMissile("HHCBUZIA", random(-1100,1100)/100.00, 1, 0, 4, 0, random(-1100,1100)/100.00) goto Hold2Cont Fire_SteadyAimCoop: UZIH A 1 BRIGHT A_FireCustomMissile("HHCBUZIA", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Fire_SteadyAim2Coop: UZIH B 1 BRIGHT A_FireCustomMissile("HHCBUZIA", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAim2Cont Hold_SteadyAimCoop: UZIH A 1 BRIGHT A_FireCustomMissile("HHCBUZIA", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto Hold_SteadyAimCont Hold_SteadyAim2Coop: UZIH B 1 BRIGHT A_FireCustomMissile("HHCBUZIA", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto Hold_SteadyAim2Cont 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 MiniUziClip3 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 64 ammo.backpackamount 0 ammo.backpackmaxamount 64 +IGNORESKILL } actor MiniUziAkimbo : Inventory { inventory.amount 0 inventory.maxamount 1 } actor MiniUziPickup : CustomInventory { inventory.pickupmessage "You got the Mini-UZI. Akimbo anyone?" inventory.pickupsound "vector/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP K -1 stop Pickup: WEAP K 0 WEAP K 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP K 0 A_JumpIfInventory("Mini-UZI",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP K 0 A_JumpIfInventory("Mini-UZI Akimbo",1,"AmmoPickup") WEAP K 0 A_JumpIfInventory("Mini-UZI Ex Mags",1,"AmmoPickup") WEAP K 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP K 0 ACS_ExecuteWithResult(618,11,0,0) stop PickupStay: WEAP K 0 WEAP K 0 A_JumpIfInventory("Mini-UZI",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP K 0 A_JumpIfInventory("Mini-UZI Akimbo",1,"FailPickup") WEAP K 0 A_JumpIfInventory("Mini-UZI Ex Mags",1,"FailPickup") WEAP K 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP K 0 ACS_ExecuteWithResult(618,11,0,0) WEAP K 0 ACS_ExecuteAlways(597,0,11,0,0) WEAP K 0 A_PlaySound("vector/bolt") fail AmmoPickup: WEAP K 0 WEAP K 0 A_JumpIfInventory("MiniUziAmmo",0,"FailPickup") WEAP K 0 A_GiveInventory("MiniUziAmmo",32) stop FailPickup: WEAP K 1 fail FailPickup2: WEAP K 1 WEAP K 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor MiniUziDrop : MiniUziPickup { States { Spawn: WEAP K 3500 WEAP K 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP K 0 WEAP K 0 A_JumpIfInventory("Mini-UZI",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP K 0 A_JumpIfInventory("Mini-UZI Akimbo",1,"AmmoPickup") WEAP K 0 A_JumpIfInventory("Mini-UZI Ex Mags",1,"AmmoPickup") WEAP K 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP K 0 ACS_ExecuteWithResult(618,11,0,0) stop } } actor HHCBUZI : HHBulletCoop { damage (14) 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 } } actor HHCBUZIA : HHCBUZI { damage (13) }actor "FN P90" : RGUWeapon { obituary "%k filled %o with hot P90 lead." inventory.pickupmessage "You got the FN P90. Shredding time." //attacksound "p90/fire" weapon.selectionorder 12 weapon.ammotype "P90Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "P90Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: P90A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") P90A BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) P90A L 0 A_JumpIfNoAmmo("Reload") P90A L 0 A_JumpIfInventory("Aiming",1,5) P90A L 0 A_JumpIfInventory("Reloading",1,"Reload") P90A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P90A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90A L 1 A_WeaponReady goto Ready+12 P90F F 0 A_JumpIfInventory("Reloading",1,"Reload") P90F F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P90F F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90F F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Deselect: P90A L 0 A_PlaySoundEx("weapon/down","SoundSlot5") P90A L 0 A_TakeInventory("Aiming",1) P90A L 0 ACS_ExecuteAlways(602,0,0,0,0) P90A L 0 A_TakeInventory("Reloading",1) P90A L 0 A_ZoomFactor(1.0) P90A L 0 A_Lower P90A L 1 A_Lower goto Deselect+3 Select: P90A A 0 A_Raise loop Fire: P90B A 0 A_JumpIfInventory("Aiming",1,"FireAim") P90B A 0 A_JumpIfNoAmmo("ReloadStart") P90B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") P90B A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B BC 1 P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 Hold: P90B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") P90B A 0 A_JumpIfNoAmmo("ReloadStart") P90B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") P90B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B BC 1 P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 FireEmpty: P90B B 1 P90B C 1 A_GiveInventory("P90Bolt",1) P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 FireAim: P90F G 0 A_PlayWeaponSound("p90/fire") P90F G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) P90F G 0 BRIGHT A_GunFlash P90F G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") P90F G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: P90F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90F G 0 A_JumpIfNoAmmo("FireAimEmpty") P90F HI 1 P90F I 0 A_JumpIfInventory("P90Ammo",1,2) P90F I 0 A_ReFire goto Ready+18 P90F I 0 A_JumpIfNoAmmo("ReloadStart") P90F I 0 A_ReFire goto Ready+18 HoldAim: P90F G 0 A_PlayWeaponSound("p90/fire") P90F G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) P90F G 0 BRIGHT A_GunFlash P90F G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") P90F G 1 BRIGHT A_FireBullets (2.4, 2.4, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: P90F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90F G 0 A_JumpIfNoAmmo("FireAimEmpty") P90F HI 1 P90F I 0 A_JumpIfInventory("P90Ammo",1,2) P90F I 0 A_ReFire goto Ready+18 P90F I 0 A_JumpIfNoAmmo("ReloadStart") P90F I 0 A_ReFire goto Ready+18 FireAimEmpty: P90F H 1 P90F I 1 A_GiveInventory("P90Bolt",1) P90F I 0 A_JumpIfInventory("P90Ammo",1,2) P90F I 0 A_ReFire goto Ready+18 P90F I 0 A_JumpIfNoAmmo("ReloadStart") P90F I 0 A_ReFire goto Ready+18 Reload: //AltFire: P90C A 0 A_JumpIfInventory("P90Clip",50,2) P90C A 0 A_JumpIfInventory("P90Ammo",1,"ReloadStart") P90C A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: P90C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") P90C A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") P90C BCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C F 3 A_PlaySoundEx("p90/clipout","SoundSlot5") P90C GHIJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90C OPQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C U 3 A_TakeInventory("Reloading",1) P90C V 3 A_PlayWeaponSound("p90/clipin") goto ReloadAmmo ReloadAmmo: P90C P 0 A_JumpIfInventory("P90Clip",50,"ReloadEnd") P90C P 0 A_JumpIfInventory("P90Ammo",1,1) goto ReloadEnd P90C P 0 A_GiveInventory("P90Clip",1) P90C P 0 A_TakeInventory("P90Ammo",1) goto ReloadAmmo ReloadEnd: P90C WXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90D A 3 A_PlaySound("p90/hit") P90D BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C BA 4 A_JumpIfInventory("P90Bolt",1,"ReloadEndBolt") P90A L 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90A L 0 A_ReFire goto Ready+12 ReloadEndBolt: P90D EF 3 A_TakeInventory("P90Bolt",1) P90D GH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90D I 3 A_PlayWeaponSound("p90/bolt") P90D JKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90D O 0 A_ReFire goto Ready+12 AltFire: U45F A 0 A_ZoomFactor(1.2) P90F A 0 A_JumpIfInventory("Aiming",1,"AltFire2") P90F ABCDEF 1 P90F G 0 A_GiveInventory("Aiming",1) P90F G 0 ACS_ExecuteAlways(602,0,0,0,0) P90F G 0 A_Refire goto Ready+18 AltFire2: U45F A 0 A_ZoomFactor(1.0) P90F FEDCBA 1 P90F A 0 A_TakeInventory("Aiming",1) P90F A 0 ACS_ExecuteAlways(602,0,0,0,0) P90F G 0 A_Refire goto Ready+12 AltHold: P90A L 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") P90A L 1 A_ReFire goto Ready+12 AltHoldAim: P90F F 1 P90F F 1 A_ReFire goto Ready+18 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) P90F FEDCBA 1 P90F A 0 A_TakeInventory("Aiming",1) P90F 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: WEAP L 0 WEAP L 0 A_SpawnItemEx("P90Pickup") stop Fire_SteadyAim: P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") P90B A 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B BC 1 P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 Hold_SteadyAim: P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") P90B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B BC 1 P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 ReloadStart_SOH: P90C A 2 P90C BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C E 2 A_PlaySoundEx("p90/clipout","SoundSlot5") P90C FGHIJKLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90C OPQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C U 2 A_TakeInventory("Reloading",1) P90C V 2 A_PlayWeaponSound("p90/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: P90C P 0 A_JumpIfInventory("P90Clip",50,"ReloadEnd_SOH") P90C P 0 A_JumpIfInventory("P90Ammo",1,1) goto ReloadEnd_SOH P90C P 0 A_GiveInventory("P90Clip",1) P90C P 0 A_TakeInventory("P90Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: P90C WXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90D A 2 A_PlaySound("p90/hit") P90D BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C BA 3 A_JumpIfInventory("P90Bolt",1,"ReloadEndBolt_SOH") P90A L 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90A L 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: P90D EF 2 A_TakeInventory("P90Bolt",1) P90D G 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90D H 2 A_PlayWeaponSound("p90/bolt") P90D IJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90D O 0 A_ReFire goto Ready+12 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: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireCont HoldCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto HoldCont FireAimCoop: P90F G 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: P90F G 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-240,240)/100.00, 1, 0, 4, 0, random(-240,240)/100.00) goto HoldAimCont Fire_SteadyAimCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/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 P90Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 50 ammo.backpackamount 0 ammo.backpackmaxamount 50 +IGNORESKILL } actor P90Bolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FN P90 Ex Mags" : "FN P90" { obituary "%k filled %o with hot P90 lead." inventory.pickupmessage "You got the FN P90. Shredding time." //attacksound "p90/fire" weapon.selectionorder 12 weapon.ammotype "P90Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "P90Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: P90A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") P90A BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) P90A L 0 A_JumpIfNoAmmo("Reload") P90A L 0 A_JumpIfInventory("Aiming",1,5) P90A L 0 A_JumpIfInventory("Reloading",1,"Reload") P90A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P90A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90A L 1 A_WeaponReady goto Ready+12 P90F F 0 A_JumpIfInventory("Reloading",1,"Reload") P90F F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P90F F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90F F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Fire: P90B A 0 A_JumpIfInventory("Aiming",1,"FireAim") P90B A 0 A_JumpIfNoAmmo("ReloadStart") P90B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") P90B A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B BC 1 P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 Hold: P90B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") P90B A 0 A_JumpIfNoAmmo("ReloadStart") P90B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") P90B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B BC 1 P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 FireAim: P90F G 0 A_PlayWeaponSound("p90/fire") P90F G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) P90F G 0 BRIGHT A_GunFlash P90F G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") P90F G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: P90F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90F G 0 A_JumpIfNoAmmo("FireAimEmpty") P90F HI 1 P90F I 0 A_JumpIfInventory("P90Ammo",1,2) P90F I 0 A_ReFire goto Ready+18 P90F I 0 A_JumpIfNoAmmo("ReloadStart") P90F I 0 A_ReFire goto Ready+18 HoldAim: P90F G 0 A_PlayWeaponSound("p90/fire") P90F G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) P90F G 0 BRIGHT A_GunFlash P90F G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") P90F G 1 BRIGHT A_FireBullets (2.4, 2.4, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: P90F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90F G 0 A_JumpIfNoAmmo("FireAimEmpty") P90F HI 1 P90F I 0 A_JumpIfInventory("P90Ammo",1,2) P90F I 0 A_ReFire goto Ready+18 P90F I 0 A_JumpIfNoAmmo("ReloadStart") P90F I 0 A_ReFire goto Ready+18 Fire_SteadyAim: P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") P90B A 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B BC 1 P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 Hold_SteadyAim: P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") P90B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B BC 1 P90B C 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 0 A_ReFire goto Ready+12 P90B C 0 A_JumpIfNoAmmo("ReloadStart") P90B C 0 A_ReFire goto Ready+12 Reload: //AltFire: P90C A 0 A_JumpIfInventory("P90Clip2",75,2) P90C A 0 A_JumpIfInventory("P90Ammo",1,"ReloadStart") P90C A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: P90C A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") P90C A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") P90C BCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C F 3 A_PlaySoundEx("p90/clipout","SoundSlot5") P90C GHIJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90C OPQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C U 3 A_TakeInventory("Reloading",1) P90C V 3 A_PlayWeaponSound("p90/clipin") goto ReloadAmmo ReloadAmmo: P90C P 0 A_JumpIfInventory("P90Clip2",75,"ReloadEnd") P90C P 0 A_JumpIfInventory("P90Ammo",1,1) goto ReloadEnd P90C P 0 A_GiveInventory("P90Clip2",1) P90C P 0 A_TakeInventory("P90Ammo",1) goto ReloadAmmo ReloadEnd: P90C WXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90D A 3 A_PlaySound("p90/hit") P90D BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C BA 4 A_JumpIfInventory("P90Bolt",1,"ReloadEndBolt") P90A L 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90A L 0 A_ReFire goto Ready+12 ReloadEndBolt: P90D EF 3 A_TakeInventory("P90Bolt",1) P90D GH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90D I 3 A_PlayWeaponSound("p90/bolt") P90D JKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90D O 0 A_ReFire goto Ready+12 ReloadStart_SOH: P90C A 2 P90C BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C E 2 A_PlaySoundEx("p90/clipout","SoundSlot5") P90C FGHIJKLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90C OPQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C U 2 A_TakeInventory("Reloading",1) P90C V 2 A_PlayWeaponSound("p90/clipin") goto ReloadAmmo_SOH ReloadAmmo_SOH: P90C P 0 A_JumpIfInventory("P90Clip2",75,"ReloadEnd_SOH") P90C P 0 A_JumpIfInventory("P90Ammo",1,1) goto ReloadEnd_SOH P90C P 0 A_GiveInventory("P90Clip2",1) P90C P 0 A_TakeInventory("P90Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: P90C WXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90D A 2 A_PlaySound("p90/hit") P90D BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90C BA 3 A_JumpIfInventory("P90Bolt",1,"ReloadEndBolt_SOH") P90A L 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90A L 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: P90D EF 2 A_TakeInventory("P90Bolt",1) P90D G 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P90D H 2 A_PlayWeaponSound("p90/bolt") P90D IJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P90D O 0 A_ReFire goto Ready+12 ReloadStartAim: U45F A 0 A_ZoomFactor(1.0) P90F FEDCBA 1 P90F A 0 A_TakeInventory("Aiming",1) P90F A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 FireCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireCont HoldCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto HoldCont FireAimCoop: P90F G 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: P90F G 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-240,240)/100.00, 1, 0, 4, 0, random(-240,240)/100.00) goto HoldAimCont Fire_SteadyAimCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Hold_SteadyAimCont } } actor P90Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 75 ammo.backpackamount 0 ammo.backpackmaxamount 75 +IGNORESKILL } actor P90ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FN P90 Rapid Fire" : "FN P90" { obituary "%k filled %o with hot P90 lead." inventory.pickupmessage "You got the FN P90. Shredding time." //attacksound "p90/fire" weapon.selectionorder 12 weapon.ammotype "P90Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "P90Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Fire: P90B A 0 A_JumpIfInventory("Aiming",1,"FireAim") P90B A 0 A_JumpIfNoAmmo("ReloadStart") P90B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") P90B A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B B 1 P90B B 0 A_JumpIfInventory("P90Ammo",1,2) P90B B 0 A_ReFire goto Ready+12 P90B B 0 A_JumpIfNoAmmo("ReloadStart") P90B B 0 A_ReFire goto Ready+12 Hold: P90B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") P90B A 0 A_JumpIfNoAmmo("ReloadStart") P90B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") P90B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B B 1 P90B B 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 1 A_ReFire goto Ready+12 P90B B 0 A_JumpIfNoAmmo("ReloadStart") P90B C 1 A_ReFire goto Ready+12 FireAim: P90F A 0 A_PlayWeaponSound("p90/fire") P90F A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) P90F G 0 BRIGHT A_GunFlash P90F G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") P90F G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: P90F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90F G 0 A_JumpIfNoAmmo("FireAimEmpty") P90F H 1 P90F H 0 A_JumpIfInventory("P90Ammo",1,2) P90F I 1 A_ReFire goto Ready+18 P90F H 0 A_JumpIfNoAmmo("ReloadStart") P90F I 1 A_ReFire goto Ready+18 HoldAim: P90F A 0 A_PlayWeaponSound("p90/fire") P90F A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,-1) P90F G 0 BRIGHT A_GunFlash P90F G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") P90F G 1 BRIGHT A_FireBullets (2.4, 2.4, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: P90F G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90F G 0 A_JumpIfNoAmmo("FireAimEmpty") P90F H 1 P90F H 0 A_JumpIfInventory("P90Ammo",1,2) P90F I 1 A_ReFire goto Ready+18 P90F H 0 A_JumpIfNoAmmo("ReloadStart") P90F I 1 A_ReFire goto Ready+18 Fire_SteadyAim: P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") P90B A 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B B 1 P90B B 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 1 A_ReFire goto Ready+12 P90B B 0 A_JumpIfNoAmmo("ReloadStart") P90B C 1 A_ReFire goto Ready+12 Hold_SteadyAim: P90B A 0 A_PlayWeaponSound("p90/fire") P90B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,12,-2) P90B A 0 BRIGHT A_GunFlash P90B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") P90B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 14, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: P90B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("P90Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") P90B A 0 A_JumpIfNoAmmo("FireEmpty") P90B B 1 P90B B 0 A_JumpIfInventory("P90Ammo",1,2) P90B C 1 A_ReFire goto Ready+12 P90B B 0 A_JumpIfNoAmmo("ReloadStart") P90B C 1 A_ReFire goto Ready+12 FireCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto FireCont HoldCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto HoldCont FireAimCoop: P90F G 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: P90F G 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-240,240)/100.00, 1, 0, 4, 0, random(-240,240)/100.00) goto HoldAimCont Fire_SteadyAimCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: P90B A 1 BRIGHT A_FireCustomMissile("HHCBP90", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Hold_SteadyAimCont } } actor P90RapidFire : Inventory { inventory.amount 0 inventory.maxamount 1 } actor P90Pickup : CustomInventory { inventory.pickupmessage "You got the FN P90. Shredding time." inventory.pickupsound "vector/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP L -1 stop Pickup: WEAP L 0 WEAP L 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP L 0 A_JumpIfInventory("FN P90",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP L 0 A_JumpIfInventory("FN P90 Ex Mags",1,"AmmoPickup") WEAP L 0 A_JumpIfInventory("FN P90 Rapid Fire",1,"AmmoPickup") WEAP L 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP L 0 ACS_ExecuteWithResult(618,12,0,0) stop PickupStay: WEAP L 0 WEAP L 0 A_JumpIfInventory("FN P90",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP L 0 A_JumpIfInventory("FN P90 Ex Mags",1,"FailPickup") WEAP L 0 A_JumpIfInventory("FN P90 Rapid Fire",1,"FailPickup") WEAP L 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP L 0 ACS_ExecuteWithResult(618,12,0,0) WEAP L 0 ACS_ExecuteAlways(597,0,12,0,0) WEAP L 0 A_PlaySound("vector/bolt") fail AmmoPickup: WEAP L 0 WEAP L 0 A_JumpIfInventory("P90Ammo",0,"FailPickup") WEAP L 0 A_GiveInventory("P90Ammo",50) stop FailPickup: WEAP L 1 fail FailPickup2: WEAP L 1 WEAP L 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor P90Drop : P90Pickup { States { Spawn: WEAP L 3500 WEAP L 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP L 0 WEAP L 0 A_JumpIfInventory("FN P90",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP L 0 A_JumpIfInventory("FN P90 Ex Mags",1,"AmmoPickup") WEAP L 0 A_JumpIfInventory("FN P90 Rapid Fire",1,"AmmoPickup") WEAP L 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP L 0 ACS_ExecuteWithResult(618,12,0,0) stop } } actor HHCBP90 : HHBulletCoop { damage (14) 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 } }actor "Bushmaster ACR" : RGUWeapon { obituary "%k gunned %o down with the ACR." inventory.pickupmessage "You got the Bushmaster Adaptive Combat Rifle." //attacksound "acr/fire" weapon.selectionorder 4 weapon.ammotype "ACRClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "ACRAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: ACRA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") ACRA BCDEFGHIJKLM 2 A_WeaponReady(WRF_NOPRIMARY) ACRA M 0 A_JumpIfNoAmmo("Reload") ACRA M 0 A_JumpIfInventory("Aiming",1,5) ACRA M 0 A_JumpIfInventory("Reloading",1,"Reload") ACRA M 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") ACRA M 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRA M 1 A_WeaponReady goto Ready+13 ACRF F 0 A_JumpIfInventory("Reloading",1,"Reload") ACRF F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") ACRF F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRF F 1 A_WeaponReady(WRF_NOBOB) goto Ready+19 Deselect: ACRA M 0 A_PlaySoundEx("weapon/down","SoundSlot5") ACRA M 0 A_TakeInventory("Aiming",1) ACRA M 0 ACS_ExecuteAlways(602,0,0,0,0) ACRA M 0 A_TakeInventory("Reloading",1) ACRA M 0 A_ZoomFactor(1.0) ACRA M 0 A_Lower ACRA M 1 A_Lower goto Deselect+3 Select: ACRA A 0 A_Raise loop Fire: ACRB A 0 A_JumpIfInventory("Aiming",1,"FireAim") ACRB A 0 A_JumpIfNoAmmo("ReloadStart") ACRB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") ACRB A 0 A_PlayWeaponSound("acr/fire") ACRB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3) ACRB A 0 BRIGHT A_GunFlash ACRB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") ACRB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: ACRB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRB A 0 A_JumpIfNoAmmo("FireEmpty") ACRB BCD 1 ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 Hold: ACRB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") ACRB A 0 A_JumpIfNoAmmo("ReloadStart") ACRB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") ACRB A 0 A_PlayWeaponSound("acr/fire") ACRB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3) ACRB A 0 BRIGHT A_GunFlash ACRB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") ACRB A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: ACRB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRB A 0 A_JumpIfNoAmmo("FireEmpty") ACRB BCD 1 ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 FireEmpty: ACRB BC 1 ACRB D 1 A_GiveInventory("ACRBolt",1) ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 FireAim: ACRF G 0 A_PlayWeaponSound("acr/fire") ACRF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) ACRF G 0 BRIGHT A_GunFlash ACRF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") ACRF G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: ACRF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRF G 0 A_JumpIfNoAmmo("FireAimEmpty") ACRF HIJ 1 ACRF F 0 A_JumpIfInventory("ACRAmmo",1,2) ACRF F 1 A_ReFire goto Ready+19 ACRF F 0 A_JumpIfNoAmmo("ReloadStart") ACRF F 1 A_ReFire goto Ready+19 HoldAim: ACRF G 0 A_PlayWeaponSound("acr/fire") ACRF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) ACRF G 0 BRIGHT A_GunFlash ACRF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") ACRF G 1 BRIGHT A_FireBullets (1.6, 1.6, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: ACRF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRF G 0 A_JumpIfNoAmmo("FireAimEmpty") ACRF HIJ 1 ACRF F 0 A_JumpIfInventory("ACRAmmo",1,2) ACRF F 1 A_ReFire goto Ready+19 ACRF F 0 A_JumpIfNoAmmo("ReloadStart") ACRF F 1 A_ReFire goto Ready+19 FireAimEmpty: ACRF HI 1 ACRF J 1 A_GiveInventory("ACRBolt",1) ACRF F 0 A_JumpIfInventory("ACRAmmo",1,2) ACRF F 1 A_ReFire goto Ready+19 ACRF F 0 A_JumpIfNoAmmo("ReloadStart") ACRF F 1 A_ReFire goto Ready+19 Reload: //AltFire: ACRC A 0 A_JumpIfInventory("ACRClip",30,2) ACRC A 0 A_JumpIfInventory("ACRAmmo",1,"ReloadStart") ACRC A 0 A_TakeInventory("Reloading",1) goto Ready+16 ReloadStart: ACRC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") ACRC A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") ACRC BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRC E 3 A_PlaySoundEx("acr/clipout","SoundSlot5") ACRC FGHIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRC N 3 A_PlayWeaponSound("acr/clipin") ACRC O 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: ACRC P 0 A_JumpIfInventory("ACRClip",30,"ReloadEnd") ACRC P 0 A_JumpIfInventory("ACRAmmo",1,1) goto ReloadEnd ACRC P 0 A_GiveInventory("ACRClip",1) ACRC P 0 A_TakeInventory("ACRAmmo",1) goto ReloadAmmo ReloadEnd: ACRC P 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRA G 3 A_JumpIfInventory("ACRBolt",1,"ReloadEndBolt") ACRA HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRA B 0 A_ReFire goto Ready+13 ReloadEndBolt: ACRC Q 3 A_TakeInventory("ACRBolt",1) ACRC RS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRC T 3 A_PlayWeaponSound("acr/bolt") ACRC UVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRD ABC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRD B 0 A_ReFire goto Ready+13 AltFire: U45F A 0 A_ZoomFactor(1.3) ACRF A 0 A_JumpIfInventory("Aiming",1,"AltFire2") ACRF ABCDEF 1 ACRF G 0 A_GiveInventory("Aiming",1) ACRF G 0 ACS_ExecuteAlways(602,0,0,0,0) ACRF G 0 A_Refire goto Ready+19 AltFire2: U45F A 0 A_ZoomFactor(1.0) ACRF FEDCBA 1 ACRF A 0 A_TakeInventory("Aiming",1) ACRF A 0 ACS_ExecuteAlways(602,0,0,0,0) ACRF G 0 A_Refire goto Ready+13 AltHold: ACRA M 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") ACRA M 1 A_ReFire goto Ready+13 AltHoldAim: ACRF F 1 ACRF F 1 A_ReFire goto Ready+19 ReloadStartAim: ACRF A 0 A_ZoomFactor(1.0) ACRF FEDCBA 1 ACRF A 0 A_TakeInventory("Aiming",1) ACRF 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: WEAP C 0 WEAP C 0 A_SpawnItemEx("ACRPickup") stop Fire_SteadyAim: ACRB A 0 