Code: Select all
actor Rifle : Weapon 10014
{
obituary "%o was shot by %k's rifle."
inventory.pickupmessage "You got the Rifle!"
weapon.selectionorder 1900
weapon.kickback 100
weapon.ammotype "Clip"
weapon.ammouse 1
weapon.ammogive 10
+WEAPON.WIMPY_WEAPON
states
{
Ready:
PRIF A 0 A_JumpIfInventory("bayonetready",1,3)
PRIF A 0 A_jumpifnoammo (2)
PRIF A 1 A_WeaponReady
goto ready
PBAY B 1 A_WeaponReady
goto ready+5
Deselect:
PRIF A 1 A_Lower
loop
Select:
PRIF A 1 A_Raise
loop
Fire:
PRIF A 0 A_jumpifnoammo (8)
PRIF A 0 A_JumpIfInventory("bayonetready",1,7)
PRIF A 3
PRIF A 0 A_playweaponsound("grunt/attack")
PRIF B 0 A_FireBullets (0, 0, 1, 5, "BulletPuff")
PRIF B 3 A_GunFlash
PRIF C 2
PRIF B 4 A_ReFire
goto Ready
PBAY B 4
PBAY C 4
PBAY D 5 A_CustomPunch(5,0,0,"puff")
PBAY C 4
PBAY B 5 A_ReFire
goto ready
Flash:
PSHO E 3 bright A_Light1
PSHO F 2 bright A_Light0
stop
Altfire:
PBAY A 0 A_JumpIfInventory("bayonetready",1,18)
PBAY A 0 A_GiveInventory("bayonetready",1)
PRIF BCDEFGH 1
PBAY MLKJIHGFE 1
goto Ready
PBAY A 0 A_TakeInventory("bayonetready",1)
PBAY EFGHIJKLM 1
PRIF HGFEDCB 1
goto Ready
Spawn:
RIFL A -1
stop
}
}