by 22alpha22 » Mon Mar 16, 2015 6:53 pm
Arctangent wrote:Code: Select all
Actor AlphaChaingun : Weapon 20003
{
//$Category Weapons
//$Sprite HCHGA0
Game Doom
SpawnID 4
Tag "Chaingun"
Radius 16
Height 36
Inventory.Icon "HCHGA0"
Inventory.PickupMessage "Chaingun"
Inventory.PickupSound "Weapons/Pickup"
Weapon.AmmoGive 50
Weapon.AmmoType "AlphaBullet"
Weapon.AmmoUse 1
Weapon.SelectionOrder 7
Weapon.SlotNumber 4
Weapon.SlotPriority 0
Weapon.SisterWeapon "AlphaChaingunQuadDamage"
Obituary "%o was cut in half by %k's chaingun"
+DONTBOB
+NOAUTOAIM
+ALWAYSPICKUP
+WEAPON.NOALERT
States
{
Spawn:
PCHG A -1
Loop
Select:
TNT1 A 0 A_GiveInventory("AlphaChaingunInventory",1)
TNT1 A 0 A_Raise
Goto Select+1
Deselect:
WCHG H 0 A_JumpIfNoAmmo("Dry")
WCHG EFG 4
TNT1 A 0 A_Lower
Goto Deselect+4
Ready:
WCHG ABCD 4
WCHG H 10 A_WeaponReady
WCHG H 0 A_Jump(125,"Idle")
Goto Ready+4
Fire:
WCHG H 0 A_GunFlash("FireBullets",GFF_NOEXTCHANGE)
WCHG I 4 Bright
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright A_ReFire
WCHG H 8
Goto Ready+4
FireBullets:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "FireBulletsSilent")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_PlaySound("Chaingun/Spinup",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
Stop
FireBulletsSilent:
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_PlaySound("Chaingun/Spinup",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Hold:
WCHG H 0 A_GunFlash("HoldBullets",GFF_NOEXTCHANGE)
WCHG I 4 Bright
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright
WCHG R 4 Bright
WCHG S 4 Bright A_ReFire
WCHG H 0 A_GunFlash("Spindown",GFF_NOEXTCHANGE)
WCHG I 4 Bright A_PlaySound("Chaingun/Spindown",5)
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright
WCHG H 8 A_ClearReFire
Goto Ready+4
HoldBullets:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "HoldBulletsSilent")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
Stop
HoldBulletsSilent:
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Spindown:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "SpindownSilent")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_JumpIfNoAmmo("Spindown")
TNT1 A 0 A_PlaySound("Chaingun/Spindown",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
Stop
SpindownSilent:
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_JumpIfNoAmmo("Spindown")
TNT1 A 0 A_PlaySound("Chaingun/Spindown",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Dry:
TNT1 A 0 A_StopSound(5)
TNT1 A 0 A_PlayWeaponSound("Weapons/Dry")
Goto Deselect+1
Idle:
ICHG ABCDEF 4 A_WeaponReady
ICHG G 20 A_WeaponReady
ICHG G 0 A_Jump(200,8)
ICHG GFEDCBA 4 A_WeaponReady
Goto Ready+5
ICHG G 4 A_WeaponReady
ICHG G 0 A_Jump(125,1)
ICHG G 105 A_WeaponReady
ICHG GHIJKL 4 A_WeaponReady
ICHG L 20 A_WeaponReady
ICHG L 0 A_Jump(200,13)
ICHG LKJIHGFEDCBA 4 A_WeaponReady
Goto Ready+5
ICHG L 4 A_WeaponReady
ICHG L 0 A_Jump(125,1)
ICHG L 70 A_WeaponReady
ICHG LMNOPQRSTUVWXYZ 4 A_WeaponReady
IICG ABCD 4 A_WeaponReady
ICHG D 70 A_WeaponReady
Goto Ready+4
}
}
Only a couple minutes in Notepad++.

I tweaked you're example a bit, in yours the silencer was infinite while it should only get about 30 shots, but nonetheless it works.

I didn't think performing state jumps from a FLASH state would work properly, thats why I never tried it. I'll apply this silencer effect to the machinegun and hyperblaster too, then all my weapons will have working silencer effects. I still hope a proper Silencer powerup or additional PowerWeaponLevel2 is added, so I can implement the silencer in a more clean way, but its no longer urgent; and if no such powerup is ever added, well this will suffice.