A_PlayWeaponSound("acr/fire") ACRB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3) ACRB A 0 BRIGHT A_GunFlash ACRB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") ACRB A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: ACRB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRB A 0 A_JumpIfNoAmmo("FireEmpty") ACRB BCD 1 ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 Hold_SteadyAim: ACRB A 0 A_PlayWeaponSound("acr/fire") ACRB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3) ACRB A 0 BRIGHT A_GunFlash ACRB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") ACRB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: ACRB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRB A 0 A_JumpIfNoAmmo("FireEmpty") ACRB BCD 1 ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 ReloadStart_SOH: ACRC A 2 ACRC BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRC E 2 A_PlaySoundEx("acr/clipout","SoundSlot5") ACRC FGHIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRC N 2 A_PlayWeaponSound("acr/clipin") ACRC O 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: ACRC P 0 A_JumpIfInventory("ACRClip",30,"ReloadEnd_SOH") ACRC P 0 A_JumpIfInventory("ACRAmmo",1,1) goto ReloadEnd_SOH ACRC P 0 A_GiveInventory("ACRClip",1) ACRC P 0 A_TakeInventory("ACRAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: ACRC P 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRA G 2 A_JumpIfInventory("ACRBolt",1,"ReloadEndBolt_SOH") ACRA HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRA B 0 A_ReFire goto Ready+13 ReloadEndBolt_SOH: ACRC Q 2 A_TakeInventory("ACRBolt",1) ACRC RS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRC T 2 A_PlayWeaponSound("acr/bolt") ACRC UVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRD ABC 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRD B 0 A_ReFire goto Ready+13 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: ACRB A 1 BRIGHT A_FireCustomMissile("HHCBACR", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont HoldCoop: ACRB A 1 BRIGHT A_FireCustomMissile("HHCBACR", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto HoldCont FireAimCoop: ACRF G 1 BRIGHT A_FireCustomMissile("HHCBACR", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: ACRF G 1 BRIGHT A_FireCustomMissile("HHCBACR", random(-160,160)/100.00, 1, 0, 4, 0, random(-160,160)/100.00) goto HoldAimCont Fire_SteadyAimCoop: ACRB A 1 BRIGHT A_FireCustomMissile("HHCBACR", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: ACRB A 1 BRIGHT A_FireCustomMissile("HHCBACR", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/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 ACRClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor ACRBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Bushmaster ACR Ex Mags" : "Bushmaster ACR" { obituary "%k gunned %o down with the ACR." inventory.pickupmessage "You got the Bushmaster Adaptive Combat Rifle." //attacksound "acr/fire" weapon.selectionorder 4 weapon.ammotype "ACRClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "ACRAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: ACRA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") ACRA BCDEFGHIJKLM 2 A_WeaponReady(WRF_NOPRIMARY) ACRA M 0 A_JumpIfNoAmmo("Reload") ACRA M 0 A_JumpIfInventory("Aiming",1,5) ACRA M 0 A_JumpIfInventory("Reloading",1,"Reload") ACRA M 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") ACRA M 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRA M 1 A_WeaponReady goto Ready+13 ACRF F 0 A_JumpIfInventory("Reloading",1,"Reload") ACRF F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") ACRF F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRF F 1 A_WeaponReady(WRF_NOBOB) goto Ready+19 Fire: ACRB A 0 A_JumpIfInventory("Aiming",1,"FireAim") ACRB A 0 A_JumpIfNoAmmo("ReloadStart") ACRB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") ACRB A 0 A_PlayWeaponSound("acr/fire") ACRB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3) ACRB A 0 BRIGHT A_GunFlash ACRB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") ACRB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: ACRB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRB A 0 A_JumpIfNoAmmo("FireEmpty") ACRB BCD 1 ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 Hold: ACRB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") ACRB A 0 A_JumpIfNoAmmo("ReloadStart") ACRB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") ACRB A 0 A_PlayWeaponSound("acr/fire") ACRB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3) ACRB A 0 BRIGHT A_GunFlash ACRB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") ACRB A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: ACRB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRB A 0 A_JumpIfNoAmmo("FireEmpty") ACRB BCD 1 ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 FireAim: ACRF G 0 A_PlayWeaponSound("acr/fire") ACRF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) ACRF G 0 BRIGHT A_GunFlash ACRF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") ACRF G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: ACRF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRF G 0 A_JumpIfNoAmmo("FireAimEmpty") ACRF HIJ 1 ACRF F 0 A_JumpIfInventory("ACRAmmo",1,2) ACRF F 1 A_ReFire goto Ready+19 ACRF F 0 A_JumpIfNoAmmo("ReloadStart") ACRF F 1 A_ReFire goto Ready+19 HoldAim: ACRF G 0 A_PlayWeaponSound("acr/fire") ACRF G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) ACRF G 0 BRIGHT A_GunFlash ACRF G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") ACRF G 1 BRIGHT A_FireBullets (1.6, 1.6, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: ACRF G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRF G 0 A_JumpIfNoAmmo("FireAimEmpty") ACRF HIJ 1 ACRF F 0 A_JumpIfInventory("ACRAmmo",1,2) ACRF F 1 A_ReFire goto Ready+19 ACRF F 0 A_JumpIfNoAmmo("ReloadStart") ACRF F 1 A_ReFire goto Ready+19 Fire_SteadyAim: ACRB A 0 A_PlayWeaponSound("acr/fire") ACRB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3) ACRB A 0 BRIGHT A_GunFlash ACRB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") ACRB A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: ACRB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRB A 0 A_JumpIfNoAmmo("FireEmpty") ACRB BCD 1 ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 Hold_SteadyAim: ACRB A 0 A_PlayWeaponSound("acr/fire") ACRB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3) ACRB A 0 BRIGHT A_GunFlash ACRB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") ACRB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 21, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: ACRB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("ACRClip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") ACRB A 0 A_JumpIfNoAmmo("FireEmpty") ACRB BCD 1 ACRA M 0 A_JumpIfInventory("ACRAmmo",1,2) ACRA M 1 A_ReFire goto Ready+13 ACRA M 0 A_JumpIfNoAmmo("ReloadStart") ACRA M 1 A_ReFire goto Ready+13 Reload: //AltFire: ACRC A 0 A_JumpIfInventory("ACRClip2",45,2) ACRC A 0 A_JumpIfInventory("ACRAmmo",1,"ReloadStart") ACRC A 0 A_TakeInventory("Reloading",1) goto Ready+16 ReloadStart: ACRC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") ACRC A 2 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") ACRC BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRC E 3 A_PlaySoundEx("acr/clipout","SoundSlot5") ACRC FGHIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRC N 3 A_PlayWeaponSound("acr/clipin") ACRC O 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: ACRC P 0 A_JumpIfInventory("ACRClip2",45,"ReloadEnd") ACRC P 0 A_JumpIfInventory("ACRAmmo",1,1) goto ReloadEnd ACRC P 0 A_GiveInventory("ACRClip2",1) ACRC P 0 A_TakeInventory("ACRAmmo",1) goto ReloadAmmo ReloadEnd: ACRC P 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRA G 3 A_JumpIfInventory("ACRBolt",1,"ReloadEndBolt") ACRA HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRA B 0 A_ReFire goto Ready+13 ReloadEndBolt: ACRC Q 3 A_TakeInventory("ACRBolt",1) ACRC RS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRC T 3 A_PlayWeaponSound("acr/bolt") ACRC UVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRD ABC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRD B 0 A_ReFire goto Ready+13 ReloadStartAim: ACRF A 0 A_ZoomFactor(1.0) ACRF FEDCBA 1 ACRF A 0 A_TakeInventory("Aiming",1) ACRF A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: ACRC A 2 ACRC BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRC E 2 A_PlaySoundEx("acr/clipout","SoundSlot5") ACRC FGHIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRC N 2 A_PlayWeaponSound("acr/clipin") ACRC O 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: ACRC P 0 A_JumpIfInventory("ACRClip2",45,"ReloadEnd_SOH") ACRC P 0 A_JumpIfInventory("ACRAmmo",1,1) goto ReloadEnd_SOH ACRC P 0 A_GiveInventory("ACRClip2",1) ACRC P 0 A_TakeInventory("ACRAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: ACRC P 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRA G 2 A_JumpIfInventory("ACRBolt",1,"ReloadEndBolt_SOH") ACRA HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRA B 0 A_ReFire goto Ready+13 ReloadEndBolt_SOH: ACRC Q 2 A_TakeInventory("ACRBolt",1) ACRC RS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRC T 2 A_PlayWeaponSound("acr/bolt") ACRC UVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) ACRD ABC 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") ACRD B 0 A_ReFire goto Ready+13 } } actor ACRClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 45 ammo.backpackamount 0 ammo.backpackmaxamount 45 +IGNORESKILL } actor ACRExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor ACRPickup : CustomInventory { inventory.pickupmessage "You got the Bushmaster Adaptive Combat Rifle." inventory.pickupsound "ak47/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP C -1 stop Pickup: WEAP C 0 WEAP C 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP C 0 A_JumpIfInventory("Bushmaster ACR",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP C 0 A_JumpIfInventory("Bushmaster ACR Ex Mags",1,"AmmoPickup") WEAP C 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP C 0 ACS_ExecuteWithResult(618,13,0,0) stop PickupStay: WEAP C 0 WEAP C 0 A_JumpIfInventory("Bushmaster ACR",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP C 0 A_JumpIfInventory("Bushmaster ACR Ex Mags",1,"FailPickup") WEAP C 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP C 0 ACS_ExecuteWithResult(618,13,0,0) WEAP C 0 ACS_ExecuteAlways(597,0,13,0,0) WEAP C 0 A_PlaySound("ak47/bolt") fail AmmoPickup: WEAP C 0 WEAP C 0 A_JumpIfInventory("ACRAmmo",0,"FailPickup") WEAP C 0 A_GiveInventory("ACRAmmo",30) stop FailPickup: WEAP C 1 fail FailPickup2: WEAP C 1 WEAP C 0 ACS_ExecuteAlways(620,0,0,0,0) fail } } actor ACRDrop : ACRPickup { States { Spawn: WEAP C 3500 WEAP C 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP C 0 WEAP C 0 A_JumpIfInventory("Bushmaster ACR",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP C 0 A_JumpIfInventory("Bushmaster ACR Ex Mags",1,"AmmoPickup") WEAP C 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP C 0 ACS_ExecuteWithResult(618,13,0,0) stop } } actor HHCBACR : HHBulletCoop { damage (21) 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 "H&K MG4" : RGUWeapon { obituary "%k fed %o with lead from the MG4." inventory.pickupmessage "You got the H&K MG4 light machinegun." //attacksound "mg4/fire1" weapon.selectionorder 1 weapon.ammotype "MG4Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MG4Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: MG4A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") MG4A BCDEFGH 2 MG4A IJKLMNO 2 A_WeaponReady(WRF_NOPRIMARY) MG4A P 0 A_JumpIfNoAmmo("Reload") MG4A P 0 A_JumpIfInventory("Aiming",1,5) MG4A P 0 A_JumpIfInventory("Reloading",1,"Reload") MG4A P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") MG4A P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4A P 1 A_WeaponReady goto Ready+15 MG4C F 0 A_JumpIfInventory("Reloading",1,"Reload") MG4C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") MG4C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4C F 1 A_WeaponReady(WRF_NOBOB) goto Ready+21 Deselect: MG4A P 0 A_PlaySoundEx("weapon/down","SoundSlot5") MG4A P 0 A_TakeInventory("Aiming",1) MG4A P 0 ACS_ExecuteAlways(602,0,0,0,0) MG4A P 0 A_TakeInventory("Reloading",1) MG4A P 0 A_ZoomFactor(1.0) MG4A P 0 A_Lower MG4A P 1 A_Lower goto Deselect+3 Select: MG4A A 0 A_Raise loop Fire: MG4B A 0 A_JumpIfInventory("Aiming",1,"FireAim") MG4B A 0 A_JumpIfNoAmmo("ReloadStart") MG4B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") MG4B A 0 A_PlayWeaponSound("mg4/fire") MG4B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,7,3) MG4B A 0 BRIGHT A_GunFlash MG4B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") MG4B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 18, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: MG4B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4B BC 1 MG4B D 0 A_JumpIfInventory("MG4Ammo",1,2) MG4B D 1 A_ReFire goto Ready+15 MG4B D 0 A_JumpIfNoAmmo("ReloadStart") MG4B D 1 A_ReFire goto Ready+15 Hold: MG4B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") MG4B A 0 A_JumpIfNoAmmo("ReloadStart") MG4B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") MG4B A 0 A_PlayWeaponSound("mg4/fire") MG4B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,7,3) MG4B A 0 BRIGHT A_GunFlash MG4B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") MG4B A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 18, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: MG4B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4B BC 1 MG4B D 0 A_JumpIfInventory("MG4Ammo",1,2) MG4B D 1 A_ReFire goto Ready+15 MG4B D 0 A_JumpIfNoAmmo("ReloadStart") MG4B D 1 A_ReFire goto Ready+15 FireAim: MG4C G 0 A_PlayWeaponSound("mg4/fire") MG4C G 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,3) MG4C G 0 BRIGHT A_GunFlash MG4C G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") MG4C G 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 18, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: MG4C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4C HI 1 MG4C J 0 A_JumpIfInventory("MG4Ammo",1,2) MG4C J 1 A_ReFire goto Ready+21 MG4C J 0 A_JumpIfNoAmmo("ReloadStart") MG4C J 1 A_ReFire goto Ready+21 HoldAim: MG4C G 0 A_PlayWeaponSound("mg4/fire") MG4C G 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,3) MG4C G 0 BRIGHT A_GunFlash MG4C G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") MG4C G 1 BRIGHT A_FireBullets (3.0, 3.0, -1, 18, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: MG4C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4C HI 1 MG4C J 0 A_JumpIfInventory("MG4Ammo",1,2) MG4C J 1 A_ReFire goto Ready+21 MG4C J 0 A_JumpIfNoAmmo("ReloadStart") MG4C J 1 A_ReFire goto Ready+21 Reload: //AltFire: MG4D A 0 A_JumpIfInventory("MG4Clip",100,2) MG4D A 0 A_JumpIfInventory("MG4Ammo",1,"ReloadStart") MG4D A 0 A_TakeInventory("Reloading",1) goto Ready+18 ReloadStart: MG4D A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") MG4D A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") MG4D A 3 A_PlaySoundEx("mg4/reload1","SoundSlot5") MG4D BCDEFGHI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4D JKLMNOPQ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4D RSTUVWXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4D Z 3 A_PlaySoundEx("mg4/reload2","SoundSlot5") MG4E ABCDEFGHI 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4E J 3 A_PlaySoundEx("mg4/reload3","SoundSlot5") MG4E KLMNOPQ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4E TUVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4F ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4F E 3 A_PlaySoundEx("mg4/reload5","SoundSlot5") MG4F FGI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4F J 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: U46C P 0 A_JumpIfInventory("MG4Clip",100,"ReloadEnd") U46C P 0 A_JumpIfInventory("MG4Ammo",1,1) goto ReloadEnd U46C P 0 A_GiveInventory("MG4Clip",1) U46C P 0 A_TakeInventory("MG4Ammo",1) goto ReloadAmmo ReloadEnd: MG4F PRTUVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4G A 3 A_PlaySoundEx("mg4/reload6","SoundSlot5") MG4G BHIJKLM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4G NOPQRSTUVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4H ABF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D B 0 A_ReFire goto Ready+15 AltFire: MG4C A 0 A_JumpIfInventory("Aiming",1,"AltFire2") MG4C A 0 A_ZoomFactor(1.2) MG4C ABCDEF 2 MG4C G 0 A_GiveInventory("Aiming",1) MG4C G 0 ACS_ExecuteAlways(602,0,0,0,0) MG4C G 0 A_Refire goto Ready+21 AltFire2: MG4C A 0 A_ZoomFactor(1.0) MG4C FEDCBA 2 MG4C A 0 A_TakeInventory("Aiming",1) MG4C A 0 ACS_ExecuteAlways(602,0,0,0,0) MG4C G 0 A_Refire goto Ready+15 AltHold: MG4A P 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") MG4A P 1 A_ReFire goto Ready+15 AltHoldAim: MG4C F 1 MG4C F 1 A_ReFire goto Ready+21 ReloadStartAim: MG4C A 0 A_ZoomFactor(1.0) MG4C FEDCBA 2 MG4C A 0 A_TakeInventory("Aiming",1) MG4C 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: WEAP J 0 WEAP J 0 A_SpawnItemEx("MG4Pickup") stop Fire_SteadyAim: MG4B A 0 A_PlayWeaponSound("mg4/fire") MG4B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,7,3) MG4B A 0 BRIGHT A_GunFlash MG4B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") MG4B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 18, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: MG4B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4B BC 1 MG4B D 0 A_JumpIfInventory("MG4Ammo",1,2) MG4B D 1 A_ReFire goto Ready+15 MG4B D 0 A_JumpIfNoAmmo("ReloadStart") MG4B D 1 A_ReFire goto Ready+15 Hold_SteadyAim: MG4B A 0 A_PlayWeaponSound("mg4/fire") MG4B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,7,3) MG4B A 0 BRIGHT A_GunFlash MG4B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") MG4B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 18, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: MG4B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4B BC 1 MG4B D 0 A_JumpIfInventory("MG4Ammo",1,2) MG4B D 1 A_ReFire goto Ready+15 MG4B D 0 A_JumpIfNoAmmo("ReloadStart") MG4B D 1 A_ReFire goto Ready+15 ReloadStart_SOH: MG4D A 2 A_PlaySoundEx("mg4/reload1soh","SoundSlot5") MG4D BCDEFGHI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4D JKLMNOPQ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4D RSTUVWXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4D Z 2 A_PlaySoundEx("mg4/reload2","SoundSlot5") MG4E ABCDEFGHI 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4E J 2 A_PlaySoundEx("mg4/reload3","SoundSlot5") MG4E KLMNOPQ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4E TUVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4F ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4F E 2 A_PlaySoundEx("mg4/reload5","SoundSlot5") MG4F FGI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4F J 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: U46C P 0 A_JumpIfInventory("MG4Clip",100,"ReloadEnd_SOH") U46C P 0 A_JumpIfInventory("MG4Ammo",1,1) goto ReloadEnd_SOH U46C P 0 A_GiveInventory("MG4Clip",1) U46C P 0 A_TakeInventory("MG4Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: MG4F PRTUVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4G A 2 A_PlaySoundEx("mg4/reload6","SoundSlot5") MG4G BHIJKLM 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4G NOPQRSTUVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4H ABF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D B 0 A_ReFire goto Ready+15 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: MG4B A 1 BRIGHT A_FireCustomMissile("HHCBMG4", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: MG4B A 1 BRIGHT A_FireCustomMissile("HHCBMG4", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto HoldCont FireAimCoop: MG4C G 1 BRIGHT A_FireCustomMissile("HHCBMG4", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto FireAimCont HoldAimCoop: MG4C G 1 BRIGHT A_FireCustomMissile("HHCBMG4", random(-300,300)/100.00, 1, 0, 4, 0, random(-300,300)/100.00) goto HoldAimCont Fire_SteadyAimCoop: MG4B A 1 BRIGHT A_FireCustomMissile("HHCBMG4", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: MG4B A 1 BRIGHT A_FireCustomMissile("HHCBMG4", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/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 MG4Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 100 ammo.backpackamount 0 ammo.backpackmaxamount 100 +IGNORESKILL } actor "H&K MG4 Ex Mags" : "H&K MG4" { obituary "%k fed %o with lead from the MG4." inventory.pickupmessage "You got the H&K MG4 light machinegun." //attacksound "mg4/fire1" weapon.selectionorder 1 weapon.ammotype "MG4Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MG4Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: MG4A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") MG4A BCDEFGH 2 MG4A IJKLMNO 2 A_WeaponReady(WRF_NOPRIMARY) MG4A P 0 A_JumpIfNoAmmo("Reload") MG4A P 0 A_JumpIfInventory("Aiming",1,5) MG4A P 0 A_JumpIfInventory("Reloading",1,"Reload") MG4A P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") MG4A P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4A P 1 A_WeaponReady goto Ready+15 MG4C F 0 A_JumpIfInventory("Reloading",1,"Reload") MG4C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") MG4C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4C F 1 A_WeaponReady(WRF_NOBOB) goto Ready+21 Reload: //AltFire: MG4D A 0 A_JumpIfInventory("MG4Clip2",150,2) MG4D A 0 A_JumpIfInventory("MG4Ammo",1,"ReloadStart") MG4D A 0 A_TakeInventory("Reloading",1) goto Ready+18 ReloadStart: MG4D A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") MG4D A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") MG4D A 3 A_PlaySoundEx("mg4/reload1","SoundSlot5") MG4D BCDEFGHI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4D JKLMNOPQ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4D RSTUVWXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4D Z 3 A_PlaySoundEx("mg4/reload2","SoundSlot5") MG4E ABCDEFGHI 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4E J 3 A_PlaySoundEx("mg4/reload3","SoundSlot5") MG4E KLMNOPQ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4E TUVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4F ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4F E 3 A_PlaySoundEx("mg4/reload5","SoundSlot5") MG4F FGI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4F J 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: U46C P 0 A_JumpIfInventory("MG4Clip2",150,"ReloadEnd") U46C P 0 A_JumpIfInventory("MG4Ammo",1,1) goto ReloadEnd U46C P 0 A_GiveInventory("MG4Clip2",1) U46C P 0 A_TakeInventory("MG4Ammo",1) goto ReloadAmmo ReloadEnd: MG4F PRTUVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4G A 3 A_PlaySoundEx("mg4/reload6","SoundSlot5") MG4G BHIJKLM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4G NOPQRSTUVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4H ABF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D B 0 A_ReFire goto Ready+15 ReloadStartAim: MG4C A 0 A_ZoomFactor(1.0) MG4C FEDCBA 2 MG4C A 0 A_TakeInventory("Aiming",1) MG4C A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: MG4D A 2 A_PlaySoundEx("mg4/reload1soh","SoundSlot5") MG4D BCDEFGHI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4D JKLMNOPQ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4D RSTUVWXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4D Z 2 A_PlaySoundEx("mg4/reload2","SoundSlot5") MG4E ABCDEFGHI 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4E J 2 A_PlaySoundEx("mg4/reload3","SoundSlot5") MG4E KLMNOPQ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4E TUVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4F ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4F E 2 A_PlaySoundEx("mg4/reload5","SoundSlot5") MG4F FGI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4F J 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: U46C P 0 A_JumpIfInventory("MG4Clip2",150,"ReloadEnd_SOH") U46C P 0 A_JumpIfInventory("MG4Ammo",1,1) goto ReloadEnd_SOH U46C P 0 A_GiveInventory("MG4Clip2",1) U46C P 0 A_TakeInventory("MG4Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: MG4F PRTUVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4G A 2 A_PlaySoundEx("mg4/reload6","SoundSlot5") MG4G BHIJKLM 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MG4G NOPQRSTUVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MG4H ABF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") U46D B 0 A_ReFire goto Ready+15 } } actor MG4Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 150 ammo.backpackamount 0 ammo.backpackmaxamount 150 +IGNORESKILL } actor MG4ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "H&K MG4 Grip" : "H&K MG4" { obituary "%k fed %o with lead from the MG4." inventory.pickupmessage "You got the H&K MG4 light machinegun." //attacksound "mg4/fire1" weapon.selectionorder 1 weapon.ammotype "MG4Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MG4Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Fire: MG4B A 0 A_JumpIfInventory("Aiming",1,"FireAim") MG4B A 0 A_JumpIfNoAmmo("ReloadStart") MG4B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") MG4B A 0 A_PlayWeaponSound("mg4/fire") MG4B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,7,3) MG4B A 0 BRIGHT A_GunFlash MG4B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") MG4B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 20, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: MG4B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4B BC 1 MG4B D 0 A_JumpIfInventory("MG4Ammo",1,2) MG4B D 1 A_ReFire goto Ready+15 MG4B D 0 A_JumpIfNoAmmo("ReloadStart") MG4B D 1 A_ReFire goto Ready+15 Hold: MG4B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") MG4B A 0 A_JumpIfNoAmmo("ReloadStart") MG4B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") MG4B A 0 A_PlayWeaponSound("mg4/fire") MG4B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,7,3) MG4B A 0 BRIGHT A_GunFlash MG4B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") MG4B A 1 BRIGHT A_FireBullets (7.5, 7.5, -1, 20, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: MG4B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4B BC 1 MG4B D 0 A_JumpIfInventory("MG4Ammo",1,2) MG4B D 1 A_ReFire goto Ready+15 MG4B D 0 A_JumpIfNoAmmo("ReloadStart") MG4B D 1 A_ReFire goto Ready+15 FireAim: MG4C G 0 A_PlayWeaponSound("mg4/fire") MG4C G 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,3) MG4C G 0 BRIGHT A_GunFlash MG4C G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") MG4C G 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 20, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: MG4C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4C HI 1 MG4C J 0 A_JumpIfInventory("MG4Ammo",1,2) MG4C J 1 A_ReFire goto Ready+21 MG4C J 0 A_JumpIfNoAmmo("ReloadStart") MG4C J 1 A_ReFire goto Ready+21 HoldAim: MG4C G 0 A_PlayWeaponSound("mg4/fire") MG4C G 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,3) MG4C G 0 BRIGHT A_GunFlash MG4C G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") MG4C G 1 BRIGHT A_FireBullets (2.25, 2.25, -1, 20, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: MG4C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4C HI 1 MG4C J 0 A_JumpIfInventory("MG4Ammo",1,2) MG4C J 1 A_ReFire goto Ready+21 MG4C J 0 A_JumpIfNoAmmo("ReloadStart") MG4C J 1 A_ReFire goto Ready+21 Fire_SteadyAim: MG4B A 0 A_PlayWeaponSound("mg4/fire") MG4B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,7,3) MG4B A 0 BRIGHT A_GunFlash MG4B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") MG4B A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 20, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: MG4B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4B BC 1 MG4B D 0 A_JumpIfInventory("MG4Ammo",1,2) MG4B D 1 A_ReFire goto Ready+15 MG4B D 0 A_JumpIfNoAmmo("ReloadStart") MG4B D 1 A_ReFire goto Ready+15 Hold_SteadyAim: MG4B A 0 A_PlayWeaponSound("mg4/fire") MG4B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,7,3) MG4B A 0 BRIGHT A_GunFlash MG4B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") MG4B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 20, "LMGPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: MG4B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) MG4B BC 1 MG4B D 0 A_JumpIfInventory("MG4Ammo",1,2) MG4B D 1 A_ReFire goto Ready+15 MG4B D 0 A_JumpIfNoAmmo("ReloadStart") MG4B D 1 A_ReFire goto Ready+15 FireCoop: MG4B A 1 BRIGHT A_FireCustomMissile("HHCBMG4G", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireCont HoldCoop: MG4B A 1 BRIGHT A_FireCustomMissile("HHCBMG4G", random(-750,750)/100.00, 1, 0, 4, 0, random(-750,750)/100.00) goto HoldCont FireAimCoop: MG4C G 1 BRIGHT A_FireCustomMissile("HHCBMG4G", random(-150,150)/100.00, 1, 0, 4, 0, random(-150,150)/100.00) goto FireAimCont HoldAimCoop: MG4C G 1 BRIGHT A_FireCustomMissile("HHCBMG4G", random(-225,225)/100.00, 1, 0, 4, 0, random(-225,225)/100.00) goto HoldAimCont Fire_SteadyAimCoop: MG4B A 1 BRIGHT A_FireCustomMissile("HHCBMG4G", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: MG4B A 1 BRIGHT A_FireCustomMissile("HHCBMG4G", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Hold_SteadyAimCont } } actor MG4Grip : Inventory { inventory.amount 0 inventory.maxamount 1 } actor MG4Pickup : CustomInventory { inventory.pickupmessage "You got the H&K MG4 light machinegun." inventory.pickupsound "hbar/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP J -1 stop Pickup: WEAP J 0 WEAP J 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP J 0 A_JumpIfInventory("H&K MG4",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP J 0 A_JumpIfInventory("H&K MG4 Ex Mags",1,"AmmoPickup") WEAP J 0 A_JumpIfInventory("H&K MG4 Grip",1,"AmmoPickup") WEAP J 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP J 0 ACS_ExecuteWithResult(618,14,0,0) stop PickupStay: WEAP J 0 WEAP J 0 A_JumpIfInventory("H&K MG4",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP J 0 A_JumpIfInventory("H&K MG4 Ex Mags",1,"FailPickup") WEAP J 0 A_JumpIfInventory("H&K MG4 Grip",1,"FailPickup") WEAP J 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP J 0 ACS_ExecuteWithResult(618,14,0,0) WEAP J 0 ACS_ExecuteAlways(597,0,14,0,0) WEAP J 0 A_PlaySound("hbar/bolt") fail AmmoPickup: WEAP J 0 WEAP J 0 A_JumpIfInventory("MG4Ammo",0,"FailPickup") WEAP J 0 A_GiveInventory("MG4Ammo",100) stop FailPickup: WEAP J 1 fail FailPickup2: WEAP J 1 WEAP J 0 ACS_ExecuteAlways(620,0,3,0,0) fail } } actor MG4Drop : MG4Pickup { States { Spawn: WEAP J 3500 WEAP J 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP J 0 WEAP J 0 A_JumpIfInventory("H&K MG4",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP J 0 A_JumpIfInventory("H&K MG4 Ex Mags",1,"AmmoPickup") WEAP J 0 A_JumpIfInventory("H&K MG4 Grip",1,"AmmoPickup") WEAP J 0 A_JumpIfInventory("MaxWeaponsFilled_Heavy",0,"FailPickup2") WEAP J 0 ACS_ExecuteWithResult(618,14,0,0) stop } } actor HHCBMG4 : HHBulletCoop { damage (18) 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 HHCBMG4G : HHCBMG4 { damage (20) }actor "Glock 18" : RGUWeapon { obituary "%k sprayed %o with the G18." inventory.pickupmessage "You got the Glock 18. Spray'em." //attacksound "ump45/fire6" weapon.selectionorder 14 weapon.ammotype "G18Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "G18Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: G18A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") G18A BCDEFGH 2 A_WeaponReady(WRF_NOPRIMARY) G18A I 0 A_JumpIfNoAmmo("Reload") G18A I 0 A_JumpIfInventory("Aiming",1,5) G18A I 0 A_JumpIfInventory("Reloading",1,"Reload") G18A I 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") G18A I 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18A I 1 A_WeaponReady goto Ready+8 G18C F 0 A_JumpIfInventory("Reloading",1,"Reload") G18C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") G18C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18C F 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Deselect: G18A I 0 A_PlaySoundEx("weapon/down","SoundSlot5") G18A I 0 A_TakeInventory("Aiming",1) G18A I 0 ACS_ExecuteAlways(602,0,0,0,0) G18A I 0 A_TakeInventory("Reloading",1) G18A I 0 A_ZoomFactor(1.0) G18A I 0 A_Lower G18A I 1 A_Lower goto Deselect+3 Select: G18A A 0 A_Raise loop Fire: G18B A 0 A_JumpIfInventory("Aiming",1,"FireAim") G18B A 0 A_JumpIfNoAmmo("ReloadStart") G18B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") G18B A 0 A_PlayWeaponSound("g18/fire") G18B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,4) G18B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") G18B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: G18B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18B A 0 A_JumpIfNoAmmo("FireEmpty") G18B B 1 BRIGHT A_GunFlash G18B A 0 A_JumpIfInventory("G18Ammo",1,3) G18B CD 1 A_ReFire goto Ready+8 G18B A 0 A_JumpIfNoAmmo("ReloadStart") G18B CD 1 A_ReFire goto Ready+8 Hold: G18B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") G18B A 0 A_JumpIfNoAmmo("ReloadStart") G18B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") G18B A 0 A_PlayWeaponSound("g18/fire") G18B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,4) G18B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") G18B A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) HoldCont: G18B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18B A 0 A_JumpIfNoAmmo("FireEmpty") G18B B 1 BRIGHT A_GunFlash G18B B 0 A_JumpIfInventory("G18Ammo",1,3) G18B CD 1 A_ReFire goto Ready+8 G18B B 0 A_JumpIfNoAmmo("ReloadStart") G18B CD 1 A_ReFire goto Ready+8 FireEmpty: G18B B 1 BRIGHT A_GunFlash G18B CD 1 A_GiveInventory("G18Bolt",1) G18B A 0 A_JumpIfInventory("G18Ammo",1,2) G18B A 0 A_ReFire goto Ready+8 G18B A 0 A_JumpIfNoAmmo("ReloadStart") G18B A 0 A_ReFire goto Ready+8 FireAim: G18C G 0 A_PlayWeaponSound("g18/fire") G18C G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,7) G18C G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") G18C G 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimCont: G18C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18C G 0 A_JumpIfNoAmmo("FireAimEmpty") G18C H 1 BRIGHT A_GunFlash G18C H 0 A_JumpIfInventory("G18Ammo",1,3) G18C IJ 1 A_ReFire goto Ready+14 G18C H 0 A_JumpIfNoAmmo("ReloadStart") G18C IJ 1 A_ReFire goto Ready+14 HoldAim: G18C G 0 A_PlayWeaponSound("g18/fire") G18C G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,7) G18C G 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") G18C G 1 BRIGHT A_FireBullets (4.2, 4.2, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) HoldAimCont: G18C G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18C G 0 A_JumpIfNoAmmo("FireAimEmpty") G18C H 1 BRIGHT A_GunFlash G18C H 0 A_JumpIfInventory("G18Ammo",1,3) G18C IJ 1 A_ReFire goto Ready+14 G18C H 0 A_JumpIfNoAmmo("ReloadStart") G18C IJ 1 A_ReFire goto Ready+14 FireAimEmpty: G18C H 1 BRIGHT A_GunFlash G18C IJ 1 A_GiveInventory("G18Bolt",1) G18C A 0 A_JumpIfInventory("G18Ammo",1,2) G18C A 0 A_ReFire goto Ready+14 G18C A 0 A_JumpIfNoAmmo("ReloadStart") G18C A 0 A_ReFire goto Ready+14 Reload: //AltFire: G18C A 0 A_JumpIfInventory("G18Clip",33,2) G18C A 0 A_JumpIfInventory("G18Ammo",1,"ReloadStart") G18C A 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: G18E H 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") G18E H 0 A_JumpIfInventory("G18Bolt",1,"ReloadStartBolt") G18E H 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") G18E H 3 A_PlaySoundEx("g18/clipout","SoundSlot5") G18E IJKLM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18E NOPQRSTU 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18E VWXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18E Z 0 A_PlaySoundEx("g18/clipin","SoundSlot5") G18E Z 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: G18E Z 0 A_JumpIfInventory("G18Clip",33,"ReloadEnd") G18E Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEnd G18E Z 0 A_GiveInventory("G18Clip",1) G18E Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmo ReloadEnd: G18F ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18F EFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18F G 0 A_ReFire goto Ready+8 ReloadStartBolt: G18D A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStartBolt_SOH") G18D A 3 A_PlaySoundEx("g18/clipout","SoundSlot5") G18D BCDEFGHIJ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18D KLMNOPQR 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18D S 0 A_PlaySoundEx("g18/clipin","SoundSlot5") G18D S 3 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt ReloadAmmoBolt: G18E Z 0 A_JumpIfInventory("G18Clip",33,"ReloadEndBolt") G18E Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEndBolt G18E Z 0 A_GiveInventory("G18Clip",1) G18E Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmoBolt ReloadEndBolt: G18D Z 0 A_TakeInventory("G18Bolt",1) G18D TUVWXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18D Z 3 A_PlaySoundEx("g18/bolt","SoundSlot5") G18E ABCDEFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18E G 0 A_ReFire goto Ready+8 AltFire: G18C A 0 A_ZoomFactor(1.15) G18C A 0 A_JumpIfInventory("Aiming",1,"AltFire2") G18C ABCDE 1 G18C F 0 A_GiveInventory("Aiming",1) G18C F 0 ACS_ExecuteAlways(602,0,0,0,0) G18C F 0 A_Refire goto Ready+14 AltFire2: G18C A 0 A_ZoomFactor(1.0) G18C EDCBA 1 G18C A 0 A_TakeInventory("Aiming",1) G18C A 0 ACS_ExecuteAlways(602,0,0,0,0) G18C G 0 A_Refire goto Ready+8 AltHold: G18A I 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") G18A I 1 A_ReFire goto Ready+8 AltHoldAim: G18C F 1 G18C F 1 A_ReFire goto Ready+14 ReloadStartAim: G18C A 0 A_ZoomFactor(1.0) G18C EDCBA 1 G18C A 0 A_TakeInventory("Aiming",1) G18C 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: WEAP Q 0 WEAP Q 0 A_SpawnItemEx("G18Pickup") stop Fire_SteadyAim: G18B A 0 A_PlayWeaponSound("g18/fire") G18B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,4) G18B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") G18B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: G18B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18B A 0 A_JumpIfNoAmmo("FireEmpty") G18B B 1 BRIGHT A_GunFlash G18B B 0 A_JumpIfInventory("G18Ammo",1,3) G18B CD 1 A_ReFire goto Ready+8 G18B B 0 A_JumpIfNoAmmo("ReloadStart") G18B CD 1 A_ReFire goto Ready+8 Hold_SteadyAim: G18B A 0 A_PlayWeaponSound("g18/fire") G18B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,4) G18B A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") G18B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold_SteadyAimCont: G18B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18B A 0 A_JumpIfNoAmmo("FireEmpty") G18B B 1 BRIGHT A_GunFlash G18B B 0 A_JumpIfInventory("G18Ammo",1,3) G18B CD 1 A_ReFire goto Ready+8 G18B B 0 A_JumpIfNoAmmo("ReloadStart") G18B CD 1 A_ReFire goto Ready+8 ReloadStart_SOH: G18E H 2 A_PlaySoundEx("g18/clipout","SoundSlot5") G18E IJKLM 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18E NOPQRSTU 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18E VWXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18E Z 0 A_PlaySoundEx("g18/clipin","SoundSlot5") G18E Z 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: G18E Z 0 A_JumpIfInventory("G18Clip",33,"ReloadEnd_SOH") G18E Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEnd_SOH G18E Z 0 A_GiveInventory("G18Clip",1) G18E Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: G18F ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18F EFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18F G 0 A_ReFire goto Ready+8 ReloadStartBolt_SOH: G18D A 2 A_PlaySoundEx("g18/clipout","SoundSlot5") G18D BCDEFGHIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18D KLMNOPQR 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18D S 0 A_PlaySoundEx("g18/clipin","SoundSlot5") G18D S 2 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: G18E Z 0 A_JumpIfInventory("G18Clip",33,"ReloadEndBolt_SOH") G18E Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEndBolt_SOH G18E Z 0 A_GiveInventory("G18Clip",1) G18E Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: G18D Z 0 A_TakeInventory("G18Bolt",1) G18D TUVWXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18D Z 2 A_PlaySoundEx("g18/bolt","SoundSlot5") G18E ABCDEFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18E G 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: G18B A 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: G18B A 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto HoldCont FireAimCoop: G18C G 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: G18C G 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-420,420)/100.00, 1, 0, 4, 0, random(-420,420)/100.00) goto HoldAimCont Fire_SteadyAimCoop: G18B A 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: G18B A 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/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 G18Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 33 ammo.backpackamount 0 ammo.backpackmaxamount 33 +IGNORESKILL } actor G18Bolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Glock 18 Ex Mags" : "Glock 18" { obituary "%k sprayed %o with the G18." inventory.pickupmessage "You got the Glock 18. Spray'em." //attacksound "ump45/fire6" weapon.selectionorder 14 weapon.ammotype "G18Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "G18Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: G18A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") G18A BCDEFGH 2 A_WeaponReady(WRF_NOPRIMARY) G18A I 0 A_JumpIfNoAmmo("Reload") G18A I 0 A_JumpIfInventory("Aiming",1,5) G18A I 0 A_JumpIfInventory("Reloading",1,"Reload") G18A I 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") G18A I 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18A I 1 A_WeaponReady goto Ready+8 G18C F 0 A_JumpIfInventory("Reloading",1,"Reload") G18C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") G18C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18C F 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Reload: //AltFire: G18C A 0 A_JumpIfInventory("G18Clip2",50,2) G18C A 0 A_JumpIfInventory("G18Ammo",1,"ReloadStart") G18C A 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: G18E H 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") G18E H 0 A_JumpIfInventory("G18Bolt",1,"ReloadStartBolt") G18E H 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") G18E H 3 A_PlaySoundEx("g18/clipout","SoundSlot5") G18E IJKLM 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18E NOPQRSTU 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18E VWXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18E Z 0 A_PlaySoundEx("g18/clipin","SoundSlot5") G18E Z 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: G18E Z 0 A_JumpIfInventory("G18Clip2",50,"ReloadEnd") G18E Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEnd G18E Z 0 A_GiveInventory("G18Clip2",1) G18E Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmo ReloadEnd: G18F ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18F EFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18F G 0 A_ReFire goto Ready+8 ReloadStartBolt: G18D A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStartBolt_SOH") G18D A 3 A_PlaySoundEx("g18/clipout","SoundSlot5") G18D BCDEFGHIJ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18D KLMNOPQR 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18D S 0 A_PlaySoundEx("g18/clipin","SoundSlot5") G18D S 3 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt ReloadAmmoBolt: G18E Z 0 A_JumpIfInventory("G18Clip2",50,"ReloadEndBolt") G18E Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEndBolt G18E Z 0 A_GiveInventory("G18Clip2",1) G18E Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmoBolt ReloadEndBolt: G18D Z 0 A_TakeInventory("G18Bolt",1) G18D TUVWXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18D Z 3 A_PlaySoundEx("g18/bolt","SoundSlot5") G18E ABCDEFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18E G 0 A_ReFire goto Ready+8 ReloadStartAim: G18C A 0 A_ZoomFactor(1.0) G18C EDCBA 1 G18C A 0 A_TakeInventory("Aiming",1) G18C A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: G18E H 2 A_PlaySoundEx("g18/clipout","SoundSlot5") G18E IJKLM 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18E NOPQRSTU 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18E VWXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18E Z 0 A_PlaySoundEx("g18/clipin","SoundSlot5") G18E Z 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: G18E Z 0 A_JumpIfInventory("G18Clip2",50,"ReloadEnd_SOH") G18E Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEnd_SOH G18E Z 0 A_GiveInventory("G18Clip2",1) G18E Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: G18F ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18F EFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18F G 0 A_ReFire goto Ready+8 ReloadStartBolt_SOH: G18D A 2 A_PlaySoundEx("g18/clipout","SoundSlot5") G18D BCDEFGHIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18D KLMNOPQR 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18D S 0 A_PlaySoundEx("g18/clipin","SoundSlot5") G18D S 2 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: G18E Z 0 A_JumpIfInventory("G18Clip2",50,"ReloadEndBolt_SOH") G18E Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEndBolt_SOH G18E Z 0 A_GiveInventory("G18Clip2",1) G18E Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: G18D Z 0 A_TakeInventory("G18Bolt",1) G18D TUVWXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18D Z 2 A_PlaySoundEx("g18/bolt","SoundSlot5") G18E ABCDEFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18E G 0 A_ReFire goto Ready+8 } } actor G18Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 50 ammo.backpackamount 0 ammo.backpackmaxamount 50 +IGNORESKILL } actor G18ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Glock 18 Akimbo" : "Glock 18" { obituary "%k sprayed %o with some G18s." inventory.pickupmessage "You got the Glock 18. Spray'em." //attacksound "ump45/fire6" weapon.selectionorder 14 weapon.ammotype "G18Clip3" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "G18Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: G18G A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") G18G BCDEFGH 2 A_WeaponReady(WRF_NOPRIMARY) G18G I 0 A_JumpIfNoAmmo("Reload") G18G I 0 A_JumpIfInventory("Aiming",1,5) G18G I 0 A_JumpIfInventory("Reloading",1,"Reload") G18G I 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") G18G I 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18G I 1 A_WeaponReady goto Ready+8 Deselect: G18G I 0 A_PlaySoundEx("weapon/down","SoundSlot5") G18G I 0 A_TakeInventory("Aiming",1) G18G I 0 ACS_ExecuteAlways(602,0,0,0,0) G18G I 0 A_TakeInventory("Reloading",1) G18G I 0 A_ZoomFactor(1.0) G18G I 0 A_Lower G18G I 1 A_Lower goto Deselect+3 Select: G18G A 0 A_Raise loop Fire: G18H A 0 A_JumpIfInventory("Aiming",1,"FireAim") G18H A 0 A_JumpIfNoAmmo("ReloadStart") G18H A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") G18H A 0 A_PlayWeaponSound("g18/fire") G18H A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,19,2) G18H A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") G18H A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: G18H A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18H A 0 A_GiveInventory("FireSwitch",1) G18H A 0 A_JumpIfNoAmmo("FireEmpty") G18H B 0 A_PlaySoundEx("g18/fire","SoundSlot6") G18H B 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-20,6) G18H B 0 A_JumpIfInventory("CoopCheck",1,"Fire2Coop") G18H B 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire2Cont: G18H B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18H B 0 A_TakeInventory("FireSwitch",1) G18H A 0 A_JumpIfNoAmmo("FireEmpty") G18H C 0 BRIGHT A_GunFlash G18H A 0 A_JumpIfInventory("G18Ammo",1,4) G18H DE 1 A_ReFire goto Ready+8 G18H A 0 A_JumpIfNoAmmo("ReloadStart") G18H DE 1 A_ReFire goto Ready+8 Hold: G18H A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") G18H A 0 A_PlayWeaponSound("g18/fire") G18H A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,19,2) G18H A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") G18H A 1 BRIGHT A_FireBullets (11.0, 11.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) HoldCont: G18H A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18H A 0 A_GiveInventory("FireSwitch",1) G18H A 0 A_JumpIfNoAmmo("FireEmpty") G18H B 0 A_PlaySoundEx("g18/fire","SoundSlot6") G18H B 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-20,6) G18H B 0 A_JumpIfInventory("CoopCheck",1,"Hold2Coop") G18H B 1 BRIGHT A_FireBullets (11.0, 11.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold2Cont: G18H B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18H B 0 A_TakeInventory("FireSwitch",1) G18H A 0 A_JumpIfNoAmmo("FireEmpty") G18H C 0 BRIGHT A_GunFlash G18H A 0 A_JumpIfInventory("G18Ammo",1,4) G18H CDE 1 A_ReFire goto Ready+8 G18H A 0 A_JumpIfNoAmmo("ReloadStart") G18H CDE 1 A_ReFire goto Ready+8 FireEmpty: G18H B 1 BRIGHT A_GunFlash G18H CDE 1 A_GiveInventory("G18Bolt",1) G18H A 0 A_JumpIfInventory("G18Ammo",1,2) G18H A 0 A_ReFire goto Ready+8 G18H A 0 A_JumpIfNoAmmo("ReloadStart") G18H CDE 1 A_ReFire goto Ready+8 Reload: //AltFire: G18I A 0 A_JumpIfInventory("G18Clip3",66,2) G18I A 0 A_JumpIfInventory("G18Ammo",1,"ReloadStart") G18I A 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: G18I H 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") G18I H 0 A_JumpIfInventory("G18Bolt",1,"ReloadStartBolt") G18I H 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") G18I A 3 A_PlaySoundEx("g18/clipout","SoundSlot7") G18I B 3 A_PlaySoundEx("g18/clipout","SoundSlot5") G18I CDEFGHIJKL 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TNT1 AAAAAA 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TNT1 A 0 A_PlaySoundEx("g18/clipin","SoundSlot5") TNT1 AAAAAA 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TNT1 A 0 A_PlaySoundEx("g18/clipin","SoundSlot5") TNT1 A 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: G18J Z 0 A_JumpIfInventory("G18Clip3",66,"ReloadEnd") G18J Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEnd G18J Z 0 A_GiveInventory("G18Clip3",1) G18J Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmo ReloadEnd: TNT1 AA 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18G ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18G FGHI 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18G G 0 A_ReFire goto Ready+8 ReloadStartBolt: G18J A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStartBolt_SOH") G18J A 3 A_PlaySoundEx("g18/clipout","SoundSlot7") G18I B 3 A_PlaySoundEx("g18/clipout","SoundSlot5") G18J CDEFGHIJK 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TNT1 AAAAAA 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TNT1 A 0 A_PlaySoundEx("g18/clipin","SoundSlot5") TNT1 AAAAAA 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TNT1 A 0 A_PlaySoundEx("g18/clipin","SoundSlot5") TNT1 A 3 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt ReloadAmmoBolt: G18J Z 0 A_JumpIfInventory("G18Clip3",66,"ReloadEndBolt") G18J Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEndBolt G18J Z 0 A_GiveInventory("G18Clip3",1) G18J Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmoBolt ReloadEndBolt: G18J O 0 A_TakeInventory("G18Bolt",1) TNT1 AAAA 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18J LMN 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18J O 3 A_PlayWeaponSound("g18/bolt") G18J P 3 A_PlaySoundEx("g18/bolt","SoundSlot5") G18J QRST 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18J G 0 A_ReFire goto Ready+8 AltFire: G18G I 1 A_WeaponReady(WRF_NOSECONDARY) goto Ready+8 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEAP Q 0 WEAP Q 0 A_SpawnItemEx("G18Pickup") stop ReloadStart_SOH: G18I A 2 A_PlaySoundEx("g18/clipout","SoundSlot7") G18I B 2 A_PlaySoundEx("g18/clipout","SoundSlot5") G18I CDEFGHIJKL 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TNT1 AAAAAA 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TNT1 A 0 A_PlaySoundEx("g18/clipin","SoundSlot5") TNT1 AAAAAA 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TNT1 A 0 A_PlaySoundEx("g18/clipin","SoundSlot5") TNT1 A 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: G18J Z 0 A_JumpIfInventory("G18Clip3",66,"ReloadEnd_SOH") G18J Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEnd_SOH G18J Z 0 A_GiveInventory("G18Clip3",1) G18J Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: TNT1 AAA 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18G ABCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18G FGHI 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18G G 0 A_ReFire goto Ready+8 ReloadStartBolt_SOH: G18J A 2 A_PlaySoundEx("g18/clipout","SoundSlot7") G18J B 2 A_PlaySoundEx("g18/clipout","SoundSlot5") G18J CDEFGHIJK 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") TNT1 AAAAAA 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TNT1 A 0 A_PlaySoundEx("g18/clipin","SoundSlot5") TNT1 AAAAAA 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) TNT1 A 0 A_PlaySoundEx("g18/clipin","SoundSlot5") TNT1 A 2 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: G18J Z 0 A_JumpIfInventory("G18Clip3",66,"ReloadEndBolt_SOH") G18J Z 0 A_JumpIfInventory("G18Ammo",1,1) goto ReloadEndBolt_SOH G18J Z 0 A_GiveInventory("G18Clip3",1) G18J Z 0 A_TakeInventory("G18Ammo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: G18J O 0 A_TakeInventory("G18Bolt",1) TNT1 AAAAAA 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18J LMN 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") G18J O 2 A_PlayWeaponSound("g18/bolt") G18J P 2 A_PlaySoundEx("g18/bolt","SoundSlot5") G18J QRST 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) G18J G 0 A_ReFire goto Ready+8 Fire_SteadyAim: G18H A 0 A_PlayWeaponSound("g18/fire") G18H A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,19,2) G18H A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") G18H A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: G18H A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18H A 0 A_GiveInventory("FireSwitch",1) G18H A 0 A_JumpIfNoAmmo("FireEmpty") G18H B 0 A_PlaySoundEx("g18/fire","SoundSlot6") G18H B 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-20,6) G18H B 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim2Coop") G18H B 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAim2Cont: G18H B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18H B 0 A_TakeInventory("FireSwitch",1) G18H A 0 A_JumpIfNoAmmo("FireEmpty") G18H C 0 BRIGHT A_GunFlash G18H A 0 A_JumpIfInventory("G18Ammo",1,4) G18H DE 1 A_ReFire goto Ready+8 G18H A 0 A_JumpIfNoAmmo("ReloadStart") G18H DE 1 A_ReFire goto Ready+8 Hold_SteadyAim: G18H A 0 A_PlayWeaponSound("g18/fire") G18H A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,19,2) G18H A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") G18H A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold_SteadyAimCont: G18H A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18H A 0 A_GiveInventory("FireSwitch",1) G18H A 0 A_JumpIfNoAmmo("FireEmpty") G18H B 0 A_PlaySoundEx("g18/fire","SoundSlot6") G18H A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-20,6) G18H B 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAim2Coop") G18H B 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 12, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold_SteadyAim2Cont: G18H B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) G18H B 0 A_TakeInventory("FireSwitch",1) G18H A 0 A_JumpIfNoAmmo("FireEmpty") G18H C 0 BRIGHT A_GunFlash G18H