[quote="Arctangent"][code]Actor AlphaChaingun : Weapon 20003
{
//$Category Weapons
//$Sprite HCHGA0
Game Doom
SpawnID 4
Tag "Chaingun"
Radius 16
Height 36
Inventory.Icon "HCHGA0"
Inventory.PickupMessage "Chaingun"
Inventory.PickupSound "Weapons/Pickup"
Weapon.AmmoGive 50
Weapon.AmmoType "AlphaBullet"
Weapon.AmmoUse 1
Weapon.SelectionOrder 7
Weapon.SlotNumber 4
Weapon.SlotPriority 0
Weapon.SisterWeapon "AlphaChaingunQuadDamage"
Obituary "%o was cut in half by %k's chaingun"
+DONTBOB
+NOAUTOAIM
+ALWAYSPICKUP
+WEAPON.NOALERT
States
{
Spawn:
PCHG A -1
Loop
Select:
TNT1 A 0 A_GiveInventory("AlphaChaingunInventory",1)
TNT1 A 0 A_Raise
Goto Select+1
Deselect:
WCHG H 0 A_JumpIfNoAmmo("Dry")
WCHG EFG 4
TNT1 A 0 A_Lower
Goto Deselect+4
Ready:
WCHG ABCD 4
WCHG H 10 A_WeaponReady
WCHG H 0 A_Jump(125,"Idle")
Goto Ready+4
Fire:
WCHG H 0 A_GunFlash("FireBullets",GFF_NOEXTCHANGE)
WCHG I 4 Bright
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright A_ReFire
WCHG H 8
Goto Ready+4
FireBullets:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "FireBulletsSilent")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_PlaySound("Chaingun/Spinup",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
Stop
FireBulletsSilent:
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_PlaySound("Chaingun/Spinup",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Hold:
WCHG H 0 A_GunFlash("HoldBullets",GFF_NOEXTCHANGE)
WCHG I 4 Bright
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright
WCHG R 4 Bright
WCHG S 4 Bright A_ReFire
WCHG H 0 A_GunFlash("Spindown",GFF_NOEXTCHANGE)
WCHG I 4 Bright A_PlaySound("Chaingun/Spindown",5)
WCHG J 4 Bright
WCHG K 4 Bright
WCHG L 4 Bright
WCHG M 4 Bright
WCHG N 4 Bright
WCHG O 4 Bright
WCHG P 4 Bright
WCHG Q 4 Bright
WCHG H 8 A_ClearReFire
Goto Ready+4
HoldBullets:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "HoldBulletsSilent")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlayWeaponSound("Machinegun/Fire")
Stop
HoldBulletsSilent:
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_PlaySound("Chaingun/Spin",5,1.0,TRUE)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(3,3,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 2 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Spindown:
TNT1 A 0 A_JumpIfInventory("PowerSilencer", 1, "SpindownSilent")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_JumpIfNoAmmo("Spindown")
TNT1 A 0 A_PlaySound("Chaingun/Spindown",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlayWeaponSound("Machinegun/Fire")
Stop
SpindownSilent:
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_JumpIfNoAmmo("Spindown")
TNT1 A 0 A_PlaySound("Chaingun/Spindown",5)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
TNT1 A 0 A_FireBullets(2,2,-1,8,"AlphaBulletPuff",FBF_USEAMMO|FBF_NOFLASH|FBF_NORANDOM)
TNT1 A 4 A_PlaySound("Machinegun/Fire", CHAN_WEAPON, 0.2)
Stop
Dry:
TNT1 A 0 A_StopSound(5)
TNT1 A 0 A_PlayWeaponSound("Weapons/Dry")
Goto Deselect+1
Idle:
ICHG ABCDEF 4 A_WeaponReady
ICHG G 20 A_WeaponReady
ICHG G 0 A_Jump(200,8)
ICHG GFEDCBA 4 A_WeaponReady
Goto Ready+5
ICHG G 4 A_WeaponReady
ICHG G 0 A_Jump(125,1)
ICHG G 105 A_WeaponReady
ICHG GHIJKL 4 A_WeaponReady
ICHG L 20 A_WeaponReady
ICHG L 0 A_Jump(200,13)
ICHG LKJIHGFEDCBA 4 A_WeaponReady
Goto Ready+5
ICHG L 4 A_WeaponReady
ICHG L 0 A_Jump(125,1)
ICHG L 70 A_WeaponReady
ICHG LMNOPQRSTUVWXYZ 4 A_WeaponReady
IICG ABCD 4 A_WeaponReady
ICHG D 70 A_WeaponReady
Goto Ready+4
}
}[/code]
Only a couple minutes in Notepad++. :|[/quote]
I tweaked you're example a bit, in yours the silencer was infinite while it should only get about 30 shots, but nonetheless it works. :D I didn't think performing state jumps from a FLASH state would work properly, thats why I never tried it. I'll apply this silencer effect to the machinegun and hyperblaster too, then all my weapons will have working silencer effects. I still hope a proper Silencer powerup or additional PowerWeaponLevel2 is added, so I can implement the silencer in a more clean way, but its no longer urgent; and if no such powerup is ever added, well this will suffice.