A 0 A_JumpIfInventory("G18Ammo",1,4) G18H CDE 1 A_ReFire goto Ready+8 G18H A 0 A_JumpIfNoAmmo("ReloadStart") G18H CDE 1 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: G18H A 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireCont Fire2Coop: G18H B 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto Fire2Cont HoldCoop: G18H A 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-1100,1100)/100.00, 1, 0, 4, 0, random(-1100,1100)/100.00) goto HoldCont Hold2Coop: G18H B 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-1100,1100)/100.00, 1, 0, 4, 0, random(-1100,1100)/100.00) goto Hold2Cont Fire_SteadyAimCoop: G18H A 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAimCont Fire_SteadyAim2Coop: G18H B 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAim2Cont Hold_SteadyAimCoop: G18H A 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto Hold_SteadyAimCont Hold_SteadyAim2Coop: G18H B 1 BRIGHT A_FireCustomMissile("HHCBG18", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto Hold_SteadyAim2Cont 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 G18Clip3 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 66 ammo.backpackamount 0 ammo.backpackmaxamount 66 +IGNORESKILL } actor G18Akimbo : Inventory { inventory.amount 0 inventory.maxamount 1 } actor G18Pickup : CustomInventory { inventory.pickupmessage "You got the Glock 18. Spray'em." inventory.pickupsound "deagle/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.14 States { Spawn: WEAP Q -1 stop Pickup: WEAP Q 0 WEAP Q 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP Q 0 A_JumpIfInventory("Glock 18",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP Q 0 A_JumpIfInventory("Glock 18 Ex Mags",1,"AmmoPickup") WEAP Q 0 A_JumpIfInventory("Glock 18 Akimbo",1,"AmmoPickup") WEAP Q 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP Q 0 ACS_ExecuteWithResult(618,15,0,0) stop PickupStay: WEAP Q 0 WEAP Q 0 A_JumpIfInventory("Glock 18",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP Q 0 A_JumpIfInventory("Glock 18 Ex Mags",1,"FailPickup") WEAP Q 0 A_JumpIfInventory("Glock 18 Akimbo",1,"FailPickup") WEAP Q 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP Q 0 ACS_ExecuteWithResult(618,15,0,0) WEAP Q 0 ACS_ExecuteAlways(597,0,15,0,0) WEAP Q 0 A_PlaySound("deagle/bolt") fail AmmoPickup: WEAP Q 0 WEAP Q 0 A_JumpIfInventory("G18Ammo",0,"FailPickup") WEAP Q 0 A_GiveInventory("G18Ammo",33) stop FailPickup: WEAP Q 1 fail FailPickup2: WEAP Q 1 WEAP Q 0 ACS_ExecuteAlways(620,0,2,0,0) fail } } actor G18Drop : G18Pickup { States { Spawn: WEAP Q 3500 WEAP Q 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP Q 0 WEAP Q 0 A_JumpIfInventory("Glock 18",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP Q 0 A_JumpIfInventory("Glock 18 Ex Mags",1,"AmmoPickup") WEAP Q 0 A_JumpIfInventory("Glock 18 Akimbo",1,"AmmoPickup") WEAP Q 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP Q 0 ACS_ExecuteWithResult(618,15,0,0) stop } } actor HHCBG18 : HHBulletCoop { damage (12) Speed 300 States { Spawn: TNT1 A 10 TNT1 A 5 A_ScaleVelocity(0.67) 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 "PP-2000" : RGUWeapon { obituary "%k gattered %o with the PP-2000." inventory.pickupmessage "You got the PP-2000 automatic pistol." //attacksound "ump45/fire6" weapon.selectionorder 16 weapon.ammotype "PP2000Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "PP2000Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: P20A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") P20A BCDEFGH 2 A_WeaponReady(WRF_NOPRIMARY) P20A I 0 A_JumpIfNoAmmo("Reload") P20A I 0 A_JumpIfInventory("Aiming",1,5) P20A I 0 A_JumpIfInventory("Reloading",1,"Reload") P20A I 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P20A I 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20A I 1 A_WeaponReady goto Ready+8 P20C E 0 A_JumpIfInventory("Reloading",1,"Reload") P20C E 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P20C E 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20C E 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Deselect: P20A I 0 A_PlaySoundEx("weapon/down","SoundSlot5") P20A I 0 A_TakeInventory("Aiming",1) P20A I 0 ACS_ExecuteAlways(602,0,0,0,0) P20A I 0 A_TakeInventory("Reloading",1) P20A I 0 A_ZoomFactor(1.0) P20A I 0 A_Lower P20A I 1 A_Lower goto Deselect+3 Select: P20A A 0 A_Raise loop Fire: P20B A 0 A_JumpIfInventory("Aiming",1,"FireAim") P20B A 0 A_JumpIfNoAmmo("ReloadStart") P20B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") P20B A 0 A_PlayWeaponSound("pp2000/fire") P20B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P20B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") P20B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: P20B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20B A 0 A_JumpIfInventory("PP2000Clip",3,2) P20B A 0 A_PlaySound("m9/lock") P20B A 0 A_JumpIfNoAmmo("FireEmpty") P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B C 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 1 A_ReFire goto Ready+8 P20B C 0 A_JumpIfNoAmmo("ReloadStart") P20B D 1 A_ReFire goto Ready+8 Hold: P20B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") P20B A 0 A_JumpIfNoAmmo("ReloadStart") P20B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") P20B A 0 A_PlayWeaponSound("pp2000/fire") P20B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P20B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") P20B A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) HoldCont: P20B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20B A 0 A_JumpIfInventory("PP2000Clip",3,2) P20B A 0 A_PlaySound("m9/lock") P20B A 0 A_JumpIfNoAmmo("FireEmpty") P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B C 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 1 A_ReFire goto Ready+8 P20B C 0 A_JumpIfNoAmmo("ReloadStart") P20B D 1 A_ReFire goto Ready+8 FireEmpty: P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B D 1 A_GiveInventory("PP2000Bolt",1) P20B D 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 0 A_ReFire goto Ready+8 P20B D 0 A_JumpIfNoAmmo("ReloadStart") P20B D 0 A_ReFire goto Ready+8 FireAim: P20C F 0 A_PlayWeaponSound("pp2000/fire") P20C F 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,6) P20C F 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") P20C F 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimCont: P20C F 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20C F 0 A_JumpIfInventory("PP2000Clip",3,2) P20C F 0 A_PlaySound("m9/lock") P20C F 0 A_JumpIfNoAmmo("FireAimEmpty") P20C G 1 BRIGHT A_GunFlash P20C H 1 P20C H 0 A_JumpIfInventory("PP2000Ammo",1,2) P20C I 1 A_ReFire goto Ready+14 P20C H 0 A_JumpIfNoAmmo("ReloadStart") P20C I 1 A_ReFire goto Ready+14 HoldAim: P20C F 0 A_PlayWeaponSound("pp2000/fire") P20C F 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,6) P20C F 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") P20C F 1 BRIGHT A_FireBullets (4.2, 4.2, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) HoldAimCont: P20C F 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20C F 0 A_JumpIfInventory("PP2000Clip",3,2) P20C F 0 A_PlaySound("m9/lock") P20C F 0 A_JumpIfNoAmmo("FireAimEmpty") P20C G 1 BRIGHT A_GunFlash P20C H 1 P20C H 0 A_JumpIfInventory("PP2000Ammo",1,2) P20C I 1 A_ReFire goto Ready+14 P20C H 0 A_JumpIfNoAmmo("ReloadStart") P20C I 1 A_ReFire goto Ready+14 FireAimEmpty: P20C G 1 BRIGHT A_GunFlash P20C H 1 P20C I 1 A_GiveInventory("PP2000Bolt",1) P20C I 0 A_JumpIfInventory("PP2000Ammo",1,2) P20C I 0 A_ReFire goto Ready+14 P20C I 0 A_JumpIfNoAmmo("ReloadStart") P20C I 0 A_ReFire goto Ready+14 Reload: //AltFire: P20C A 0 A_JumpIfInventory("PP2000Clip",20,2) P20C A 0 A_JumpIfInventory("PP2000Ammo",1,"ReloadStart") P20C A 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: P20D A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") P20D A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") P20D A 3 A_PlaySoundEx("pp2000/clipout","SoundSlot5") P20D BCDEFGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D IJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D N 3 A_PlaySoundEx("pp2000/clipin","SoundSlot5") P20D O 3 A_TakeInventory("Reloading",1) P20D PQ 4 goto ReloadAmmo ReloadAmmo: P20D Z 0 A_JumpIfInventory("PP2000Clip",20,"ReloadEnd") P20D Z 0 A_JumpIfInventory("PP2000Ammo",1,1) goto ReloadEnd P20D Z 0 A_GiveInventory("PP2000Clip",1) P20D Z 0 A_TakeInventory("PP2000Ammo",1) goto ReloadAmmo ReloadEnd: P20D A 0 A_JumpIfInventory("PP2000Bolt",1,"ReloadEndBolt") P20D RST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D UV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D V 0 A_ReFire goto Ready+8 ReloadEndBolt: P20D Z 0 A_TakeInventory("PP2000Bolt",2) P20D WXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D Z 3 A_PlaySoundEx("pp2000/bolt","SoundSlot5") P20E ABCDEFGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D V 0 A_ReFire goto Ready+8 AltFire: P20C A 0 A_ZoomFactor(1.15) P20C A 0 A_JumpIfInventory("Aiming",1,"AltFire2") P20C ABCDE 1 P20C F 0 A_GiveInventory("Aiming",1) P20C F 0 ACS_ExecuteAlways(602,0,0,0,0) P20C F 0 A_Refire goto Ready+14 AltFire2: P20C A 0 A_ZoomFactor(1.0) P20C EDCBA 1 P20C A 0 A_TakeInventory("Aiming",1) P20C A 0 ACS_ExecuteAlways(602,0,0,0,0) P20C G 0 A_Refire goto Ready+8 AltHold: P20A I 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") P20A I 1 A_ReFire goto Ready+8 AltHoldAim: P20C E 1 P20C E 1 A_ReFire goto Ready+14 ReloadStartAim: P20C A 0 A_ZoomFactor(1.0) P20C EDCBA 1 P20C A 0 A_TakeInventory("Aiming",1) P20C A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: P20D A 2 A_PlaySoundEx("pp2000/clipout","SoundSlot5") P20D BCDEFGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D IJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D N 2 A_PlaySoundEx("pp2000/clipin","SoundSlot5") P20D O 2 A_TakeInventory("Reloading",1) P20D PQ 3 goto ReloadAmmo_SOH ReloadAmmo_SOH: P20D Z 0 A_JumpIfInventory("PP2000Clip",20,"ReloadEnd_SOH") P20D Z 0 A_JumpIfInventory("PP2000Ammo",1,1) goto ReloadEnd_SOH P20D Z 0 A_GiveInventory("PP2000Clip",1) P20D Z 0 A_TakeInventory("PP2000Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: P20D A 0 A_JumpIfInventory("PP2000Bolt",1,"ReloadEndBolt_SOH") P20D RST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D UV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D V 0 A_ReFire goto Ready+8 ReloadEndBolt_SOH: P20D Z 0 A_TakeInventory("PP2000Bolt",2) P20D WXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D Z 2 A_PlaySoundEx("pp2000/boltsoh","SoundSlot5") P20E ABCDEFGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D V 0 A_ReFire goto Ready+8 Fire_SteadyAim: P20B A 0 A_PlayWeaponSound("pp2000/fire") P20B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P20B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") P20B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: P20B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20B A 0 A_JumpIfInventory("PP2000Clip",3,2) P20B A 0 A_PlaySound("m9/lock") P20B A 0 A_JumpIfNoAmmo("FireEmpty") P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B C 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 1 A_ReFire goto Ready+8 P20B C 0 A_JumpIfNoAmmo("ReloadStart") P20B D 1 A_ReFire goto Ready+8 Hold_SteadyAim: P20B A 0 A_PlayWeaponSound("pp2000/fire") P20B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P20B A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") P20B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold_SteadyAimCont: P20B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20B A 0 A_JumpIfInventory("PP2000Clip",3,2) P20B A 0 A_PlaySound("m9/lock") P20B A 0 A_JumpIfNoAmmo("FireEmpty") P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B C 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 1 A_ReFire goto Ready+8 P20B C 0 A_JumpIfNoAmmo("ReloadStart") P20B D 1 A_ReFire goto Ready+8 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEAP R 0 WEAP R 0 A_SpawnItemEx("PP2000Pickup") stop 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: P20B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: P20B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto HoldCont FireAimCoop: P20C F 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: P20C F 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-420,420)/100.00, 1, 0, 4, 0, random(-420,420)/100.00) goto HoldAimCont Fire_SteadyAimCoop: P20B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: P20B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", 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 PP2000Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 20 ammo.backpackamount 0 ammo.backpackmaxamount 20 +IGNORESKILL } actor PP2000Bolt : Inventory { inventory.amount 0 inventory.maxamount 2 } actor "PP-2000 Ex Mags" : "PP-2000" { obituary "%k gattered %o with the PP-2000." inventory.pickupmessage "You got the PP-2000 automatic pistol." //attacksound "ump45/fire6" weapon.selectionorder 16 weapon.ammotype "PP2000Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "PP2000Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: P20A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") P20A BCDEFGH 2 A_WeaponReady(WRF_NOPRIMARY) P20A I 0 A_JumpIfNoAmmo("Reload") P20A I 0 A_JumpIfInventory("Aiming",1,5) P20A I 0 A_JumpIfInventory("Reloading",1,"Reload") P20A I 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P20A I 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20A I 1 A_WeaponReady goto Ready+8 P20C E 0 A_JumpIfInventory("Reloading",1,"Reload") P20C E 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P20C E 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20C E 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Fire: P20B A 0 A_JumpIfInventory("Aiming",1,"FireAim") P20B A 0 A_JumpIfNoAmmo("ReloadStart") P20B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") P20B A 0 A_PlayWeaponSound("pp2000/fire") P20B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P20B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") P20B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: P20B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20B A 0 A_JumpIfInventory("PP2000Clip2",3,2) P20B A 0 A_PlaySound("m9/lock") P20B A 0 A_JumpIfNoAmmo("FireEmpty") P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B C 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 1 A_ReFire goto Ready+8 P20B C 0 A_JumpIfNoAmmo("ReloadStart") P20B D 1 A_ReFire goto Ready+8 Hold: P20B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") P20B A 0 A_JumpIfNoAmmo("ReloadStart") P20B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") P20B A 0 A_PlayWeaponSound("pp2000/fire") P20B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P20B A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") P20B A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) HoldCont: P20B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20B A 0 A_JumpIfInventory("PP2000Clip2",3,2) P20B A 0 A_PlaySound("m9/lock") P20B A 0 A_JumpIfNoAmmo("FireEmpty") P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B C 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 1 A_ReFire goto Ready+8 P20B C 0 A_JumpIfNoAmmo("ReloadStart") P20B D 1 A_ReFire goto Ready+8 FireAim: P20C F 0 A_PlayWeaponSound("pp2000/fire") P20C F 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,6) P20C F 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") P20C F 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimCont: P20C F 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20C F 0 A_JumpIfInventory("PP2000Clip2",3,2) P20C F 0 A_PlaySound("m9/lock") P20C F 0 A_JumpIfNoAmmo("FireAimEmpty") P20C G 1 BRIGHT A_GunFlash P20C H 1 P20C H 0 A_JumpIfInventory("PP2000Ammo",1,2) P20C I 1 A_ReFire goto Ready+14 P20C H 0 A_JumpIfNoAmmo("ReloadStart") P20C I 1 A_ReFire goto Ready+14 HoldAim: P20C F 0 A_PlayWeaponSound("pp2000/fire") P20C F 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,6) P20C F 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") P20C F 1 BRIGHT A_FireBullets (4.2, 4.2, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) HoldAimCont: P20C F 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20C F 0 A_JumpIfInventory("PP2000Clip2",3,2) P20C F 0 A_PlaySound("m9/lock") P20C F 0 A_JumpIfNoAmmo("FireAimEmpty") P20C G 1 BRIGHT A_GunFlash P20C H 1 P20C H 0 A_JumpIfInventory("PP2000Ammo",1,2) P20C I 1 A_ReFire goto Ready+14 P20C H 0 A_JumpIfNoAmmo("ReloadStart") P20C I 1 A_ReFire goto Ready+14 Fire_SteadyAim: P20B A 0 A_PlayWeaponSound("pp2000/fire") P20B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P20B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") P20B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: P20B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20B A 0 A_JumpIfInventory("PP2000Clip2",3,2) P20B A 0 A_PlaySound("m9/lock") P20B A 0 A_JumpIfNoAmmo("FireEmpty") P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B C 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 1 A_ReFire goto Ready+8 P20B C 0 A_JumpIfNoAmmo("ReloadStart") P20B D 1 A_ReFire goto Ready+8 Hold_SteadyAim: P20B A 0 A_PlayWeaponSound("pp2000/fire") P20B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P20B A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") P20B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold_SteadyAimCont: P20B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P20B A 0 A_JumpIfInventory("PP2000Clip2",3,2) P20B A 0 A_PlaySound("m9/lock") P20B A 0 A_JumpIfNoAmmo("FireEmpty") P20B B 1 BRIGHT A_GunFlash P20B C 1 P20B C 0 A_JumpIfInventory("PP2000Ammo",1,2) P20B D 1 A_ReFire goto Ready+8 P20B C 0 A_JumpIfNoAmmo("ReloadStart") P20B D 1 A_ReFire goto Ready+8 Reload: //AltFire: P20C A 0 A_JumpIfInventory("PP2000Clip2",30,2) P20C A 0 A_JumpIfInventory("PP2000Ammo",1,"ReloadStart") P20C A 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: P20D A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") P20D A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") P20D A 3 A_PlaySoundEx("pp2000/clipout","SoundSlot5") P20D BCDEFGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D IJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D N 3 A_PlaySoundEx("pp2000/clipin","SoundSlot5") P20D O 3 A_TakeInventory("Reloading",1) P20D PQ 4 goto ReloadAmmo ReloadAmmo: P20D Z 0 A_JumpIfInventory("PP2000Clip2",30,"ReloadEnd") P20D Z 0 A_JumpIfInventory("PP2000Ammo",1,1) goto ReloadEnd P20D Z 0 A_GiveInventory("PP2000Clip2",1) P20D Z 0 A_TakeInventory("PP2000Ammo",1) goto ReloadAmmo ReloadEnd: P20D A 0 A_JumpIfInventory("PP2000Bolt",1,"ReloadEndBolt") P20D RST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D UV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D V 0 A_ReFire goto Ready+8 ReloadEndBolt: P20D Z 0 A_TakeInventory("PP2000Bolt",2) P20D WXY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D Z 3 A_PlaySoundEx("pp2000/bolt","SoundSlot5") P20E ABCDEFGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D V 0 A_ReFire goto Ready+8 ReloadStartAim: P20C A 0 A_ZoomFactor(1.0) P20C EDCBA 1 P20C A 0 A_TakeInventory("Aiming",1) P20C A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: P20D A 2 A_PlaySoundEx("pp2000/clipout","SoundSlot5") P20D BCDEFGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D IJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D N 2 A_PlaySoundEx("pp2000/clipin","SoundSlot5") P20D O 2 A_TakeInventory("Reloading",1) P20D PQ 3 goto ReloadAmmo_SOH ReloadAmmo_SOH: P20D Z 0 A_JumpIfInventory("PP2000Clip2",30,"ReloadEnd_SOH") P20D Z 0 A_JumpIfInventory("PP2000Ammo",1,1) goto ReloadEnd_SOH P20D Z 0 A_GiveInventory("PP2000Clip2",1) P20D Z 0 A_TakeInventory("PP2000Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: P20D A 0 A_JumpIfInventory("PP2000Bolt",1,"ReloadEndBolt_SOH") P20D RST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D UV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D V 0 A_ReFire goto Ready+8 ReloadEndBolt_SOH: P20D Z 0 A_TakeInventory("PP2000Bolt",2) P20D WXY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P20D Z 2 A_PlaySoundEx("pp2000/boltsoh","SoundSlot5") P20E ABCDEFGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P20D V 0 A_ReFire goto Ready+8 FireCoop: P20B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: P20B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto HoldCont FireAimCoop: P20C F 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: P20C F 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-420,420)/100.00, 1, 0, 4, 0, random(-420,420)/100.00) goto HoldAimCont Fire_SteadyAimCoop: P20B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: P20B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto Hold_SteadyAimCont } } actor PP2000Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor PP2000ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "PP-2000 Akimbo" : RGUWeapon { obituary "%k gattered %o with akimbo PP2000s." inventory.pickupmessage "You got the PP-2000 automatic pistol." //attacksound "ump45/fire6" weapon.selectionorder 16 weapon.ammotype "PP2000Clip3" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "PP2000Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: P22A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") P22A BCDEFGHI 2 A_WeaponReady(WRF_NOPRIMARY) P22A J 0 A_JumpIfNoAmmo("Reload") P22A J 0 A_JumpIfInventory("Aiming",1,5) P22A J 0 A_JumpIfInventory("Reloading",1,"Reload") P22A J 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") P22A J 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22A J 1 A_WeaponReady goto Ready+9 Deselect: P22A J 0 A_PlaySoundEx("weapon/down","SoundSlot5") P22A J 0 A_TakeInventory("Aiming",1) P22A J 0 ACS_ExecuteAlways(602,0,0,0,0) P22A J 0 A_TakeInventory("Reloading",1) P22A J 0 A_ZoomFactor(1.0) P22A J 0 A_Lower P22A J 1 A_Lower goto Deselect+3 Select: P22A A 0 A_Raise loop Fire: P22B A 0 A_JumpIfNoAmmo("ReloadStart") P22B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") P22B A 0 A_PlayWeaponSound("pP2000/fire") P22B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P22B A 0 BRIGHT A_GunFlash P22B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") P22B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: P22B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P22B A 0 A_GiveInventory("FireSwitch",1) P22B A 0 A_JumpIfNoAmmo("FireEmpty") P22B A 0 A_PlayWeaponSound("pP2000/fire") P22B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-12,4) P22B A 0 BRIGHT A_GunFlash P22B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire2Coop") P22B C 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire2Cont: P22B C 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P22B C 0 A_TakeInventory("FireSwitch",1) TNT1 A 0 A_JumpIfInventory("PP2000Clip3",6,2) TNT1 A 0 A_PlaySound("m9/lock") P22B C 0 A_JumpIfNoAmmo("FireEmpty") P22B D 1 P22B D 0 A_JumpIfInventory("PP2000Ammo",1,3) P22B GH 1 A_ReFire goto Ready+9 P22B D 0 A_JumpIfNoAmmo("ReloadStart") P22B GH 1 A_ReFire goto Ready+9 Hold: P22B E 0 A_JumpIfNoAmmo("ReloadStart") P22B E 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") P22B E 0 A_PlayWeaponSound("pP2000/fire") P22B E 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P22B E 0 BRIGHT A_GunFlash P22B E 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") P22B E 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) HoldCont: P22B E 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P22B E 0 A_GiveInventory("FireSwitch",1) P22B E 0 A_JumpIfNoAmmo("FireEmpty") P22B E 0 A_PlayWeaponSound("pP2000/fire") P22B E 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-12,4) P22B E 0 BRIGHT A_GunFlash P22B E 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold2Coop") P22B C 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold2Cont: P22B C 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P22B C 0 A_TakeInventory("FireSwitch",1) TNT1 A 0 A_JumpIfInventory("PP2000Clip3",6,2) TNT1 A 0 A_PlaySound("m9/lock") P22B C 0 A_JumpIfNoAmmo("FireEmpty") P22B D 1 P22B D 0 A_JumpIfInventory("PP2000Ammo",1,3) P22B GH 1 A_ReFire goto Ready+9 P22B D 0 A_JumpIfNoAmmo("ReloadStart") P22B GH 1 A_ReFire goto Ready+9 FireEmpty: P22B DG 1 P22B H 1 A_GiveInventory("PP2000Bolt",2) P22B H 0 A_JumpIfInventory("PP2000Ammo",1,2) P22B H 0 A_ReFire goto Ready+9 P22B H 0 A_JumpIfNoAmmo("ReloadStart") P22B H 0 A_ReFire goto Ready+9 Reload: P22C A 0 A_JumpIfInventory("PP2000Clip3",40,2) P22C A 0 A_JumpIfInventory("PP2000Ammo",1,"ReloadStart") P22C A 0 A_TakeInventory("Reloading",1) goto Ready+12 ReloadStart: P22D B 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") P22D B 3 A_PlaySoundEx("pP2000/clipoutsoh","SoundSlot5") P22D C 3 A_PlaySoundEx("pP2000/clipout","SoundSlot7") P22D DEFGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22D IJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P22D N 3 A_PlaySoundEx("pP2000/clipin","SoundSlot5") P22D O 3 A_TakeInventory("Reloading",1) P22D PQ 3 goto ReloadAmmo ReloadStart2: P22D XYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P22E A 3 A_PlaySoundEx("pP2000/clipin","SoundSlot5") P22E B 3 A_TakeInventory("Reloading",1) P22E C 3 goto ReloadAmmo2 ReloadAmmo: P22D Z 0 A_JumpIfInventory("PP2000Clip3",20,"ReloadEnd") P22D Z 0 A_JumpIfInventory("PP2000Ammo",1,1) goto ReloadEnd P22D Z 0 A_GiveInventory("PP2000Clip3",1) P22D Z 0 A_TakeInventory("PP2000Ammo",1) goto ReloadAmmo ReloadAmmo2: P22D Z 0 A_JumpIfInventory("PP2000Clip3",40,"ReloadEnd2") P22D Z 0 A_JumpIfInventory("PP2000Ammo",1,1) goto ReloadEnd2 P22D Z 0 A_GiveInventory("PP2000Clip3",1) P22D Z 0 A_TakeInventory("PP2000Ammo",1) goto ReloadAmmo2 ReloadEnd: P22D A 0 A_JumpIfInventory("PP2000Bolt",2,"ReloadEndBolt") P22D RSTUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadStart2 ReloadEnd2: P22E A 0 A_JumpIfInventory("PP2000Bolt",1,"ReloadEndBolt2") P22E EFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22E HI 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P22E J 0 A_ReFire goto Ready+9 ReloadEndBolt: P22F Z 0 A_TakeInventory("PP2000Bolt",1) P22F ABD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22F E 3 A_PlaySoundEx("pP2000/bolt","SoundSlot5") P22F FGHIJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadStart2 ReloadEndBolt2: P22F Z 0 A_TakeInventory("PP2000Bolt",1) P22F MNP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22F Q 3 A_PlaySoundEx("pP2000/bolt","SoundSlot5") P22F RSTUVWXY 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+9 ReloadStart_SOH: P22D B 2 A_PlaySoundEx("pP2000/clipoutsoh","SoundSlot5") P22D C 2 A_PlaySoundEx("pP2000/clipout","SoundSlot7") P22D DEFGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22D IJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P22D N 2 A_PlaySoundEx("pP2000/clipin","SoundSlot5") P22D O 2 A_TakeInventory("Reloading",1) P22D PQ 2 goto ReloadAmmo_SOH ReloadStart2_SOH: P22D XYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P22E A 2 A_PlaySoundEx("pP2000/clipin","SoundSlot5") P22E B 2 A_TakeInventory("Reloading",1) P22E C 2 goto ReloadAmmo2_SOH ReloadAmmo_SOH: P22D Z 0 A_JumpIfInventory("PP2000Clip3",20,"ReloadEnd_SOH") P22D Z 0 A_JumpIfInventory("PP2000Ammo",1,1) goto ReloadEnd_SOH P22D Z 0 A_GiveInventory("PP2000Clip3",1) P22D Z 0 A_TakeInventory("PP2000Ammo",1) goto ReloadAmmo_SOH ReloadAmmo2_SOH: P22D Z 0 A_JumpIfInventory("PP2000Clip3",40,"ReloadEnd2_SOH") P22D Z 0 A_JumpIfInventory("PP2000Ammo",1,1) goto ReloadEnd2_SOH P22D Z 0 A_GiveInventory("PP2000Clip3",1) P22D Z 0 A_TakeInventory("PP2000Ammo",1) goto ReloadAmmo2_SOH ReloadEnd_SOH: P22D A 0 A_JumpIfInventory("PP2000Bolt",2,"ReloadEndBolt_SOH") P22D RSTUV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadStart2_SOH ReloadEnd2_SOH: P22E A 0 A_JumpIfInventory("PP2000Bolt",1,"ReloadEndBolt2_SOH") P22E EFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22E HI 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) P22E J 0 A_ReFire goto Ready+9 ReloadEndBolt_SOH: P22F Z 0 A_TakeInventory("PP2000Bolt",1) P22F ABD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22F E 2 A_PlaySoundEx("pP2000/boltsoh","SoundSlot5") P22F FGHIJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto ReloadStart2_SOH ReloadEndBolt2_SOH: P22F Z 0 A_TakeInventory("PP2000Bolt",1) P22F MNP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") P22F Q 2 A_PlaySoundEx("pP2000/boltsoh","SoundSlot5") P22F RSTUVWXY 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+9 Fire_SteadyAim: P22B A 0 A_PlayWeaponSound("pP2000/fire") P22B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P22B A 0 BRIGHT A_GunFlash P22B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") P22B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: P22B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P22B A 0 A_GiveInventory("FireSwitch",1) P22B A 0 A_JumpIfNoAmmo("FireEmpty") P22B A 0 A_PlayWeaponSound("pP2000/fire") P22B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-12,4) P22B A 0 BRIGHT A_GunFlash P22B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim2Coop") P22B C 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAim2Cont: P22B C 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P22B C 0 A_TakeInventory("FireSwitch",1) TNT1 A 0 A_JumpIfInventory("PP2000Clip3",6,2) TNT1 A 0 A_PlaySound("m9/lock") P22B C 0 A_JumpIfNoAmmo("FireEmpty") P22B D 1 P22B D 0 A_JumpIfInventory("PP2000Ammo",1,3) P22B GH 1 A_ReFire goto Ready+9 P22B D 0 A_JumpIfNoAmmo("ReloadStart") P22B GH 1 A_ReFire goto Ready+9 Hold_SteadyAim: P22B E 0 A_PlayWeaponSound("pP2000/fire") P22B E 0 A_FireCustomMissile("WeaponSmokePuff",0,0,11,3) P22B E 0 BRIGHT A_GunFlash P22B E 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") P22B E 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold_SteadyAimCont: P22B E 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P22B E 0 A_GiveInventory("FireSwitch",1) P22B E 0 A_JumpIfNoAmmo("FireEmpty") P22B E 0 A_PlayWeaponSound("pP2000/fire") P22B E 0 A_FireCustomMissile("WeaponSmokePuff",0,0,-12,4) P22B E 0 BRIGHT A_GunFlash P22B E 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAim2Coop") P22B C 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Hold_SteadyAim2Cont: P22B C 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) P22B C 0 A_TakeInventory("FireSwitch",1) TNT1 A 0 A_JumpIfInventory("PP2000Clip3",6,2) TNT1 A 0 A_PlaySound("m9/lock") P22B C 0 A_JumpIfNoAmmo("FireEmpty") P22B D 1 P22B D 0 A_JumpIfInventory("PP2000Ammo",1,3) P22B GH 1 A_ReFire goto Ready+9 P22B D 0 A_JumpIfNoAmmo("ReloadStart") P22B GH 1 A_ReFire goto Ready+9 AltFire: P22A J 1 A_WeaponReady(WRF_NOSECONDARY) goto Ready+9 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEAP R 0 WEAP R 0 A_SpawnItemEx("PP2000Pickup") stop 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: P22B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto FireCont Fire2Coop: P22B C 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto Fire2Cont HoldCoop: P22B E 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto HoldCont Hold2Coop: P22B C 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-1000,1000)/100.00) goto Hold2Cont Fire_SteadyAimCoop: P22B A 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAimCont Fire_SteadyAim2Coop: P22B C 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto Fire_SteadyAim2Cont Hold_SteadyAimCoop: P22B E 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto Hold_SteadyAimCont Hold_SteadyAim2Coop: P22B C 1 BRIGHT A_FireCustomMissile("HHCBP2000", random(-800,800)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto Hold_SteadyAim2Cont 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 PP2000Clip3 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 40 ammo.backpackamount 0 ammo.backpackmaxamount 40 +IGNORESKILL } actor PP2000Akimbo : Inventory { inventory.amount 0 inventory.maxamount 1 } actor PP2000Pickup : CustomInventory { inventory.pickupmessage "You got the PP-2000 automatic pistol." inventory.pickupsound "deagle/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.14 States { Spawn: WEAP R -1 stop Pickup: WEAP R 0 WEAP R 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP R 0 A_JumpIfInventory("PP-2000",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP R 0 A_JumpIfInventory("PP-2000 Ex Mags",1,"AmmoPickup") WEAP R 0 A_JumpIfInventory("PP-2000 Akimbo",1,"AmmoPickup") WEAP R 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP R 0 ACS_ExecuteWithResult(618,16,0,0) stop PickupStay: WEAP R 0 WEAP R 0 A_JumpIfInventory("PP-2000",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP R 0 A_JumpIfInventory("PP-2000 Ex Mags",1,"FailPickup") WEAP R 0 A_JumpIfInventory("PP-2000 Akimbo",1,"FailPickup") WEAP R 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP R 0 ACS_ExecuteWithResult(618,16,0,0) WEAP R 0 ACS_ExecuteAlways(597,0,16,0,0) WEAP R 0 A_PlaySound("deagle/bolt") fail AmmoPickup: WEAP R 0 WEAP R 0 A_JumpIfInventory("PP2000Ammo",0,"FailPickup") WEAP R 0 A_GiveInventory("PP2000Ammo",20) stop FailPickup: WEAP R 1 fail FailPickup2: WEAP R 1 WEAP R 0 ACS_ExecuteAlways(620,0,2,0,0) fail } } actor PP2000Drop : PP2000Pickup { States { Spawn: WEAP R 3500 WEAP R 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP R 0 WEAP R 0 A_JumpIfInventory("PP-2000",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP R 0 A_JumpIfInventory("PP-2000 Ex Mags",1,"AmmoPickup") WEAP R 0 A_JumpIfInventory("PP-2000 Akimbo",1,"AmmoPickup") WEAP R 0 A_JumpIfInventory("MaxWeaponsFilled_Handgun",0,"FailPickup2") WEAP R 0 ACS_ExecuteWithResult(618,16,0,0) stop } } actor HHCBP2000 : HHBulletCoop { damage (16) Speed 300 States { Spawn: TNT1 A 10 TNT1 A 5 A_ScaleVelocity(0.67) 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 "FN SCAR-H" : RGUWeapon { obituary "%k scarred %o with the SCAR-H." inventory.pickupmessage "You got the FN SCAR-H battle rifle." //attacksound "ump45/fire6" weapon.selectionorder 2 weapon.ammotype "SCARHClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "SCARHAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: SCAA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") SCAA BCDEFGHIJK 2 A_WeaponReady(WRF_NOPRIMARY) SCAA K 0 A_JumpIfNoAmmo("Reload") SCAA K 0 A_JumpIfInventory("Aiming",1,5) SCAA K 0 A_JumpIfInventory("Reloading",1,"Reload") SCAA K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SCAA K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAA K 1 A_WeaponReady goto Ready+11 SCAC F 0 A_JumpIfInventory("Reloading",1,"Reload") SCAC F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SCAC F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAC F 1 A_WeaponReady(WRF_NOBOB) goto Ready+17 Deselect: SCAA K 0 A_PlaySoundEx("weapon/down","SoundSlot5") SCAA K 0 A_TakeInventory("Aiming",1) SCAA K 0 ACS_ExecuteAlways(602,0,0,0,0) SCAA K 0 A_TakeInventory("Reloading",1) SCAA K 0 A_ZoomFactor(1.0) SCAA K 0 A_Lower SCAA K 1 A_Lower goto Deselect+3 Select: SCAA A 0 A_Raise loop Fire: SCAB B 0 A_JumpIfInventory("Aiming",1,"FireAim") SCAB B 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") SCAB A 0 A_PlayWeaponSound("scar/fire") SCAB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,7,0) SCAB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") SCAB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: SCAB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAB A 0 A_JumpIfNoAmmo("FireEmpty") SCAB B 1 BRIGHT A_GunFlash SCAB C 1 SCAB D 1 SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 Hold: SCAB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") SCAB K 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") SCAB A 0 A_PlayWeaponSound("scar/fire") SCAB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,7,0) SCAB A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") SCAB A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: SCAB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAB A 0 A_JumpIfNoAmmo("FireEmpty") SCAB B 1 BRIGHT A_GunFlash SCAB C 1 SCAB D 1 SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 FireEmpty: SCAB BC 1 BRIGHT A_GunFlash SCAB D 1 A_GiveInventory("SCARHBolt",1) SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 FireAim: SCAC G 0 A_PlayWeaponSound("scar/fire") SCAC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,1) SCAC G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") SCAC G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: SCAC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAC G 0 A_JumpIfNoAmmo("FireAimEmpty") SCAC H 1 BRIGHT A_GunFlash SCAC I 1 SCAC J 1 SCAC A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAC A 0 A_ReFire goto Ready+17 SCAC A 0 A_JumpIfNoAmmo("ReloadStart") SCAC A 0 A_ReFire goto Ready+17 HoldAim: SCAC G 0 A_PlayWeaponSound("scar/fire") SCAC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,1) SCAC G 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") SCAC G 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: SCAC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAC G 0 A_JumpIfNoAmmo("FireAimEmpty") SCAC H 1 BRIGHT A_GunFlash SCAC I 1 SCAC J 1 SCAC A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAC A 0 A_ReFire goto Ready+17 SCAC A 0 A_JumpIfNoAmmo("ReloadStart") SCAC A 0 A_ReFire goto Ready+17 FireAimEmpty: SCAC HI 1 BRIGHT A_GunFlash SCAC J 1 A_GiveInventory("SCARHBolt",1) SCAC A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAC A 0 A_ReFire goto Ready+17 SCAC A 0 A_JumpIfNoAmmo("ReloadStart") SCAC A 0 A_ReFire goto Ready+17 Reload: //AltFire: SCAC A 0 A_JumpIfInventory("SCARHClip",20,2) SCAC A 0 A_JumpIfInventory("SCARHAmmo",1,"ReloadStart") SCAC A 0 A_TakeInventory("Reloading",1) goto Ready+14 ReloadStart: SCAD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") SCAD A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") SCAD A 3 A_PlaySoundEx("scar/clipout","SoundSlot5") SCAD BCDEFGHIJ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAD KLMNOP 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAD Q 0 A_PlaySoundEx("weapon/wellbonk","SoundSlot5") SCAD QRST 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAD U 3 A_PlaySoundEx("scar/clipin","SoundSlot5") SCAD V 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: SCAD Z 0 A_JumpIfInventory("SCARHClip",20,"ReloadEnd") SCAD Z 0 A_JumpIfInventory("SCARHAmmo",1,1) goto ReloadEnd SCAD Z 0 A_GiveInventory("SCARHClip",1) SCAD Z 0 A_TakeInventory("SCARHAmmo",1) goto ReloadAmmo ReloadEnd: SCAD A 0 A_JumpIfInventory("SCARHBolt",1,"ReloadEndBolt") SCAD WXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE ABCDEFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAE G 0 A_ReFire goto Ready+11 ReloadEndBolt: SCAE Z 0 A_TakeInventory("SCARHBolt",1) SCAD WX 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE HI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE J 3 A_PlaySoundEx("scar/bolt","SoundSlot5") SCAE KLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAE CDEFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE V 0 A_ReFire goto Ready+11 AltFire: SCAC A 0 A_JumpIfInventory("Aiming",1,"AltFire2") SCAC A 0 A_ZoomFactor(1.3) SCAC ABCDEF 1 SCAC G 0 A_GiveInventory("Aiming",1) SCAC G 0 ACS_ExecuteAlways(602,0,0,0,0) SCAC G 0 A_Refire goto Ready+17 AltFire2: SCAC A 0 A_ZoomFactor(1.0) SCAC FEDCBA 1 SCAC A 0 A_TakeInventory("Aiming",1) SCAC A 0 ACS_ExecuteAlways(602,0,0,0,0) SCAC G 0 A_Refire goto Ready+11 AltHold: SCAA K 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") SCAA K 1 A_ReFire goto Ready+11 AltHoldAim: SCAC F 1 SCAC F 1 A_ReFire goto Ready+17 ReloadStartAim: SCAC A 0 A_ZoomFactor(1.0) SCAC FEDCBA 1 SCAC A 0 A_TakeInventory("Aiming",1) SCAC 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: WEAP S 0 WEAP S 0 A_SpawnItemEx("SCARHPickup") stop ReloadStart_SOH: SCAD A 2 A_PlaySoundEx("scar/clipout","SoundSlot5") SCAD BCDEFGHIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAD KLMNOP 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAD Q 0 A_PlaySoundEx("weapon/wellbonk","SoundSlot5") SCAD QRST 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAD U 2 A_PlaySoundEx("scar/clipin","SoundSlot5") SCAD V 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: SCAD Z 0 A_JumpIfInventory("SCARHClip",20,"ReloadEnd_SOH") SCAD Z 0 A_JumpIfInventory("SCARHAmmo",1,1) goto ReloadEnd_SOH SCAD Z 0 A_GiveInventory("SCARHClip",1) SCAD Z 0 A_TakeInventory("SCARHAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: SCAD A 0 A_JumpIfInventory("SCARHBolt",1,"ReloadEndBolt_SOH") SCAD WXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE ABCDEFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAE G 0 A_ReFire goto Ready+11 ReloadEndBolt_SOH: SCAE Z 0 A_TakeInventory("SCARHBolt",1) SCAD WX 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE HI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE J 2 A_PlaySoundEx("scar/bolt","SoundSlot5") SCAE KLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAE CDEFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE V 0 A_ReFire goto Ready+11 Fire_SteadyAim: SCAB A 0 A_PlayWeaponSound("scar/fire") SCAB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,7,0) SCAB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") SCAB A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: SCAB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAB A 0 A_JumpIfNoAmmo("FireEmpty") SCAB B 1 BRIGHT A_GunFlash SCAB C 1 SCAB D 1 SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 Hold_SteadyAim: SCAB A 0 A_PlayWeaponSound("scar/fire") SCAB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,7,0) SCAB A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") SCAB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: SCAB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAB A 0 A_JumpIfNoAmmo("FireEmpty") SCAB B 1 BRIGHT A_GunFlash SCAB C 1 SCAB D 1 SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 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: SCAB A 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont HoldCoop: SCAB A 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto HoldCont FireAimCoop: SCAC G 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: SCAC G 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto HoldAimCont Fire_SteadyAimCoop: SCAB A 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: SCAB A 1 BRIGHT A_FireCustomMissile("HHCBSCAR", 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 SCARHClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 20 ammo.backpackamount 0 ammo.backpackmaxamount 20 +IGNORESKILL } actor SCARHBolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FN SCAR-H Ex Mags" : "FN SCAR-H" { obituary "%k scarred %o with the SCAR-H." inventory.pickupmessage "You got the FN SCAR-H battle rifle." //attacksound "ump45/fire6" weapon.selectionorder 2 weapon.ammotype "SCARHClip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "SCARHAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: SCAA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") SCAA BCDEFGHIJK 2 A_WeaponReady(WRF_NOPRIMARY) SCAA K 0 A_JumpIfNoAmmo("Reload") SCAA K 0 A_JumpIfInventory("Aiming",1,5) SCAA K 0 A_JumpIfInventory("Reloading",1,"Reload") SCAA K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SCAA K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAA K 1 A_WeaponReady goto Ready+11 SCAC F 0 A_JumpIfInventory("Reloading",1,"Reload") SCAC F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") SCAC F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAC F 1 A_WeaponReady(WRF_NOBOB) goto Ready+17 Fire: SCAB B 0 A_JumpIfInventory("Aiming",1,"FireAim") SCAB B 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") SCAB A 0 A_PlayWeaponSound("scar/fire") SCAB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,7,0) SCAB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") SCAB A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: SCAB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAB A 0 A_JumpIfNoAmmo("FireEmpty") SCAB B 1 BRIGHT A_GunFlash SCAB C 1 SCAB D 1 SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 Hold: SCAB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") SCAB K 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") SCAB A 0 A_PlayWeaponSound("scar/fire") SCAB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,7,0) SCAB A 0 A_JumpIfInventory("CoopCheck",1,"HoldCoop") SCAB A 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: SCAB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAB A 0 A_JumpIfNoAmmo("FireEmpty") SCAB B 1 BRIGHT A_GunFlash SCAB C 1 SCAB D 1 SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 FireAim: SCAC G 0 A_PlayWeaponSound("scar/fire") SCAC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,1) SCAC G 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") SCAC G 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: SCAC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAC G 0 A_JumpIfNoAmmo("FireAimEmpty") SCAC H 1 BRIGHT A_GunFlash SCAC I 1 SCAC J 1 SCAC A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAC A 0 A_ReFire goto Ready+17 SCAC A 0 A_JumpIfNoAmmo("ReloadStart") SCAC A 0 A_ReFire goto Ready+17 HoldAim: SCAC G 0 A_PlayWeaponSound("scar/fire") SCAC G 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,0,1) SCAC G 0 A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") SCAC G 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: SCAC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAC G 0 A_JumpIfNoAmmo("FireAimEmpty") SCAC H 1 BRIGHT A_GunFlash SCAC I 1 SCAC J 1 SCAC A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAC A 0 A_ReFire goto Ready+17 SCAC A 0 A_JumpIfNoAmmo("ReloadStart") SCAC A 0 A_ReFire goto Ready+17 Fire_SteadyAim: SCAB A 0 A_PlayWeaponSound("scar/fire") SCAB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,7,0) SCAB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") SCAB A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: SCAB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAB A 0 A_JumpIfNoAmmo("FireEmpty") SCAB B 1 BRIGHT A_GunFlash SCAB C 1 SCAB D 1 SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 Hold_SteadyAim: SCAB A 0 A_PlayWeaponSound("scar/fire") SCAB A 0 A_FireCustomMissile("WeaponSmokePuff_BigMuzzle",0,0,7,0) SCAB A 0 A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") SCAB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 26, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: SCAB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("SCARHClip2",3,2) TNT1 A 0 A_PlaySound("m9/lock") SCAB A 0 A_JumpIfNoAmmo("FireEmpty") SCAB B 1 BRIGHT A_GunFlash SCAB C 1 SCAB D 1 SCAB A 0 A_JumpIfInventory("SCARHAmmo",1,2) SCAB A 0 A_ReFire goto Ready+11 SCAB A 0 A_JumpIfNoAmmo("ReloadStart") SCAB A 0 A_ReFire goto Ready+11 Reload: //AltFire: SCAC A 0 A_JumpIfInventory("SCARHClip2",30,2) SCAC A 0 A_JumpIfInventory("SCARHAmmo",1,"ReloadStart") SCAC A 0 A_TakeInventory("Reloading",1) goto Ready+14 ReloadStart: SCAD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") SCAD A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") SCAD A 3 A_PlaySoundEx("scar/clipout","SoundSlot5") SCAD BCDEFGHIJ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAD KLMNOP 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAD Q 0 A_PlaySoundEx("weapon/wellbonk","SoundSlot5") SCAD QRST 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAD U 3 A_PlaySoundEx("scar/clipin","SoundSlot5") SCAD V 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: SCAD Z 0 A_JumpIfInventory("SCARHClip2",30,"ReloadEnd") SCAD Z 0 A_JumpIfInventory("SCARHAmmo",1,1) goto ReloadEnd SCAD Z 0 A_GiveInventory("SCARHClip2",1) SCAD Z 0 A_TakeInventory("SCARHAmmo",1) goto ReloadAmmo ReloadEnd: SCAD A 0 A_JumpIfInventory("SCARHBolt",1,"ReloadEndBolt") SCAD WXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE ABCDEFG 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAE G 0 A_ReFire goto Ready+11 ReloadEndBolt: SCAE Z 0 A_TakeInventory("SCARHBolt",1) SCAD WX 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE HI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE J 3 A_PlaySoundEx("scar/bolt","SoundSlot5") SCAE KLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAE CDEFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE V 0 A_ReFire goto Ready+11 ReloadStartAim: SCAC A 0 A_ZoomFactor(1.0) SCAC FEDCBA 1 SCAC A 0 A_TakeInventory("Aiming",1) SCAC A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: SCAD A 2 A_PlaySoundEx("scar/clipout","SoundSlot5") SCAD BCDEFGHIJ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAD KLMNOP 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAD Q 0 A_PlaySoundEx("weapon/wellbonk","SoundSlot5") SCAD QRST 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAD U 2 A_PlaySoundEx("scar/clipin","SoundSlot5") SCAD V 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: SCAD Z 0 A_JumpIfInventory("SCARHClip2",30,"ReloadEnd_SOH") SCAD Z 0 A_JumpIfInventory("SCARHAmmo",1,1) goto ReloadEnd_SOH SCAD Z 0 A_GiveInventory("SCARHClip2",1) SCAD Z 0 A_TakeInventory("SCARHAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: SCAD A 0 A_JumpIfInventory("SCARHBolt",1,"ReloadEndBolt_SOH") SCAD WXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE ABCDEFG 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAE G 0 A_ReFire goto Ready+11 ReloadEndBolt_SOH: SCAE Z 0 A_TakeInventory("SCARHBolt",1) SCAD WX 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE HI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE J 2 A_PlaySoundEx("scar/bolt","SoundSlot5") SCAE KLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) SCAE CDEFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") SCAE V 0 A_ReFire goto Ready+11 FireCoop: SCAB A 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-600,600)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont HoldCoop: SCAB A 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto HoldCont FireAimCoop: SCAC G 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-120,120)/100.00, 1, 0, 4, 0, random(-120,120)/100.00) goto FireAimCont HoldAimCoop: SCAC G 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto HoldAimCont Fire_SteadyAimCoop: SCAB A 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-400,400)/100.00, 1, 0, 4, 0, random(-400,400)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: SCAB A 1 BRIGHT A_FireCustomMissile("HHCBSCAR", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto Hold_SteadyAimCont } } actor SCARHClip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor SCARHExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor SCARHPickup : CustomInventory { inventory.pickupmessage "You got the FN SCAR-H battle rifle." inventory.pickupsound "ak47/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP S -1 stop Pickup: WEAP S 0 WEAP S 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP S 0 A_JumpIfInventory("FN SCAR-H",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP S 0 A_JumpIfInventory("FN SCAR-H Ex Mags",1,"AmmoPickup") WEAP S 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP S 0 ACS_ExecuteWithResult(618,17,0,0) stop PickupStay: WEAP S 0 WEAP S 0 A_JumpIfInventory("FN SCAR-H",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP S 0 A_JumpIfInventory("FN SCAR-H Ex Mags",1,"FailPickup") WEAP S 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP S 0 ACS_ExecuteWithResult(618,17,0,0) WEAP S 0 ACS_ExecuteAlways(597,0,17,0,0) WEAP S 0 A_PlaySound("ak47/bolt") fail AmmoPickup: WEAP S 0 WEAP S 0 A_JumpIfInventory("SCARHAmmo",0,"FailPickup") WEAP S 0 A_GiveInventory("SCARHAmmo",20) stop FailPickup: WEAP S 1 fail FailPickup2: WEAP S 1 WEAP S 0 ACS_ExecuteAlways(620,0,0,0,0) fail } } actor SCARHDrop : SCARHPickup { States { Spawn: WEAP S 3500 WEAP S 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP S 0 WEAP S 0 A_JumpIfInventory("FN SCAR-H",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP S 0 A_JumpIfInventory("FN SCAR-H Ex Mags",1,"AmmoPickup") WEAP S 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP S 0 ACS_ExecuteWithResult(618,17,0,0) stop } } actor HHCBSCAR : HHBulletCoop { damage (26) 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 "Colt M4A1" : RGUWeapon { obituary "%k gunned %o down with the M4A1." inventory.pickupmessage "You got the Colt M4A1 carbine. Fast and light." //attacksound "ump45/fire6" weapon.selectionorder 3 weapon.ammotype "M4A1Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "M4A1Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: M4CA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") M4CA BCDEFGHIJJ 2 A_WeaponReady(WRF_NOPRIMARY) M4CA J 0 A_JumpIfNoAmmo("Reload") M4CA J 0 A_JumpIfInventory("Aiming",1,5) M4CA J 0 A_JumpIfInventory("Reloading",1,"Reload") M4CA J 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M4CA J 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CA J 1 A_WeaponReady goto Ready+11 M4CC F 0 A_JumpIfInventory("Reloading",1,"Reload") M4CC F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M4CC F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CC F 1 A_WeaponReady(WRF_NOBOB) goto Ready+17 Deselect: M4CA J 0 A_PlaySoundEx("weapon/down","SoundSlot5") M4CA J 0 A_TakeInventory("Aiming",1) M4CA J 0 ACS_ExecuteAlways(602,0,0,0,0) M4CA J 0 A_TakeInventory("Reloading",1) M4CA J 0 A_ZoomFactor(1.0) M4CA J 0 A_Lower M4CA J 1 A_Lower goto Deselect+3 Select: M4CC A 0 A_Raise loop Fire: M4CB A 0 A_JumpIfInventory("Aiming",1,"FireAim") M4CB A 0 A_JumpIfNoAmmo("ReloadStart") M4CB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") M4CB A 0 A_PlayWeaponSound("m4a1/fire") M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2) M4CB A 0 BRIGHT A_GunFlash M4CB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") M4CB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: M4CB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CB A 0 A_JumpIfNoAmmo("FireEmpty") M4CB BC 1 M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 Hold: M4CB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") M4CB A 0 A_JumpIfNoAmmo("ReloadStart") M4CB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") M4CB A 0 A_PlayWeaponSound("m4a1/fire") M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2) M4CB A 0 BRIGHT A_GunFlash M4CB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") M4CB A 1 BRIGHT A_FireBullets (8.5, 8.5, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: M4CB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CB A 0 A_JumpIfNoAmmo("FireEmpty") M4CB BC 1 M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 FireEmpty: M4CB B 1 M4CB C 1 A_GiveInventory("M4A1Bolt",1) M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 FireAim: M4CC G 0 A_PlayWeaponSound("m4a1/fire") M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) M4CC G 0 BRIGHT A_GunFlash M4CC G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") M4CC G 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: M4CC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CC G 0 A_JumpIfNoAmmo("FireAimEmpty") M4CC HI 1 M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CC I 0 A_ReFire goto Ready+17 M4CC I 0 A_JumpIfNoAmmo("ReloadStart") M4CC I 0 A_ReFire goto Ready+17 HoldAim: M4CC G 0 A_PlayWeaponSound("m4a1/fire") M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) M4CC G 0 BRIGHT A_GunFlash M4CC G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") M4CC G 1 BRIGHT A_FireBullets (1.7, 1.7, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: M4CC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CC G 0 A_JumpIfNoAmmo("FireAimEmpty") M4CC HI 1 M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CC I 0 A_ReFire goto Ready+17 M4CC I 0 A_JumpIfNoAmmo("ReloadStart") M4CC I 0 A_ReFire goto Ready+17 FireAimEmpty: M4CC H 1 M4CC I 1 A_GiveInventory("M4A1Bolt",1) M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CC I 0 A_ReFire goto Ready+17 M4CC I 0 A_JumpIfNoAmmo("ReloadStart") M4CC I 0 A_ReFire goto Ready+17 Reload: //AltFire: M4CD A 0 A_JumpIfInventory("M4A1Clip",30,2) M4CD A 0 A_JumpIfInventory("M4A1Ammo",1,"ReloadStart") M4CD A 0 A_TakeInventory("Reloading",1) goto Ready+14 ReloadStart: M4CD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") M4CD A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") M4CD A 3 A_PlaySoundEx("m4a1/clipout","SoundSlot5") M4CD BCDEFGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD IJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD M 0 A_PlayWeaponSound("weapon/wellbonk") M4CD MNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD P 0 A_PlayWeaponSound("m4a1/clipin") M4CD P 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: M4CD Z 0 A_JumpIfInventory("M4A1Clip",30,"ReloadEnd") M4CD Z 0 A_JumpIfInventory("M4A1Ammo",1,1) goto ReloadEnd M4CD Z 0 A_GiveInventory("M4A1Clip",1) M4CD Z 0 A_TakeInventory("M4A1Ammo",1) goto ReloadAmmo ReloadEnd: M4CD Q 3 M4CD R 0 A_JumpIfInventory("M4A1Bolt",1,"ReloadEndBolt") M4CD RST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD UVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD G 0 A_ReFire goto Ready+11 ReloadEndBolt: M4CD Z 0 A_TakeInventory("M4A1Bolt",1) M4CD XY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD Z 3 A_PlayWeaponSound("m4a1/bolt") M4CE ABCD 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CE EFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CE V 0 A_ReFire goto Ready+11 AltFire: M4CC A 0 A_JumpIfInventory("Aiming",1,"AltFire2") M4CC A 0 A_ZoomFactor(1.3) M4CC ABCDEF 1 M4CC G 0 A_GiveInventory("Aiming",1) M4CC G 0 ACS_ExecuteAlways(602,0,0,0,0) M4CC G 0 A_Refire goto Ready+17 AltFire2: M4CC A 0 A_ZoomFactor(1.0) M4CC FEDCBA 1 M4CC A 0 A_TakeInventory("Aiming",1) M4CC A 0 ACS_ExecuteAlways(602,0,0,0,0) M4CC G 0 A_Refire goto Ready+11 AltHold: M4CA J 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") M4CA J 1 A_ReFire goto Ready+11 AltHoldAim: M4CC F 1 M4CC F 1 A_ReFire goto Ready+17 ReloadStartAim: M4CC A 0 A_ZoomFactor(1.0) M4CC FEDCBA 1 M4CC A 0 A_TakeInventory("Aiming",1) M4CC 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: WEAP T 0 WEAP T 0 A_SpawnItemEx("M4A1Pickup") stop ReloadStart_SOH: M4CD A 2 A_PlaySoundEx("m4a1/clipout","SoundSlot5") M4CD BCDEFGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD IJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD M 0 A_PlayWeaponSound("weapon/wellbonk") M4CD MNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD P 0 A_PlayWeaponSound("m4a1/clipin") M4CD P 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: M4CD Z 0 A_JumpIfInventory("M4A1Clip",30,"ReloadEnd_SOH") M4CD Z 0 A_JumpIfInventory("M4A1Ammo",1,1) goto ReloadEnd_SOH M4CD Z 0 A_GiveInventory("M4A1Clip",1) M4CD Z 0 A_TakeInventory("M4A1Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: M4CD Q 2 M4CD R 0 A_JumpIfInventory("M4A1Bolt",1,"ReloadEndBolt_SOH") M4CD RST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD UVW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD G 0 A_ReFire goto Ready+11 ReloadEndBolt_SOH: M4CD Z 0 A_TakeInventory("M4A1Bolt",1) M4CD XY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD Z 2 A_PlayWeaponSound("m4a1/bolt") M4CE ABCD 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CE EFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CE V 0 A_ReFire goto Ready+11 Fire_SteadyAim: M4CB A 0 A_PlayWeaponSound("m4a1/fire") M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2) M4CB A 0 BRIGHT A_GunFlash M4CB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") M4CB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: M4CB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CB A 0 A_JumpIfNoAmmo("FireEmpty") M4CB BC 1 M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 Hold_SteadyAim: M4CB A 0 A_PlayWeaponSound("m4a1/fire") M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2) M4CB A 0 BRIGHT A_GunFlash M4CB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") M4CB A 1 BRIGHT A_FireBullets (6.5, 6.5, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: M4CB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CB A 0 A_JumpIfNoAmmo("FireEmpty") M4CB BC 1 M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 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: M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-850,850)/100.00, 1, 0, 4, 0, random(-850,850)/100.00) goto HoldCont FireAimCoop: M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-170,170)/100.00, 1, 0, 4, 0, random(-170,170)/100.00) goto HoldAimCont Fire_SteadyAimCoop: M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-650,650)/100.00, 1, 0, 4, 0, random(-650,650)/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 M4A1Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor M4A1Bolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "Colt M4A1 Ex Mags" : "Colt M4A1" { obituary "%k gunned %o down with the M4A1." inventory.pickupmessage "You got the Colt M4A1 carbine. Fast and light." //attacksound "ump45/fire6" weapon.selectionorder 3 weapon.ammotype "M4A1Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "M4A1Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: M4CA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") M4CA BCDEFGHIJJ 2 A_WeaponReady(WRF_NOPRIMARY) M4CA J 0 A_JumpIfNoAmmo("Reload") M4CA J 0 A_JumpIfInventory("Aiming",1,5) M4CA J 0 A_JumpIfInventory("Reloading",1,"Reload") M4CA J 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M4CA J 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CA J 1 A_WeaponReady goto Ready+11 M4CC F 0 A_JumpIfInventory("Reloading",1,"Reload") M4CC F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M4CC F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CC F 1 A_WeaponReady(WRF_NOBOB) goto Ready+17 Fire: M4CB A 0 A_JumpIfInventory("Aiming",1,"FireAim") M4CB A 0 A_JumpIfNoAmmo("ReloadStart") M4CB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") M4CB A 0 A_PlayWeaponSound("m4a1/fire") M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2) M4CB A 0 BRIGHT A_GunFlash M4CB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") M4CB A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: M4CB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CB A 0 A_JumpIfNoAmmo("FireEmpty") M4CB BC 1 M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 Hold: M4CB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") M4CB A 0 A_JumpIfNoAmmo("ReloadStart") M4CB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") M4CB A 0 A_PlayWeaponSound("m4a1/fire") M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2) M4CB A 0 BRIGHT A_GunFlash M4CB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") M4CB A 1 BRIGHT A_FireBullets (8.5, 8.5, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: M4CB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CB A 0 A_JumpIfNoAmmo("FireEmpty") M4CB BC 1 M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 FireAim: M4CC G 0 A_PlayWeaponSound("m4a1/fire") M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) M4CC G 0 BRIGHT A_GunFlash M4CC G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") M4CC G 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: M4CC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CC G 0 A_JumpIfNoAmmo("FireAimEmpty") M4CC HI 1 M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CC I 0 A_ReFire goto Ready+17 M4CC I 0 A_JumpIfNoAmmo("ReloadStart") M4CC I 0 A_ReFire goto Ready+17 HoldAim: M4CC G 0 A_PlayWeaponSound("m4a1/fire") M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) M4CC G 0 BRIGHT A_GunFlash M4CC G 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") M4CC G 1 BRIGHT A_FireBullets (1.7, 1.7, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: M4CC G 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CC G 0 A_JumpIfNoAmmo("FireAimEmpty") M4CC HI 1 M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CC I 0 A_ReFire goto Ready+17 M4CC I 0 A_JumpIfNoAmmo("ReloadStart") M4CC I 0 A_ReFire goto Ready+17 Fire_SteadyAim: M4CB A 0 A_PlayWeaponSound("m4a1/fire") M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2) M4CB A 0 BRIGHT A_GunFlash M4CB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") M4CB A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: M4CB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CB A 0 A_JumpIfNoAmmo("FireEmpty") M4CB BC 1 M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 Hold_SteadyAim: M4CB A 0 A_PlayWeaponSound("m4a1/fire") M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2) M4CB A 0 BRIGHT A_GunFlash M4CB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") M4CB A 1 BRIGHT A_FireBullets (6.5, 6.5, -1, 19, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: M4CB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") M4CB A 0 A_JumpIfNoAmmo("FireEmpty") M4CB BC 1 M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2) M4CB C 0 A_ReFire goto Ready+11 M4CB C 0 A_JumpIfNoAmmo("ReloadStart") M4CB C 0 A_ReFire goto Ready+11 Reload: //AltFire: M4CD A 0 A_JumpIfInventory("M4A1Clip2",45,2) M4CD A 0 A_JumpIfInventory("M4A1Ammo",1,"ReloadStart") M4CD A 0 A_TakeInventory("Reloading",1) goto Ready+14 ReloadStart: M4CD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") M4CD A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") M4CD A 3 A_PlaySoundEx("m4a1/clipout","SoundSlot5") M4CD BCDEFGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD IJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD M 0 A_PlayWeaponSound("weapon/wellbonk") M4CD MNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD P 0 A_PlayWeaponSound("m4a1/clipin") M4CD P 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: M4CD Z 0 A_JumpIfInventory("M4A1Clip2",45,"ReloadEnd") M4CD Z 0 A_JumpIfInventory("M4A1Ammo",1,1) goto ReloadEnd M4CD Z 0 A_GiveInventory("M4A1Clip2",1) M4CD Z 0 A_TakeInventory("M4A1Ammo",1) goto ReloadAmmo ReloadEnd: M4CD Q 3 M4CD R 0 A_JumpIfInventory("M4A1Bolt",1,"ReloadEndBolt") M4CD RST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD UVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD G 0 A_ReFire goto Ready+11 ReloadEndBolt: M4CD Z 0 A_TakeInventory("M4A1Bolt",1) M4CD XY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD Z 3 A_PlayWeaponSound("m4a1/bolt") M4CE ABCD 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CE EFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CE V 0 A_ReFire goto Ready+11 ReloadStartAim: M4CC A 0 A_ZoomFactor(1.0) M4CC FEDCBA 1 M4CC A 0 A_TakeInventory("Aiming",1) M4CC A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: M4CD A 2 A_PlaySoundEx("m4a1/clipout","SoundSlot5") M4CD BCDEFGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD IJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD M 0 A_PlayWeaponSound("weapon/wellbonk") M4CD MNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD P 0 A_PlayWeaponSound("m4a1/clipin") M4CD P 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: M4CD Z 0 A_JumpIfInventory("M4A1Clip2",45,"ReloadEnd_SOH") M4CD Z 0 A_JumpIfInventory("M4A1Ammo",1,1) goto ReloadEnd_SOH M4CD Z 0 A_GiveInventory("M4A1Clip2",1) M4CD Z 0 A_TakeInventory("M4A1Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: M4CD Q 2 M4CD R 0 A_JumpIfInventory("M4A1Bolt",1,"ReloadEndBolt_SOH") M4CD RST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD UVW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CD G 0 A_ReFire goto Ready+11 ReloadEndBolt_SOH: M4CD Z 0 A_TakeInventory("M4A1Bolt",1) M4CD XY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CD Z 2 A_PlayWeaponSound("m4a1/bolt") M4CE ABCD 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M4CE EFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M4CE V 0 A_ReFire goto Ready+11 FireCoop: M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-850,850)/100.00, 1, 0, 4, 0, random(-850,850)/100.00) goto HoldCont FireAimCoop: M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-170,170)/100.00, 1, 0, 4, 0, random(-170,170)/100.00) goto HoldAimCont Fire_SteadyAimCoop: M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", random(-650,650)/100.00, 1, 0, 4, 0, random(-650,650)/100.00) goto Hold_SteadyAimCont } } actor M4A1Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 45 ammo.backpackamount 0 ammo.backpackmaxamount 45 +IGNORESKILL } actor M4A1ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor M4A1Pickup : CustomInventory { inventory.pickupmessage "You got the Colt M4A1 carbine. Fast and light." inventory.pickupsound "ak47/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP T -1 stop Pickup: WEAP T 0 WEAP T 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP T 0 A_JumpIfInventory("Colt M4A1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP T 0 A_JumpIfInventory("Colt M4A1 Ex Mags",1,"AmmoPickup") WEAP T 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP T 0 ACS_ExecuteWithResult(618,18,0,0) stop PickupStay: WEAP T 0 WEAP T 0 A_JumpIfInventory("Colt M4A1",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP T 0 A_JumpIfInventory("Colt M4A1 Ex Mags",1,"FailPickup") WEAP T 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP T 0 ACS_ExecuteWithResult(618,18,0,0) WEAP T 0 ACS_ExecuteAlways(597,0,18,0,0) WEAP T 0 A_PlaySound("ak47/bolt") fail AmmoPickup: WEAP T 0 WEAP T 0 A_JumpIfInventory("M4A1Ammo",0,"FailPickup") WEAP T 0 A_GiveInventory("M4A1Ammo",30) stop FailPickup: WEAP T 1 fail FailPickup2: WEAP T 1 WEAP T 0 ACS_ExecuteAlways(620,0,0,0,0) fail } } actor M4A1Drop : M4A1Pickup { States { Spawn: WEAP T 3500 WEAP T 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP T 0 WEAP T 0 A_JumpIfInventory("Colt M4A1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP T 0 A_JumpIfInventory("Colt M4A1 Ex Mags",1,"AmmoPickup") WEAP T 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP T 0 ACS_ExecuteWithResult(618,18,0,0) stop } } actor HHCBM4A1 : HHBulletCoop { damage (19) 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 "Sears Ranger" : RGUWeapon { obituary "%k blew %o away with the Ranger." inventory.pickupmessage "You got the Sears Ranger sawed-off shotgun." //attacksound "ranger/fire" weapon.selectionorder 7 weapon.ammotype "RangerClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "RangerAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: RNGA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") RNGA BCDEFGHIJ 2 A_WeaponReady(WRF_NOPRIMARY) RNGA K 0 A_JumpIfNoAmmo("Reload") RNGA K 0 A_JumpIfInventory("Reloading",1,"Reload") RNGA K 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") RNGA K 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGA K 1 A_WeaponReady goto Ready+11 Deselect: RNGA K 0 A_PlaySoundEx("weapon/down","SoundSlot5") RNGA K 0 A_TakeInventory("Aiming",1) RNGA K 0 ACS_ExecuteAlways(602,0,0,0,0) RNGA K 0 A_TakeInventory("Reloading",1) RNGA K 0 A_ZoomFactor(1.0) RNGA K 0 A_Lower RNGA K 1 A_Lower goto Deselect+3 Select: RNGA A 0 A_Raise loop FireOne: RNGB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"FireOne_SteadyAim") RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_TakeInventory("RangerClip",1) goto Fire+4 Fire: RNGA K 1 A_JumpIfNoAmmo("ReloadStart") RNGB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_JumpIfInventory("RangerClip",2,"FireTwo") RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,12,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,12,1) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") RNGB A 0 BRIGHT A_FireBullets (12.0, 7.0, 5, 12, "ShotgunPuff", FBF_NORANDOM, 200) RNGB A 0 BRIGHT A_FireBullets (12.0, 7.0, 8, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) FireCont: RNGB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RNGB A 2 BRIGHT A_GunFlash RNGB BCDE 1 BRIGHT RNGB E 0 A_JumpIfInventory("RangerAmmo",1,4) RNGB FGH 1 A_ReFire goto Ready+11 RNGB E 0 A_JumpIfInventory("RangerClip",1,1) goto ReloadStart RNGB FGH 1 A_ReFire goto Ready+11 FireTwo: RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,1) goto Fire+6 AltFire: RNGA K 1 A_JumpIfInventory("RangerClip",2,3) RNGA K 1 A_JumpIfInventory("RangerClip",1,"FireOne") RNGA K 1 A_JumpIfInventory("RangerAmmo",1,"Reload") goto Ready+11 RNGB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"AltFire_SteadyAim") RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_TakeInventory("RangerClip",1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,1) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"AltFireCoop") RNGB A 0 BRIGHT A_FireBullets (16.0, 9.0, 5, 12, "ShotgunPuff", FBF_NORANDOM, 200) RNGB A 0 BRIGHT A_FireBullets (16.0, 9.0, 8, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) AltFireCont: RNGB A 2 BRIGHT A_GunFlash RNGB A 0 A_PlaySoundEx("ranger/fire","SoundSlot6") RNGB A 0 A_TakeInventory("RangerClip",1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,12,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,12,1) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"AltFire2Coop") RNGB A 0 BRIGHT A_FireBullets (16.0, 9.0, 5, 12, "ShotgunPuff", FBF_NORANDOM, 200) RNGB A 0 BRIGHT A_FireBullets (16.0, 9.0, 8, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) AltFire2Cont: RNGB BB 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RNGB B 2 BRIGHT A_GunFlash RNGB CDE 1 BRIGHT RNGB E 0 A_JumpIfInventory("RangerAmmo",1,4) RNGB FGH 1 A_ReFire goto Ready+11 RNGB FGH 1 A_ReFire goto Reload Hold: RNGA K 2 RNGA K 1 A_ReFire goto Ready+11 Reload: RNGB A 0 A_JumpIfInventory("RangerClip",2,2) RNGB A 0 A_JumpIfInventory("RangerAmmo",1,"ReloadStart") RNGB A 0 A_TakeInventory("Reloading",1) goto Ready+13 ReloadStart: RNGC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") RNGC A 3 A_PlaySoundEx("ranger/open","SoundSlot5") RNGC BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGC E 0 A_JumpIfInventory("RangerAmmo",2,1) goto ReloadStartSingle RNGC E 3 A_JumpIfInventory("RangerClip",1,"ReloadStartSingle") RNGC FG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGC HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RNGC N 3 A_PlaySoundEx("ranger/in","SoundSlot5") RNGC N 0 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: RNGC I 0 A_JumpIfInventory("RangerClip",1,"ReloadStart2") RNGC I 0 A_JumpIfInventory("RangerAmmo",1,1) goto ReloadStart2 RNGC I 0 A_GiveInventory("RangerClip",1) RNGC I 0 A_TakeInventory("RangerAmmo",1) goto ReloadAmmo ReloadStart2: RNGC OPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGC T 3 A_PlaySoundEx("ranger/in","SoundSlot5") goto ReloadAmmo2 ReloadAmmo2: RNGC I 0 A_JumpIfInventory("RangerClip",2,"ReloadEnd") RNGC I 0 A_JumpIfInventory("RangerAmmo",1,1) goto ReloadEnd RNGC I 0 A_GiveInventory("RangerClip",1) RNGC I 0 A_TakeInventory("RangerAmmo",1) goto ReloadAmmo2 ReloadStartSingle: RNGE EFGHI 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGE JK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RNGC PQ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RNGC R 3 A_PlaySoundEx("ranger/in","SoundSlot5") RNGC T 3 A_TakeInventory("Reloading",1) goto ReloadAmmoSingle ReloadAmmoSingle: RNGC I 0 A_JumpIfInventory("RangerClip",2,"ReloadEnd") RNGC I 0 A_JumpIfInventory("RangerAmmo",1,1) goto ReloadEnd RNGC I 0 A_GiveInventory("RangerClip",1) RNGC I 0 A_TakeInventory("RangerAmmo",1) ReloadEnd: RNGC UVWXY 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RNGC Z 3 A_PlaySoundEx("ranger/close","SoundSlot5") RNGD ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGD C 0 A_ReFire goto Ready+11 Flash: TNT1 A 2 bright A_Light1 TNT1 A 0 bright A_Light0 stop Spawn: WEAP U 0 WEAP U 0 A_SpawnItemEx("RangerPickup") stop ReloadStart_SOH: RNGC A 2 A_PlaySoundEx("ranger/open","SoundSlot5") RNGC BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGC E 0 A_JumpIfInventory("RangerAmmo",2,1) goto ReloadStartSingle_SOH RNGC E 2 A_JumpIfInventory("RangerClip",1,"ReloadStartSingle_SOH") RNGC FG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGC HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RNGC N 2 A_PlaySoundEx("ranger/in","SoundSlot5") RNGC N 0 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: RNGC I 0 A_JumpIfInventory("RangerClip",1,"ReloadStart2_SOH") RNGC I 0 A_JumpIfInventory("RangerAmmo",1,1) goto ReloadStart2_SOH RNGC I 0 A_GiveInventory("RangerClip",1) RNGC I 0 A_TakeInventory("RangerAmmo",1) goto ReloadAmmo_SOH ReloadStart2_SOH: RNGC OPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGC T 2 A_PlaySoundEx("ranger/in","SoundSlot5") goto ReloadAmmo2_SOH ReloadAmmo2_SOH: RNGC I 0 A_JumpIfInventory("RangerClip",2,"ReloadEnd_SOH") RNGC I 0 A_JumpIfInventory("RangerAmmo",1,1) goto ReloadEnd_SOH RNGC I 0 A_GiveInventory("RangerClip",1) RNGC I 0 A_TakeInventory("RangerAmmo",1) goto ReloadAmmo2_SOH ReloadStartSingle_SOH: RNGE EFGHI 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGE JK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RNGC PQ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RNGC R 2 A_PlaySoundEx("ranger/in","SoundSlot5") RNGC T 2 A_TakeInventory("Reloading",1) goto ReloadAmmoSingle_SOH ReloadAmmoSingle_SOH: RNGC I 0 A_JumpIfInventory("RangerClip",2,"ReloadEnd_SOH") RNGC I 0 A_JumpIfInventory("RangerAmmo",1,1) goto ReloadEnd_SOH RNGC I 0 A_GiveInventory("RangerClip",1) RNGC I 0 A_TakeInventory("RangerAmmo",1) ReloadEnd_SOH: RNGC UVWXY 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) RNGC Z 2 A_PlaySoundEx("ranger/close","SoundSlot5") RNGD ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") RNGD C 0 A_ReFire goto Ready+11 FireOne_SteadyAim: RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_TakeInventory("RangerClip",1) goto Fire_SteadyAim+2 Fire_SteadyAim: RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_JumpIfInventory("RangerClip",2,"FireTwo_SteadyAim") RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,12,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,12,1) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") RNGB A 0 BRIGHT A_FireBullets (8.0, 5.0, 5, 12, "ShotgunPuff", FBF_NORANDOM, 200) RNGB A 0 BRIGHT A_FireBullets (8.0, 5.0, 8, 12, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) Fire_SteadyAimCont: RNGB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RNGB A 2 BRIGHT A_GunFlash RNGB BCDE 1 BRIGHT RNGB E 0 A_JumpIfInventory("RangerAmmo",1,4) RNGB FGH 1 A_ReFire goto Ready+11 RNGB E 0 A_JumpIfInventory("RangerClip",1,1) goto ReloadStart RNGB FGH 1 A_ReFire goto Ready+11 FireTwo_SteadyAim: RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,1) goto Fire_SteadyAim+4 AltFire_SteadyAim: RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_TakeInventory("RangerClip",1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,1) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"AltFire_SteadyAimCoop") RNGB A 0 BRIGHT A_FireBullets (12.0, 8.0, 5, 12, "ShotgunPuff", FBF_NORANDOM, 200) RNGB A 0 BRIGHT A_FireBullets (12.0, 8.0, 8, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) AltFire_SteadyAimCont: RNGB A 2 BRIGHT A_GunFlash RNGB A 0 A_PlaySoundEx("ranger/fire","SoundSlot6") RNGB A 0 A_TakeInventory("RangerClip",1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,12,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,12,1) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"AltFire_SteadyAim2Coop") RNGB A 0 BRIGHT A_FireBullets (12.0, 8.0, 5, 12, "ShotgunPuff", FBF_NORANDOM, 200) RNGB A 0 BRIGHT A_FireBullets (12.0, 8.0, 8, 14, "ShotgunPuff2", FBF_NORANDOM | FBF_USEAMMO, 2000) AltFire_SteadyAim2Cont: RNGB BB 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RNGB B 2 BRIGHT A_GunFlash RNGB CDE 1 BRIGHT RNGB E 0 A_JumpIfInventory("RangerAmmo",1,4) RNGB FGH 1 A_ReFire goto Ready+11 RNGB FGH 1 A_ReFire goto Reload 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: RNGB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1", random(-1200,1200)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) RNGB AAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER2", random(-1200,1200)/100.00, 0, 0, 4, 0, random(-700,700)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER2", random(-1200,1200)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont AltFireCoop: RNGB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1", random(-1600,1600)/100.00, 0, 0, 4, 0, random(-900,900)/100.00) RNGB AAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER3", random(-1600,1600)/100.00, 0, 0, 4, 0, random(-900,900)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER3", random(-1600,1600)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto AltFireCont AltFire2Coop: RNGB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1", random(-1600,1600)/100.00, 0, 0, 4, 0, random(-900,900)/100.00) RNGB AAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER3", random(-1600,1600)/100.00, 0, 0, 4, 0, random(-900,900)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER3", random(-1600,1600)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto AltFire2Cont Fire_SteadyAimCoop: RNGB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1", random(-800,800)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) RNGB AAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER2", random(-800,800)/100.00, 0, 0, 4, 0, random(-500,500)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER2", random(-800,800)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont AltFire_SteadyAimCoop: RNGB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1", random(-1200,1200)/100.00, 0, 0, 4, 0, random(-800,800)/100.00) RNGB AAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER3", random(-1200,1200)/100.00, 0, 0, 4, 0, random(-800,800)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER3", random(-1200,1200)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto AltFireCont AltFire_SteadyAim2Coop: RNGB AAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1", random(-1200,1200)/100.00, 0, 0, 4, 0, random(-800,800)/100.00) RNGB AAAAAAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER3", random(-1200,1200)/100.00, 0, 0, 4, 0, random(-800,800)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER3", random(-1200,1200)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto AltFire_SteadyAim2Cont 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 RangerClip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 2 ammo.backpackamount 0 ammo.backpackmaxamount 2 +IGNORESKILL } actor "Sears Ranger Dragon" : "Sears Ranger" { obituary "%k toasted %o with the Ranger." inventory.pickupmessage "You got the Sears Ranger sawed-off shotgun." //attacksound "ranger/fire" weapon.selectionorder 7 weapon.ammotype "RangerClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "RangerAmmo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { FireOne: RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_PlaySound("dragon/fire") RNGB A 0 A_TakeInventory("RangerClip",1) goto Fire+4 Fire: RNGA K 1 A_JumpIfNoAmmo("ReloadStart") RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_PlaySound("dragon/fire") RNGB A 0 A_JumpIfInventory("RangerClip",2,"FireTwo") RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,12,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,12,1) RNGB AAAAAAAAAA 0 A_FireCustomMissile("FlameThrowerFire",random(-16,10),0,10,random(-3,5),0,random(-10,11)) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") RNGB A 0 BRIGHT A_FireBullets (10.0, 6.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM, 500) RNGB A 0 BRIGHT A_FireBullets (10.0, 6.0, 3, 10, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 1000) FireCont: RNGB A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RNGB A 2 BRIGHT A_GunFlash RNGB BCDE 1 BRIGHT RNGB E 0 A_JumpIfInventory("RangerAmmo",1,4) RNGB FGH 1 A_ReFire goto Ready+11 RNGB E 0 A_JumpIfInventory("RangerClip",1,1) goto ReloadStart RNGB FGH 1 A_ReFire goto Ready+11 FireTwo: RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,1) goto Fire+6 AltFire: RNGA K 1 A_JumpIfInventory("RangerClip",2,3) RNGA K 1 A_JumpIfInventory("RangerClip",1,"FireOne") RNGA K 1 A_JumpIfInventory("RangerAmmo",1,"Reload") goto Ready+11 RNGB A 0 A_PlayWeaponSound("ranger/fire") RNGB A 0 A_PlaySound("dragon/fire") RNGB A 0 A_TakeInventory("RangerClip",1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,8,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,8,1) RNGB AAAAAAAAAA 0 A_FireCustomMissile("FlameThrowerFire",random(-20,14),0,10,random(-3,5),0,random(-12,13)) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"AltFireCoop") RNGB A 0 BRIGHT A_FireBullets (14.0, 8.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM, 500) RNGB A 0 BRIGHT A_FireBullets (14.0, 8.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 1000) AltFireCont: RNGB A 2 BRIGHT A_GunFlash RNGB A 0 A_PlaySoundEx("ranger/fire","SoundSlot6") RNGB A 0 A_PlaySound("dragon/fire") RNGB A 0 A_TakeInventory("RangerClip",1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,12,1) RNGB A 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,12,1) RNGB AAAAAAAAAA 0 A_FireCustomMissile("FlameThrowerFire",random(-20,14),0,10,random(-3,5),0,random(-12,13)) RNGB A 0 A_JumpIfInventory("CoopCheck",1,"AltFire2Coop") RNGB A 0 BRIGHT A_FireBullets (14.0, 8.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM, 500) RNGB A 0 BRIGHT A_FireBullets (14.0, 8.0, 3, 12, "ShotgunFirePuff", FBF_NORANDOM | FBF_USEAMMO, 1000) AltFire2Cont: RNGB BB 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) RNGB B 2 BRIGHT A_GunFlash RNGB CDE 1 BRIGHT RNGB E 0 A_JumpIfInventory("RangerAmmo",1,4) RNGB FGH 1 A_ReFire goto Ready+11 RNGB FGH 1 A_ReFire goto Reload FireCoop: RNGB AAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1D", random(-1000,1000)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) RNGB AA 0 BRIGHT A_FireCustomMissile("HHCBRANGER2D", random(-1000,1000)/100.00, 0, 0, 4, 0, random(-600,600)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER2D", random(-1000,1000)/100.00, 1, 0, 4, 0, random(-600,600)/100.00) goto FireCont AltFireCoop: RNGB AAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1D", random(-1400,1400)/100.00, 0, 0, 4, 0, random(-800,800)/100.00) RNGB AA 0 BRIGHT A_FireCustomMissile("HHCBRANGER3D", random(-1400,1400)/100.00, 0, 0, 4, 0, random(-800,800)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER3D", random(-1400,1400)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto AltFireCont AltFire2Coop: RNGB AAA 0 BRIGHT A_FireCustomMissile("HHCBRANGER1D", random(-1400,1400)/100.00, 0, 0, 4, 0, random(-800,800)/100.00) RNGB AA 0 BRIGHT A_FireCustomMissile("HHCBRANGER3D", random(-1400,1400)/100.00, 0, 0, 4, 0, random(-800,800)/100.00) RNGB A 0 BRIGHT A_FireCustomMissile("HHCBRANGER3D", random(-1400,1400)/100.00, 1, 0, 4, 0, random(-800,800)/100.00) goto AltFire2Cont } } actor RangerDragon : Inventory { inventory.amount 0 inventory.maxamount 1 } actor RangerPickup : CustomInventory { inventory.pickupmessage "You got the Sears Ranger sawed-off shotgun." inventory.pickupsound "spas/pump" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP U -1 stop Pickup: WEAP U 0 WEAP U 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP U 0 A_JumpIfInventory("Sears Ranger",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP U 0 A_JumpIfInventory("Sears Ranger Dragon",1,"AmmoPickup") WEAP U 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP U 0 ACS_ExecuteWithResult(618,19,0,0) stop PickupStay: WEAP U 0 WEAP U 0 A_JumpIfInventory("Sears Ranger",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP U 0 A_JumpIfInventory("Sears Ranger Dragon",1,"FailPickup") WEAP U 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP U 0 ACS_ExecuteWithResult(618,19,0,0) WEAP U 0 ACS_ExecuteAlways(597,0,19,0,0) WEAP U 0 A_PlaySound("spas/pump") fail AmmoPickup: WEAP U 0 WEAP U 0 A_JumpIfInventory("RangerAmmo",0,"FailPickup") WEAP U 0 A_GiveInventory("RangerAmmo",8) stop FailPickup: WEAP U 1 fail FailPickup2: WEAP U 1 WEAP U 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor RangerDrop : RangerPickup { States { Spawn: WEAP U 3500 WEAP U 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP U 0 WEAP U 0 A_JumpIfInventory("Sears Ranger",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP U 0 A_JumpIfInventory("Sears Ranger Dragon",1,"AmmoPickup") WEAP U 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP U 0 ACS_ExecuteWithResult(618,19,0,0) stop } } actor HHCBRANGER1 : HHBulletCoop { damage (12) Speed 200 decal none damagetype "Shotgun" states { Spawn: TNT1 A 2 stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_Jump(48,2) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_3", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } actor HHCBRANGER2 : HHCBRANGER1 { damage (12) Speed 200 decal ShotChip states { Spawn: TNT1 A 10 stop Death: TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop XDeath: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 5 A_PlaySound("generic/ricochets") stop Crash: TNT1 A 0 A_Jump(192,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_Jump(48,2) TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_3", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 5 A_PlaySound("generic/ricochet") stop } } actor HHCBRANGER3 : HHCBRANGER2 { damage (14) } actor HHCBRANGER1D : HHBulletCoop { damage (12) Speed 200 decal none +FORCERADIUSDMG damagetype "Dragon" states { Spawn: TNT1 A 1 TNT1 A 2 A_ScaleVelocity(0.75) stop Death: TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop XDeath: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_Jump(32,2) TNT1 A 0 A_PlaySound("generic/ricochets") TNT1 AA 12 A_Explode(2,32,0) stop Crash: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop } } actor HHCBRANGER2D : HHCBRANGER1D { damage (10) Speed 200 decal none +FORCERADIUSDMG damagetype "Dragon" states { Spawn: TNT1 A 5 stop Death: TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop XDeath: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_Jump(32,2) TNT1 A 0 A_PlaySound("generic/ricochets") TNT1 AA 12 A_Explode(2,32,0) stop Crash: TNT1 A 0 A_Jump(144,2) TNT1 A 0 A_GiveToTarget("HitIndicator",1) TNT1 A 0 A_SpawnItemEx("FireballPuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySound("generic/ricochet") TNT1 AA 12 A_Explode(2,32,0) stop } } actor HHCBRANGER3D : HHCBRANGER2D { damage (12) }actor "FN F2000" : RGUWeapon { obituary "%k F'd %o up with the F2000." inventory.pickupmessage "You got the FN F2000 assault rifle." //attacksound "acr/fire" weapon.selectionorder 4 weapon.ammotype "F2000Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "F2000Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: F2KA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") F2KA BCDEFGHIJKLM 2 A_WeaponReady(WRF_NOPRIMARY) F2KA M 0 A_JumpIfNoAmmo("Reload") F2KA M 0 A_JumpIfInventory("Aiming",1,5) F2KA M 0 A_JumpIfInventory("Reloading",1,"Reload") F2KA M 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") F2KA M 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KA M 1 A_WeaponReady goto Ready+13 F2KC E 0 A_JumpIfInventory("Reloading",1,"Reload") F2KC E 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") F2KC E 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KC E 1 A_WeaponReady(WRF_NOBOB) goto Ready+19 Deselect: F2KA M 0 A_PlaySoundEx("weapon/down","SoundSlot5") F2KA M 0 A_TakeInventory("Aiming",1) F2KA M 0 ACS_ExecuteAlways(602,0,0,0,0) F2KA M 0 A_TakeInventory("Reloading",1) F2KA M 0 A_ZoomFactor(1.0) F2KA M 0 A_Lower F2KA M 1 A_Lower goto Deselect+3 Select: F2KA A 0 A_Raise loop Fire: F2KB A 0 A_JumpIfInventory("Aiming",1,"FireAim") F2KB A 0 A_JumpIfNoAmmo("ReloadStart") F2KB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") F2KB A 0 A_PlayWeaponSound("f2000/fire") F2KB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,2) F2KB A 0 BRIGHT A_GunFlash F2KB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") F2KB B 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: F2KB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KB B 0 A_JumpIfNoAmmo("FireEmpty") F2KB C 1 F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 Hold: F2KB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") F2KB A 0 A_JumpIfNoAmmo("ReloadStart") F2KB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") F2KB A 0 A_PlayWeaponSound("f2000/fire") F2KB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,2) F2KB A 0 BRIGHT A_GunFlash F2KB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") F2KB B 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: F2KB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KB B 0 A_JumpIfNoAmmo("FireEmpty") F2KB C 1 F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 FireEmpty: F2KB C 0 F2KB C 1 A_GiveInventory("F2000Bolt",1) F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 FireAim: F2KD A 0 A_PlayWeaponSound("f2000/fire") F2KD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) F2KD A 0 BRIGHT A_GunFlash F2KD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") F2KD B 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: F2KD B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KD B 0 A_JumpIfNoAmmo("FireAimEmpty") F2KD C 1 F2KD D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KD D 1 A_ReFire goto Ready+19 F2KD D 0 A_JumpIfNoAmmo("ReloadStart") F2KD D 1 A_ReFire goto Ready+19 HoldAim: F2KD A 0 A_PlayWeaponSound("f2000/fire") F2KD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) F2KD A 0 BRIGHT A_GunFlash F2KD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") F2KD B 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: F2KD B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KD B 0 A_JumpIfNoAmmo("FireAimEmpty") F2KD C 1 F2KD D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KD D 1 A_ReFire goto Ready+19 F2KD D 0 A_JumpIfNoAmmo("ReloadStart") F2KD D 1 A_ReFire goto Ready+19 FireAimEmpty: F2KD C 0 F2KD C 1 A_GiveInventory("F2000Bolt",1) F2KD D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KD D 1 A_ReFire goto Ready+19 F2KD D 0 A_JumpIfNoAmmo("ReloadStart") F2KD D 1 A_ReFire goto Ready+19 Reload: //AltFire: F2KD A 0 A_JumpIfInventory("F2000Clip",30,2) F2KD A 0 A_JumpIfInventory("F2000Ammo",1,"ReloadStart") F2KD A 0 A_TakeInventory("Reloading",1) goto Ready+16 ReloadStart: F2KE A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") F2KE A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") F2KE A 3 F2KE B 3 A_PlaySoundEx("f2000/clipout","SoundSlot5") F2KE CDEFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KE HIJKLMNOPQ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KE RSTUVW 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KE X 3 A_PlaySoundEx("f2000/clipin","SoundSlot5") F2KE Y 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: F2KE Z 0 A_JumpIfInventory("F2000Clip",30,"ReloadEnd") F2KE Z 0 A_JumpIfInventory("F2000Ammo",1,1) goto ReloadEnd F2KE Z 0 A_GiveInventory("F2000Clip",1) F2KE Z 0 A_TakeInventory("F2000Ammo",1) goto ReloadAmmo ReloadEnd: F2KE Z 0 A_JumpIfInventory("F2000Bolt",1,"ReloadEndBolt") F2KE Z 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KF ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KF FHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KF G 0 A_ReFire goto Ready+13 ReloadEndBolt: F2KE Z 3 A_TakeInventory("F2000Bolt",1) F2KG ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KG G 0 A_PlaySoundEx("f2000/bolt","SoundSlot5") F2KG EFHIJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KG MNOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KG V 0 A_ReFire goto Ready+13 AltFire: F2KC A 0 A_ZoomFactor(1.3) F2KC A 0 A_JumpIfInventory("Aiming",1,"AltFire2") F2KC ABCDE 1 F2KC G 0 A_GiveInventory("Aiming",1) F2KC G 0 ACS_ExecuteAlways(602,0,0,0,0) F2KC G 0 A_Refire goto Ready+19 AltFire2: F2KC A 0 A_ZoomFactor(1.0) F2KC EDCBA 1 F2KC A 0 A_TakeInventory("Aiming",1) F2KC A 0 ACS_ExecuteAlways(602,0,0,0,0) F2KC G 0 A_Refire goto Ready+13 AltHold: F2KA M 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") F2KA M 1 A_ReFire goto Ready+13 AltHoldAim: F2KC E 1 F2KC E 1 A_ReFire goto Ready+19 ReloadStartAim: F2KC A 0 A_ZoomFactor(1.0) F2KC EDCBA 1 F2KC A 0 A_TakeInventory("Aiming",1) F2KC 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: WEAP V 0 WEAP V 0 A_SpawnItemEx("F2000Pickup") stop ReloadStart_SOH: F2KE A 2 A_PlaySoundEx("f2000/clipout","SoundSlot5") F2KE BCDEFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KE HIJKLMNOPQ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KE RSTUVW 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KE X 2 A_PlaySoundEx("f2000/clipin","SoundSlot5") F2KE Y 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: F2KE Z 0 A_JumpIfInventory("F2000Clip",30,"ReloadEnd_SOH") F2KE Z 0 A_JumpIfInventory("F2000Ammo",1,1) goto ReloadEnd_SOH F2KE Z 0 A_GiveInventory("F2000Clip",1) F2KE Z 0 A_TakeInventory("F2000Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: F2KE Z 0 A_JumpIfInventory("F2000Bolt",1,"ReloadEndBolt_SOH") F2KE Z 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KF ABCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KF FGHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KF G 0 A_ReFire goto Ready+13 ReloadEndBolt_SOH: F2KE Z 2 A_TakeInventory("F2000Bolt",1) F2KG ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KG G 0 A_PlaySoundEx("f2000/bolt","SoundSlot5") F2KG EFHIJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KG MNOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KG V 0 A_ReFire goto Ready+13 Fire_SteadyAim: F2KB A 0 A_PlayWeaponSound("f2000/fire") F2KB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,2) F2KB A 0 BRIGHT A_GunFlash F2KB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") F2KB B 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: F2KB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KB B 0 A_JumpIfNoAmmo("FireEmpty") F2KB C 1 F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 Hold_SteadyAim: F2KB A 0 A_PlayWeaponSound("f2000/fire") F2KB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,2) F2KB A 0 BRIGHT A_GunFlash F2KB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") F2KB B 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: F2KB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KB B 0 A_JumpIfNoAmmo("FireEmpty") F2KB C 1 F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 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: F2KB B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: F2KB B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto HoldCont FireAimCoop: F2KD B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: F2KD B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto HoldAimCont Fire_SteadyAimCoop: F2KB B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-500,500)/100.00, 1, 6, 3, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: F2KB B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-700,700)/100.00, 1, 6, 3, 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 F2000Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor F2000Bolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "FN F2000 Ex Mags" : "FN F2000" { obituary "%k F'd %o up with the F2000." inventory.pickupmessage "You got the FN F2000 assault rifle." //attacksound "acr/fire" weapon.selectionorder 4 weapon.ammotype "F2000Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "F2000Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: F2KA A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") F2KA BCDEFGHIJKLM 2 A_WeaponReady(WRF_NOPRIMARY) F2KA M 0 A_JumpIfNoAmmo("Reload") F2KA M 0 A_JumpIfInventory("Aiming",1,5) F2KA M 0 A_JumpIfInventory("Reloading",1,"Reload") F2KA M 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") F2KA M 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KA M 1 A_WeaponReady goto Ready+13 F2KC E 0 A_JumpIfInventory("Reloading",1,"Reload") F2KC E 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") F2KC E 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KC E 1 A_WeaponReady(WRF_NOBOB) goto Ready+19 Fire: F2KB A 0 A_JumpIfInventory("Aiming",1,"FireAim") F2KB A 0 A_JumpIfNoAmmo("ReloadStart") F2KB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") F2KB A 0 A_PlayWeaponSound("f2000/fire") F2KB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,2) F2KB A 0 BRIGHT A_GunFlash F2KB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") F2KB B 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: F2KB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KB B 0 A_JumpIfNoAmmo("FireEmpty") F2KB C 1 F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 Hold: F2KB A 0 A_JumpIfInventory("Aiming",1,"HoldAim") F2KB A 0 A_JumpIfNoAmmo("ReloadStart") F2KB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") F2KB A 0 A_PlayWeaponSound("f2000/fire") F2KB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,2) F2KB A 0 BRIGHT A_GunFlash F2KB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") F2KB B 1 BRIGHT A_FireBullets (9.0, 9.0, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: F2KB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KB B 0 A_JumpIfNoAmmo("FireEmpty") F2KB C 1 F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 FireAim: F2KD A 0 A_PlayWeaponSound("f2000/fire") F2KD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) F2KD A 0 BRIGHT A_GunFlash F2KD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") F2KD B 1 BRIGHT A_FireBullets (1.4, 1.4, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: F2KD B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KD B 0 A_JumpIfNoAmmo("FireAimEmpty") F2KD C 1 F2KD D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KD D 1 A_ReFire goto Ready+19 F2KD D 0 A_JumpIfNoAmmo("ReloadStart") F2KD D 1 A_ReFire goto Ready+19 HoldAim: F2KD A 0 A_PlayWeaponSound("f2000/fire") F2KD A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3) F2KD A 0 BRIGHT A_GunFlash F2KD A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") F2KD B 1 BRIGHT A_FireBullets (1.8, 1.8, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: F2KD B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KD B 0 A_JumpIfNoAmmo("FireAimEmpty") F2KD C 1 F2KD D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KD D 1 A_ReFire goto Ready+19 F2KD D 0 A_JumpIfNoAmmo("ReloadStart") F2KD D 1 A_ReFire goto Ready+19 Fire_SteadyAim: F2KB A 0 A_PlayWeaponSound("f2000/fire") F2KB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,2) F2KB A 0 BRIGHT A_GunFlash F2KB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") F2KB B 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: F2KB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KB B 0 A_JumpIfNoAmmo("FireEmpty") F2KB C 1 F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 Hold_SteadyAim: F2KB A 0 A_PlayWeaponSound("f2000/fire") F2KB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,2) F2KB A 0 BRIGHT A_GunFlash F2KB A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") F2KB B 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 18, "RiflePuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: F2KB B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("F2000Clip2",10,2) TNT1 A 0 A_PlaySound("m9/lock") F2KB B 0 A_JumpIfNoAmmo("FireEmpty") F2KB C 1 F2KB D 0 A_JumpIfInventory("F2000Ammo",1,2) F2KB D 1 A_ReFire goto Ready+13 F2KB D 0 A_JumpIfNoAmmo("ReloadStart") F2KB D 1 A_ReFire goto Ready+13 Reload: //AltFire: F2KD A 0 A_JumpIfInventory("F2000Clip2",45,2) F2KD A 0 A_JumpIfInventory("F2000Ammo",1,"ReloadStart") F2KD A 0 A_TakeInventory("Reloading",1) goto Ready+16 ReloadStart: F2KE A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") F2KE A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") F2KE A 3 F2KE B 3 A_PlaySoundEx("f2000/clipout","SoundSlot5") F2KE CDEFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KE HIJKLMNOPQ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KE RSTUVW 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KE X 3 A_PlaySoundEx("f2000/clipin","SoundSlot5") F2KE Y 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: F2KE Z 0 A_JumpIfInventory("F2000Clip2",45,"ReloadEnd") F2KE Z 0 A_JumpIfInventory("F2000Ammo",1,1) goto ReloadEnd F2KE Z 0 A_GiveInventory("F2000Clip2",1) F2KE Z 0 A_TakeInventory("F2000Ammo",1) goto ReloadAmmo ReloadEnd: F2KE Z 0 A_JumpIfInventory("F2000Bolt",1,"ReloadEndBolt") F2KE Z 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KF ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KF FHIJ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KF G 0 A_ReFire goto Ready+13 ReloadEndBolt: F2KE Z 3 A_TakeInventory("F2000Bolt",1) F2KG ABCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KG G 0 A_PlaySoundEx("f2000/bolt","SoundSlot5") F2KG EFHIJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KG MNOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KG V 0 A_ReFire goto Ready+13 ReloadStartAim: F2KC A 0 A_ZoomFactor(1.0) F2KC EDCBA 1 F2KC A 0 A_TakeInventory("Aiming",1) F2KC A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: F2KE A 2 A_PlaySoundEx("f2000/clipout","SoundSlot5") F2KE BCDEFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KE HIJKLMNOPQ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KE RSTUVW 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KE X 2 A_PlaySoundEx("f2000/clipin","SoundSlot5") F2KE Y 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: F2KE Z 0 A_JumpIfInventory("F2000Clip2",45,"ReloadEnd_SOH") F2KE Z 0 A_JumpIfInventory("F2000Ammo",1,1) goto ReloadEnd_SOH F2KE Z 0 A_GiveInventory("F2000Clip2",1) F2KE Z 0 A_TakeInventory("F2000Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: F2KE Z 0 A_JumpIfInventory("F2000Bolt",1,"ReloadEndBolt_SOH") F2KE Z 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KF ABCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KF FGHIJ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KF G 0 A_ReFire goto Ready+13 ReloadEndBolt_SOH: F2KE Z 2 A_TakeInventory("F2000Bolt",1) F2KG ABCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KG G 0 A_PlaySoundEx("f2000/bolt","SoundSlot5") F2KG EFHIJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) F2KG MNOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") F2KG V 0 A_ReFire goto Ready+13 FireCoop: F2KB B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto FireCont HoldCoop: F2KB B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-900,900)/100.00, 1, 0, 4, 0, random(-900,900)/100.00) goto HoldCont FireAimCoop: F2KD B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-140,140)/100.00, 1, 0, 4, 0, random(-140,140)/100.00) goto FireAimCont HoldAimCoop: F2KD B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-180,180)/100.00, 1, 0, 4, 0, random(-180,180)/100.00) goto HoldAimCont Fire_SteadyAimCoop: F2KB B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-500,500)/100.00, 1, 6, 3, 0, random(-500,500)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: F2KB B 1 BRIGHT A_FireCustomMissile("HHCBF2K", random(-700,700)/100.00, 1, 6, 3, 0, random(-700,700)/100.00) goto Hold_SteadyAimCont } } actor F2000Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 45 ammo.backpackamount 0 ammo.backpackmaxamount 45 +IGNORESKILL } actor F2000ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor F2000Pickup : CustomInventory { inventory.pickupmessage "You got the FN F2000 assault rifle." inventory.pickupsound "ak47/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP V -1 stop Pickup: WEAP V 0 WEAP V 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP V 0 A_JumpIfInventory("FN F2000",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP V 0 A_JumpIfInventory("FN F2000 Ex Mags",1,"AmmoPickup") WEAP V 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP V 0 ACS_ExecuteWithResult(618,20,0,0) stop PickupStay: WEAP V 0 WEAP V 0 A_JumpIfInventory("FN F2000",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP V 0 A_JumpIfInventory("FN F2000 Ex Mags",1,"FailPickup") WEAP V 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP V 0 ACS_ExecuteWithResult(618,20,0,0) WEAP V 0 ACS_ExecuteAlways(597,0,20,0,0) WEAP V 0 A_PlaySound("ak47/bolt") fail AmmoPickup: WEAP V 0 WEAP V 0 A_JumpIfInventory("F2000Ammo",0,"FailPickup") WEAP V 0 A_GiveInventory("F2000Ammo",30) stop FailPickup: WEAP V 1 fail FailPickup2: WEAP V 1 WEAP V 0 ACS_ExecuteAlways(620,0,0,0,0) fail } } actor F2000Drop : F2000Pickup { States { Spawn: WEAP V 3500 WEAP V 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP V 0 WEAP V 0 A_JumpIfInventory("FN F2000",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP V 0 A_JumpIfInventory("FN F2000 Ex Mags",1,"AmmoPickup") WEAP V 0 A_JumpIfInventory("MaxWeaponsFilled_AR",0,"FailPickup2") WEAP V 0 ACS_ExecuteWithResult(618,20,0,0) stop } } actor HHCBF2K : HHBulletCoop { damage (18) 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 "H&K MP5K" : RGUWeapon { obituary "%k took %o down with the MP5K." inventory.pickupmessage "You got the H&K MP5K submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 10 weapon.ammotype "MP5Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MP5Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: MP5A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") MP5A BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) MP5A L 0 A_JumpIfNoAmmo("Reload") MP5A L 0 A_JumpIfInventory("Aiming",1,5) MP5A L 0 A_JumpIfInventory("Reloading",1,"Reload") MP5A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") MP5A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5A L 1 A_WeaponReady goto Ready+12 MP5C F 0 A_JumpIfInventory("Reloading",1,"Reload") MP5C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") MP5C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5C F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Deselect: MP5A L 0 A_PlaySoundEx("weapon/down","SoundSlot5") MP5A L 0 A_TakeInventory("Aiming",1) MP5A L 0 ACS_ExecuteAlways(602,0,0,0,0) MP5A L 0 A_TakeInventory("Reloading",1) MP5A L 0 A_ZoomFactor(1.0) MP5A L 0 A_Lower MP5A L 1 A_Lower goto Deselect+3 Select: MP5A A 0 A_Raise loop Fire: MP5B A 0 A_JumpIfInventory("Aiming",1,"FireAim") MP5B A 0 A_JumpIfNoAmmo("ReloadStart") MP5B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") MP5B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B BC 1 MP5B D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5B DEF 1 A_ReFire goto Ready+12 MP5B D 0 A_JumpIfNoAmmo("ReloadStart") MP5B DEF 1 A_ReFire goto Ready+12 Hold: MP5B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") MP5B A 0 A_JumpIfNoAmmo("ReloadStart") MP5B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") MP5B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B BC 1 MP5B D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5B DEF 1 A_ReFire goto Ready+12 MP5B D 0 A_JumpIfNoAmmo("ReloadStart") MP5B DEF 1 A_ReFire goto Ready+12 FireEmpty: MP5B BCDE 1 MP5B F 1 A_GiveInventory("MP5Bolt",1) MP5B F 0 A_JumpIfInventory("MP5Ammo",1,2) MP5B F 0 A_ReFire goto Ready+12 MP5B F 0 A_JumpIfNoAmmo("ReloadStart") MP5B F 0 A_ReFire goto Ready+12 FireAim: MP5D A 0 A_PlayWeaponSound("mp5k/fire") MP5D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) MP5D A 0 BRIGHT A_GunFlash MP5D A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") MP5D A 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: MP5D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5D A 0 A_JumpIfNoAmmo("FireAimEmpty") MP5D BC 1 MP5D D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5D DEF 1 A_ReFire goto Ready+18 MP5D D 0 A_JumpIfNoAmmo("ReloadStart") MP5D DEF 1 A_ReFire goto Ready+18 HoldAim: MP5D A 0 A_PlayWeaponSound("mp5k/fire") MP5D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) MP5D A 0 BRIGHT A_GunFlash MP5D A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") MP5D A 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: MP5D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5D A 0 A_JumpIfNoAmmo("FireAimEmpty") MP5D BC 1 MP5D D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5D DEF 1 A_ReFire goto Ready+18 MP5D D 0 A_JumpIfNoAmmo("ReloadStart") MP5D DEF 1 A_ReFire goto Ready+18 FireAimEmpty: MP5D BCDE 1 MP5D F 1 A_GiveInventory("MP5Bolt",1) MP5D G 0 A_JumpIfInventory("MP5Ammo",1,2) MP5D G 0 A_ReFire goto Ready+18 MP5D G 0 A_JumpIfNoAmmo("ReloadStart") MP5D G 0 A_ReFire goto Ready+18 Reload: //AltFire: MP5E A 0 A_JumpIfInventory("MP5Clip",30,2) MP5E A 0 A_JumpIfInventory("MP5Ammo",1,"ReloadStart") MP5E A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: MP5E A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") MP5E A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") MP5E A 3 A_PlaySoundEx("mp5k/clipout","SoundSlot5") MP5E BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5E GHIJKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5E PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5E W 3 A_PlaySoundEx("mp5k/clipin","SoundSlot5") MP5E X 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: MP5E Z 0 A_JumpIfInventory("MP5Clip",30,"ReloadEnd") MP5E Z 0 A_JumpIfInventory("MP5Ammo",1,1) goto ReloadEnd MP5E Z 0 A_GiveInventory("MP5Clip",1) MP5E Z 0 A_TakeInventory("MP5Ammo",1) goto ReloadAmmo ReloadEnd: MP5E Z 0 A_JumpIfInventory("MP5Bolt",1,"ReloadEndBolt") MP5E YZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5F ABCD 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5E G 0 A_ReFire goto Ready+12 ReloadEndBolt: MP5G A 3 A_TakeInventory("MP5Bolt",1) MP5G BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5G E 3 A_PlaySoundEx("mp5k/bolt","SoundSlot5") MP5G FGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5G IJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5G V 0 A_ReFire goto Ready+12 AltFire: MP5C A 0 A_JumpIfInventory("Aiming",1,"AltFire2") MP5C A 0 A_ZoomFactor(1.2) MP5C ABCDEF 1 MP5C G 0 A_GiveInventory("Aiming",1) MP5C G 0 ACS_ExecuteAlways(602,0,0,0,0) MP5C G 0 A_Refire goto Ready+18 AltFire2: MP5C A 0 A_ZoomFactor(1.0) MP5C FEDCBA 1 MP5C A 0 A_TakeInventory("Aiming",1) MP5C A 0 ACS_ExecuteAlways(602,0,0,0,0) MP5C G 0 A_Refire goto Ready+12 AltHold: MP5A L 1 A_JumpIfInventory("Aiming",1,"AltHoldAim") MP5A L 1 A_ReFire goto Ready+12 AltHoldAim: MP5C F 1 MP5C F 1 A_ReFire goto Ready+18 ReloadStartAim: MP5C A 0 A_ZoomFactor(1.0) MP5C FEDCBA 1 MP5C A 0 A_TakeInventory("Aiming",1) MP5C 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: WEAP W 0 WEAP W 0 A_SpawnItemEx("MP5Pickup") stop ReloadStart_SOH: MP5E A 2 A_PlaySoundEx("mp5k/clipsoh","SoundSlot5") MP5E BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5E GHIJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5E PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5E W 2 A_PlaySoundEx("mp5k/clipin","SoundSlot5") MP5E X 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: MP5E Z 0 A_JumpIfInventory("MP5Clip",30,"ReloadEnd_SOH") MP5E Z 0 A_JumpIfInventory("MP5Ammo",1,1) goto ReloadEnd_SOH MP5E Z 0 A_GiveInventory("MP5Clip",1) MP5E Z 0 A_TakeInventory("MP5Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: MP5E Z 0 A_JumpIfInventory("MP5Bolt",1,"ReloadEndBolt_SOH") MP5E YZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5F ABCD 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5E G 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: MP5G A 2 A_TakeInventory("MP5Bolt",1) MP5G BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5G E 2 A_PlaySoundEx("mp5k/bolt","SoundSlot5") MP5G FGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5G IJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5G V 0 A_ReFire goto Ready+12 Fire_SteadyAim: MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") MP5B A 1 BRIGHT A_FireBullets (3.5, 3.5, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B BC 1 MP5B D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5B DEF 1 A_ReFire goto Ready+12 MP5B D 0 A_JumpIfNoAmmo("ReloadStart") MP5B DEF 1 A_ReFire goto Ready+12 Hold_SteadyAim: MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") MP5B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B BC 1 MP5B D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5B DEF 1 A_ReFire goto Ready+12 MP5B D 0 A_JumpIfNoAmmo("ReloadStart") MP5B DEF 1 A_ReFire goto Ready+12 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: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireCont HoldCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: MP5D A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-150,150)/100.00, 1, 0, 4, 0, random(-150,150)/100.00) goto FireAimCont HoldAimCoop: MP5D A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto HoldAimCont Fire_SteadyAimCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-350,350)/100.00, 1, 0, 4, 0, random(-350,350)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", 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 MP5Clip : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 30 ammo.backpackamount 0 ammo.backpackmaxamount 30 +IGNORESKILL } actor MP5Bolt : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "H&K MP5K Ex Mags" : "H&K MP5K" { obituary "%k took %o down with the MP5K." inventory.pickupmessage "You got the H&K MP5K submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 10 weapon.ammotype "MP5Clip2" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MP5Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Ready: MP5A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") MP5A BCDEFGHIJKL 2 A_WeaponReady(WRF_NOPRIMARY) MP5A L 0 A_JumpIfNoAmmo("Reload") MP5A L 0 A_JumpIfInventory("Aiming",1,5) MP5A L 0 A_JumpIfInventory("Reloading",1,"Reload") MP5A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") MP5A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5A L 1 A_WeaponReady goto Ready+12 MP5C F 0 A_JumpIfInventory("Reloading",1,"Reload") MP5C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") MP5C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5C F 1 A_WeaponReady(WRF_NOBOB) goto Ready+18 Fire: MP5B A 0 A_JumpIfInventory("Aiming",1,"FireAim") MP5B A 0 A_JumpIfNoAmmo("ReloadStart") MP5B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") MP5B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B BC 1 MP5B D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5B DEF 1 A_ReFire goto Ready+12 MP5B D 0 A_JumpIfNoAmmo("ReloadStart") MP5B DEF 1 A_ReFire goto Ready+12 Hold: MP5B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") MP5B A 0 A_JumpIfNoAmmo("ReloadStart") MP5B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") MP5B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B BC 1 MP5B D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5B DEF 1 A_ReFire goto Ready+12 MP5B D 0 A_JumpIfNoAmmo("ReloadStart") MP5B DEF 1 A_ReFire goto Ready+12 FireAim: MP5D A 0 A_PlayWeaponSound("mp5k/fire") MP5D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) MP5D A 0 BRIGHT A_GunFlash MP5D A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") MP5D A 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: MP5D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5D A 0 A_JumpIfNoAmmo("FireAimEmpty") MP5D BC 1 MP5D D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5D DEF 1 A_ReFire goto Ready+18 MP5D D 0 A_JumpIfNoAmmo("ReloadStart") MP5D DEF 1 A_ReFire goto Ready+18 HoldAim: MP5D A 0 A_PlayWeaponSound("mp5k/fire") MP5D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) MP5D A 0 BRIGHT A_GunFlash MP5D A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") MP5D A 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: MP5D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5D A 0 A_JumpIfNoAmmo("FireAimEmpty") MP5D BC 1 MP5D D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5D DEF 1 A_ReFire goto Ready+18 MP5D D 0 A_JumpIfNoAmmo("ReloadStart") MP5D DEF 1 A_ReFire goto Ready+18 Fire_SteadyAim: MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") MP5B A 1 BRIGHT A_FireBullets (3.5, 3.5, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B BC 1 MP5B D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5B DEF 1 A_ReFire goto Ready+12 MP5B D 0 A_JumpIfNoAmmo("ReloadStart") MP5B DEF 1 A_ReFire goto Ready+12 Hold_SteadyAim: MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") MP5B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip2",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B BC 1 MP5B D 0 A_JumpIfInventory("MP5Ammo",1,4) MP5B DEF 1 A_ReFire goto Ready+12 MP5B D 0 A_JumpIfNoAmmo("ReloadStart") MP5B DEF 1 A_ReFire goto Ready+12 Reload: //AltFire: MP5E A 0 A_JumpIfInventory("MP5Clip2",45,2) MP5E A 0 A_JumpIfInventory("MP5Ammo",1,"ReloadStart") MP5E A 0 A_TakeInventory("Reloading",1) goto Ready+15 ReloadStart: MP5E A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") MP5E A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") MP5E A 3 A_PlaySoundEx("mp5k/clipout","SoundSlot5") MP5E BCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5E GHIJKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5E PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5E W 3 A_PlaySoundEx("mp5k/clipin","SoundSlot5") MP5E X 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: MP5E Z 0 A_JumpIfInventory("MP5Clip2",45,"ReloadEnd") MP5E Z 0 A_JumpIfInventory("MP5Ammo",1,1) goto ReloadEnd MP5E Z 0 A_GiveInventory("MP5Clip2",1) MP5E Z 0 A_TakeInventory("MP5Ammo",1) goto ReloadAmmo ReloadEnd: MP5E Z 0 A_JumpIfInventory("MP5Bolt",1,"ReloadEndBolt") MP5E YZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5F ABCD 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5E G 0 A_ReFire goto Ready+12 ReloadEndBolt: MP5G A 3 A_TakeInventory("MP5Bolt",1) MP5G BCD 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5G E 3 A_PlaySoundEx("mp5k/bolt","SoundSlot5") MP5G FGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5G IJK 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5G V 0 A_ReFire goto Ready+12 ReloadStartAim: MP5C A 0 A_ZoomFactor(1.0) MP5C FEDCBA 1 MP5C A 0 A_TakeInventory("Aiming",1) MP5C A 0 ACS_ExecuteAlways(602,0,0,0,0) goto ReloadStart+1 ReloadStart_SOH: MP5E A 2 A_PlaySoundEx("mp5k/clipsoh","SoundSlot5") MP5E BCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5E GHIJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5E PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5E W 2 A_PlaySoundEx("mp5k/clipin","SoundSlot5") MP5E X 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: MP5E Z 0 A_JumpIfInventory("MP5Clip2",45,"ReloadEnd_SOH") MP5E Z 0 A_JumpIfInventory("MP5Ammo",1,1) goto ReloadEnd_SOH MP5E Z 0 A_GiveInventory("MP5Clip2",1) MP5E Z 0 A_TakeInventory("MP5Ammo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: MP5E Z 0 A_JumpIfInventory("MP5Bolt",1,"ReloadEndBolt_SOH") MP5E YZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5F ABCD 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5E G 0 A_ReFire goto Ready+12 ReloadEndBolt_SOH: MP5G A 2 A_TakeInventory("MP5Bolt",1) MP5G BCD 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5G E 2 A_PlaySoundEx("mp5k/bolt","SoundSlot5") MP5G FGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") MP5G IJK 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) MP5G V 0 A_ReFire goto Ready+12 FireCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireCont HoldCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: MP5D A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-150,150)/100.00, 1, 0, 4, 0, random(-150,150)/100.00) goto FireAimCont HoldAimCoop: MP5D A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto HoldAimCont Fire_SteadyAimCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-350,350)/100.00, 1, 0, 4, 0, random(-350,350)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Hold_SteadyAimCont } } actor MP5Clip2 : Ammo { inventory.icon "CLIPA0" inventory.amount 0 inventory.maxamount 45 ammo.backpackamount 0 ammo.backpackmaxamount 45 +IGNORESKILL } actor MP5ExMags : Inventory { inventory.amount 0 inventory.maxamount 1 } actor "H&K MP5K Rapid Fire" : "H&K MP5K" { obituary "%k took %o down with the MP5K." inventory.pickupmessage "You got the H&K MP5K submachinegun." //attacksound "ump45/fire6" weapon.selectionorder 10 weapon.ammotype "MP5Clip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "MP5Ammo" weapon.ammouse2 0 weapon.ammogive2 0 -NOAUTOFIRE states { Fire: MP5B A 0 A_JumpIfInventory("Aiming",1,"FireAim") MP5B A 0 A_JumpIfNoAmmo("ReloadStart") MP5B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireCoop") MP5B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B B 1 MP5B C 0 A_JumpIfInventory("MP5Ammo",1,5) MP5B CDEF 1 A_ReFire goto Ready+12 MP5B C 0 A_JumpIfNoAmmo("ReloadStart") MP5B CDEF 1 A_ReFire goto Ready+12 Hold: MP5B A 0 A_JumpIfInventory("Aiming",1,"HoldAim") MP5B A 0 A_JumpIfNoAmmo("ReloadStart") MP5B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim") MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldCoop") MP5B A 1 BRIGHT A_FireBullets (7.0, 7.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B B 1 MP5B C 0 A_JumpIfInventory("MP5Ammo",1,5) MP5B CDEF 1 A_ReFire goto Ready+12 MP5B C 0 A_JumpIfNoAmmo("ReloadStart") MP5B CDEF 1 A_ReFire goto Ready+12 FireAim: MP5D A 0 A_PlayWeaponSound("mp5k/fire") MP5D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) MP5D A 0 BRIGHT A_GunFlash MP5D A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"FireAimCoop") MP5D A 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) FireAimCont: MP5D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5D A 0 A_JumpIfNoAmmo("FireAimEmpty") MP5D B 1 MP5D C 0 A_JumpIfInventory("MP5Ammo",1,5) MP5D CDEF 1 A_ReFire goto Ready+18 MP5D C 0 A_JumpIfNoAmmo("ReloadStart") MP5D CDEF 1 A_ReFire goto Ready+18 HoldAim: MP5D A 0 A_PlayWeaponSound("mp5k/fire") MP5D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2) MP5D A 0 BRIGHT A_GunFlash MP5D A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"HoldAimCoop") MP5D A 1 BRIGHT A_FireBullets (2.1, 2.1, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) HoldAimCont: MP5D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5D A 0 A_JumpIfNoAmmo("FireAimEmpty") MP5D B 1 MP5D C 0 A_JumpIfInventory("MP5Ammo",1,5) MP5D CDEF 1 A_ReFire goto Ready+18 MP5D C 0 A_JumpIfNoAmmo("ReloadStart") MP5D CDEF 1 A_ReFire goto Ready+18 Fire_SteadyAim: MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") MP5B A 1 BRIGHT A_FireBullets (3.5, 3.5, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Fire_SteadyAimCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B B 1 MP5B C 0 A_JumpIfInventory("MP5Ammo",1,5) MP5B CDEF 1 A_ReFire goto Ready+12 MP5B C 0 A_JumpIfNoAmmo("ReloadStart") MP5B CDEF 1 A_ReFire goto Ready+12 Hold_SteadyAim: MP5B A 0 A_PlayWeaponSound("mp5k/fire") MP5B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,9,0) MP5B A 0 BRIGHT A_GunFlash MP5B A 0 BRIGHT A_JumpIfInventory("CoopCheck",1,"Hold_SteadyAimCoop") MP5B A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 16, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 6000) Hold_SteadyAimCont: MP5B A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) TNT1 A 0 A_JumpIfInventory("MP5Clip",5,2) TNT1 A 0 A_PlaySound("m9/lock") MP5B A 0 A_JumpIfNoAmmo("FireEmpty") MP5B B 1 MP5B C 0 A_JumpIfInventory("MP5Ammo",1,5) MP5B CDEF 1 A_ReFire goto Ready+12 MP5B C 0 A_JumpIfNoAmmo("ReloadStart") MP5B CDEF 1 A_ReFire goto Ready+12 FireCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto FireCont HoldCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-700,700)/100.00, 1, 0, 4, 0, random(-700,700)/100.00) goto HoldCont FireAimCoop: MP5D A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-150,150)/100.00, 1, 0, 4, 0, random(-150,150)/100.00) goto FireAimCont HoldAimCoop: MP5D A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-210,210)/100.00, 1, 0, 4, 0, random(-210,210)/100.00) goto HoldAimCont Fire_SteadyAimCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-350,350)/100.00, 1, 0, 4, 0, random(-350,350)/100.00) goto Fire_SteadyAimCont Hold_SteadyAimCoop: MP5B A 1 BRIGHT A_FireCustomMissile("HHCBMP5", random(-500,500)/100.00, 1, 0, 4, 0, random(-500,500)/100.00) goto Hold_SteadyAimCont } } actor MP5RapidFire : Inventory { inventory.amount 0 inventory.maxamount 1 } actor MP5Pickup : CustomInventory { inventory.pickupmessage "You got the H&K MP5K submachinegun." inventory.pickupsound "vector/bolt" +INVENTORY.AUTOACTIVATE //inventory.respawntics 70 scale 0.15 States { Spawn: WEAP W -1 stop Pickup: WEAP W 0 WEAP W 0 A_JumpIf((ACS_ExecuteWithResult(596,0,0,0)) == 1, "PickupStay") WEAP W 0 A_JumpIfInventory("H&K MP5K",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP W 0 A_JumpIfInventory("H&K MP5K Ex Mags",1,"AmmoPickup") WEAP W 0 A_JumpIfInventory("H&K MP5K Rapid Fire",1,"AmmoPickup") WEAP W 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP W 0 ACS_ExecuteWithResult(618,21,0,0) stop PickupStay: WEAP W 0 WEAP W 0 A_JumpIfInventory("H&K MP5K",1,"FailPickup") // If the player already has this weapon, they get more ammo for it WEAP W 0 A_JumpIfInventory("H&K MP5K Ex Mags",1,"FailPickup") WEAP W 0 A_JumpIfInventory("H&K MP5K Rapid Fire",1,"FailPickup") WEAP W 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP W 0 ACS_ExecuteWithResult(618,21,0,0) WEAP W 0 ACS_ExecuteAlways(597,0,21,0,0) WEAP W 0 A_PlaySound("vector/bolt") fail AmmoPickup: WEAP W 0 WEAP W 0 A_JumpIfInventory("MP5Ammo",0,"FailPickup") WEAP W 0 A_GiveInventory("MP5Ammo",30) stop FailPickup: WEAP W 1 fail FailPickup2: WEAP W 1 WEAP W 0 ACS_ExecuteAlways(620,0,1,0,0) fail } } actor MP5Drop : MP5Pickup { States { Spawn: WEAP W 3500 WEAP W 175 A_FadeOut(0.05) goto Spawn+1 Pickup: WEAP W 0 WEAP W 0 A_JumpIfInventory("H&K MP5K",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it WEAP W 0 A_JumpIfInventory("H&K MP5K Ex Mags",1,"AmmoPickup") WEAP W 0 A_JumpIfInventory("H&K MP5K Rapid Fire",1,"AmmoPickup") WEAP W 0 A_JumpIfInventory("MaxWeaponsFilled_Sub",0,"FailPickup2") WEAP W 0 ACS_ExecuteWithResult(618,21,0,0) stop } } actor HHCBMP5 : 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 } }actor "Beretta M93 Raffica" : RGUWeapon { obituary "%k capped %o with the M93 Raffica." inventory.pickupmessage "You got the Beretta M93 Raffica automatic pistol." //attacksound "u45/fire6" weapon.selectionorder 19 weapon.ammotype "M93RClip" weapon.ammouse 1 weapon.ammogive 0 weapon.ammotype2 "M93RAmmo" weapon.ammouse2 0 weapon.ammogive2 0 states { Ready: M93A A 2 A_PlaySoundEx("weapon/draw","SoundSlot5") M93A BCDEFGH 2 A_WeaponReady(WRF_NOPRIMARY) M93A H 0 A_JumpIfNoAmmo("Reload") M93A H 0 A_JumpIfInventory("Aiming",1,5) M93A H 0 A_JumpIfInventory("Reloading",1,"Reload") M93A H 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M93A H 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93A H 1 A_WeaponReady goto Ready+8 M93C E 0 A_JumpIfInventory("Reloading",1,"Reload") M93C E 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade") M93C E 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93C E 1 A_WeaponReady(WRF_NOBOB) goto Ready+14 Deselect: M93A H 0 A_PlaySoundEx("weapon/down","SoundSlot5") M93A H 0 A_TakeInventory("Aiming",1) M93A H 0 ACS_ExecuteAlways(602,0,0,0,0) M93A H 0 A_TakeInventory("Reloading",1) M93A H 0 A_ZoomFactor(1.0) M93A H 0 A_Lower M93A H 1 A_Lower goto Deselect+3 Select: M93A A 0 A_Raise loop Fire: M93A A 0 A_JumpIfInventory("Aiming",1,"FireAim") M93A H 1 A_JumpIfNoAmmo("ReloadStart") M93B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim") M93B A 0 A_PlayWeaponSound("m93r/fire") M93B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,4) M93B A 0 A_JumpIfInventory("CoopCheck",1,"FireCoop") M93B A 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireCont: M93B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93B A 0 A_JumpIfNoAmmo("FireEmpty") M93B B 1 BRIGHT A_GunFlash M93B A 0 A_PlayWeaponSound("m93r/fire") M93B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,4) M93B A 0 A_JumpIfInventory("CoopCheck",1,"Fire2Coop") M93B A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire2Cont: M93B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93B A 0 A_JumpIfNoAmmo("FireEmpty") M93B B 1 BRIGHT A_GunFlash M93B A 0 A_PlayWeaponSound("m93r/fire") M93B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,4) M93B A 0 A_JumpIfInventory("CoopCheck",1,"Fire3Coop") M93B A 1 BRIGHT A_FireBullets (10.0, 10.0, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire3Cont: M93B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93B A 0 A_JumpIfNoAmmo("FireEmpty") M93B B 1 BRIGHT A_GunFlash M93B CD 1 M93B EF 1 A_WeaponReady(WRF_NOBOB) M93B A 0 A_JumpIfInventory("M93RAmmo",1,1) goto Ready+8 M93B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+8 FireEmpty: M93B B 1 BRIGHT A_GunFlash M93B C 1 BRIGHT A_PlaySound("m9/lock") M93B DEF 1 M93B F 1 A_GiveInventory("M93RBolt",1) M93B A 0 A_JumpIfInventory("M93RAmmo",1,1) goto Ready+8 M93B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+8 Hold: M93A H 2 A_JumpIfInventory("Aiming",1,"HoldAim") M93A H 1 A_ReFire goto Ready+8 HoldAim: M93C E 2 M93C E 1 A_ReFire goto Ready+14 FireAim: M93C E 1 A_JumpIfNoAmmo("ReloadStart") M93D A 0 A_PlayWeaponSound("m93r/fire") M93D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,7) M93D A 0 A_JumpIfInventory("CoopCheck",1,"FireAimCoop") M93D A 1 BRIGHT A_FireBullets (1.2, 1.2, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAimCont: M93D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93D A 0 A_JumpIfNoAmmo("FireAimEmpty") M93D B 1 BRIGHT A_GunFlash M93D A 0 A_PlayWeaponSound("m93r/fire") M93D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,7) M93D A 0 A_JumpIfInventory("CoopCheck",1,"FireAim2Coop") M93D A 1 BRIGHT A_FireBullets (3.6, 3.6, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAim2Cont: M93D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93D A 0 A_JumpIfNoAmmo("FireAimEmpty") M93D B 1 BRIGHT A_GunFlash M93D A 0 A_PlayWeaponSound("m93r/fire") M93D A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,7) M93D A 0 A_JumpIfInventory("CoopCheck",1,"FireAim3Coop") M93D A 1 BRIGHT A_FireBullets (3.6, 3.6, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) FireAim3Cont: M93D A 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93D A 0 A_JumpIfNoAmmo("FireAimEmpty") M93D B 1 BRIGHT A_GunFlash M93D CD 1 M93D E 1 A_WeaponReady(WRF_NOBOB) M93C E 1 A_WeaponReady(WRF_NOBOB) M93D A 0 A_JumpIfInventory("M93RAmmo",1,1) goto Ready+14 M93D A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+14 FireAimEmpty: M93D B 1 BRIGHT A_GunFlash M93D C 1 BRIGHT A_PlaySound("m9/lock") M93D DE 1 M93C E 1 M93C E 1 A_GiveInventory("M93RBolt",1) M93D A 0 A_JumpIfInventory("M93RAmmo",1,1) goto Ready+14 M93D A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+14 Reload: //AltFire: M93A H 0 A_JumpIfInventory("M93RClip",20,2) M93A H 0 A_JumpIfInventory("M93RAmmo",1,"ReloadStart") M93A H 0 A_TakeInventory("Reloading",1) goto Ready+11 ReloadStart: M93E A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim") M93E A 0 A_JumpIfInventory("M93RBolt",1,"ReloadStartBolt") M93E A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH") M93E ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93E F 3 A_PlaySoundEx("m93r/clipout","SoundSlot5") M93E GHIJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M93E O 0 A_PlaySoundEx("m93r/clipin","SoundSlot5") M93E O 3 A_TakeInventory("Reloading",1) goto ReloadAmmo ReloadAmmo: M93E Z 0 A_JumpIfInventory("M93RClip",20,"ReloadEnd") M93E Z 0 A_JumpIfInventory("M93RAmmo",1,1) goto ReloadEnd M93E Z 0 A_GiveInventory("M93RClip",1) M93E Z 0 A_TakeInventory("M93RAmmo",1) goto ReloadAmmo ReloadEnd: M93E PQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93E TUV 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+8 ReloadStartBolt: M93F A 0 A_TakeInventory("M93RBolt",1) M93F A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStartBolt_SOH") M93F ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93F F 3 A_PlaySoundEx("m93r/clipout","SoundSlot5") M93F GHIJKLMN 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M93F O 0 A_PlaySoundEx("m93r/clipin","SoundSlot5") M93F O 3 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt ReloadAmmoBolt: M93F Z 0 A_JumpIfInventory("M93RClip",20,"ReloadEndBolt") M93F Z 0 A_JumpIfInventory("M93RAmmo",1,1) goto ReloadEndBolt M93F Z 0 A_GiveInventory("M93RClip",1) M93F Z 0 A_TakeInventory("M93RAmmo",1) goto ReloadAmmoBolt ReloadEndBolt: M93F PQR 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93F S 3 A_PlaySoundEx("m93r/bolt","SoundSlot5") M93F TUVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+8 AltFire: M93C A 0 A_JumpIfInventory("Aiming",1,"AltFire2") M93C A 0 A_ZoomFactor(1.15) M93C ABCDE 1 M93C G 0 A_GiveInventory("Aiming",1) M93C G 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+14 AltFire2: M93C E 1 A_ZoomFactor(1.0) M93C EDCBA 1 M93C A 0 A_TakeInventory("Aiming",1) M93C A 0 ACS_ExecuteAlways(602,0,0,0,0) goto Ready+8 ReloadStartAim: M93C E 1 A_ZoomFactor(1.0) M93C EDCBA 1 M93C A 0 A_TakeInventory("Aiming",1) M93C 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: WEAP X 0 WEAP X 0 A_SpawnItem("M93RPickup") stop Fire_SteadyAim: M93B A 0 A_PlayWeaponSound("m93r/fire") M93B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,4) M93B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAimCoop") M93B A 1 BRIGHT A_FireBullets (4.0, 4.0, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAimCont: M93B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93B A 0 A_JumpIfNoAmmo("FireEmpty") M93B B 1 BRIGHT A_GunFlash M93B A 0 A_PlayWeaponSound("m93r/fire") M93B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,4) M93B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim2Coop") M93B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAim2Cont: M93B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93B A 0 A_JumpIfNoAmmo("FireEmpty") M93B B 1 BRIGHT A_GunFlash M93B A 0 A_PlayWeaponSound("m93r/fire") M93B A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,4) M93B A 0 A_JumpIfInventory("CoopCheck",1,"Fire_SteadyAim3Coop") M93B A 1 BRIGHT A_FireBullets (8.0, 8.0, -1, 17, "HHBulletPuff", FBF_NORANDOM | FBF_USEAMMO, 4000) Fire_SteadyAim3Cont: M93B B 0 BRIGHT ACS_ExecuteAlways(600,0,0,0,0) M93B A 0 A_JumpIfNoAmmo("FireEmpty") M93B B 1 BRIGHT A_GunFlash M93B CD 1 M93B EF 1 A_WeaponReady(WRF_NOBOB) M93B A 0 A_JumpIfInventory("M93RAmmo",1,1) goto Ready+8 M93B A 0 A_JumpIfNoAmmo("ReloadStart") goto Ready+8 ReloadStart_SOH: M93E ABCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93E F 2 A_PlaySoundEx("m93r/clipout","SoundSlot5") M93E GHIJKLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M93E O 0 A_PlaySoundEx("m93r/clipin","SoundSlot5") M93E O 2 A_TakeInventory("Reloading",1) goto ReloadAmmo_SOH ReloadAmmo_SOH: M93E Z 0 A_JumpIfInventory("M93RClip",20,"ReloadEnd_SOH") M93E Z 0 A_JumpIfInventory("M93RAmmo",1,1) goto ReloadEnd_SOH M93E Z 0 A_GiveInventory("M93RClip",1) M93E Z 0 A_TakeInventory("M93RAmmo",1) goto ReloadAmmo_SOH ReloadEnd_SOH: M93E PQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93E TUV 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) goto Ready+8 ReloadStartBolt_SOH: M93F ABCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93F F 2 A_PlaySoundEx("m93r/clipout","SoundSlot5") M93F GHIJKLMN 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) M93F O 0 A_PlaySoundEx("m93r/clipin","SoundSlot5") M93F O 2 A_TakeInventory("Reloading",1) goto ReloadAmmoBolt_SOH ReloadAmmoBolt_SOH: M93F Z 0 A_JumpIfInventory("M93RClip",20,"ReloadEndBolt_SOH") M93F Z 0 A_JumpIfInventory("M93RAmmo",1,1) goto ReloadEndBolt_SOH M93F Z 0 A_GiveInventory("M93RClip",1) M93F Z 0 A_TakeInventory("M93RAmmo",1) goto ReloadAmmoBolt_SOH ReloadEndBolt_SOH: M93F PQR 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack") M93F S 2 A_PlaySoundEx("m93r/bolt","SoundSlot5") M93F TUVW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE) 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