Code: Select all
States
{
Spawn:
M16B P 1
M16B P 1 A_CheckFloor(1)
Loop
M16B P 1 A_PlaySound("Weapon/Drop",CHAN_WEAPON)
M16B P -1
Stop
Select:
TNT1 A 35
M16B A 0 A_Overlay(2,"Crosshair",False)
M16B # 0 A_Overlay(4,"Zoom.KeepFOV",False)
M16B # 0 A_GiveInventory("AlphaBurstToken",1,AAPTR_DEFAULT)
M16B # 0 ACS_NamedExecuteAlways("Assault_Rifle_Speed",0,0,0,0)
M16B A 1 A_Raise
Goto Select+5
Deselect:
M16B A 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
M16B # 0 A_TakeInventory("AlphaAutoToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaBurstToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaSemiToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaBoltToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaGrenadeToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaShotgunToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaAirburstToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaScopeToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaZoomFactorToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaLaserToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaImpactToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaDelayToken",0,0,AAPTR_DEFAULT)
M16B A 1 A_Lower
Goto Deselect+13
Ready:
M16B A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Loop
Fire:
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B # 0 A_JumpIfInventory("AlphaCrouchToken",1,"Fire.Crouch",AAPTR_DEFAULT)
M16B # 0 A_JumpIfInventory("AlphaProneToken",1,"Fire.Prone",AAPTR_DEFAULT)
M16B # 0 A_JumpIfInventory("AlphaScopeToken",1,"Fire.Zoom",AAPTR_DEFAULT)
M16B # 0 A_JumpIfInventory("AlphaSemiToken",1,"Fire.Semi",AAPTR_DEFAULT)
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.5,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.5,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.75,1.5),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-1.125,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.5,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.5,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.75,1.5),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-1.125,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.5,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.5,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.75,1.5),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-1.125,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire
M16B DCF 2 A_WeaponReady
Goto Ready
Hold:
M16B A 1
M16B A 1 A_Refire
M16B A 1 A_ClearRefire
Goto Ready
Fire.Semi:
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.5,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.5,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.75,1.5),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-1.125,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Semi")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Semi:
M16B A 1
M16B A 1 A_Refire("Hold.Semi")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Zoom:
M16B A 0 A_JumpIfInventory("AlphaSemiToken",1,"Fire.Zoom.Semi",AAPTR_DEFAULT)
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.75,1.5),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-1.125,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.75,1.5),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-1.125,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.75,1.5),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-1.125,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Zoom")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Zoom:
M16B A 1
M16B A 1 A_Refire("Hold.Zoom")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Zoom.Semi:
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.75,1.5),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-1.125,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Zoom.Semi")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Zoom.Semi:
M16B A 1
M16B A 1 A_Refire("Hold.Zoom.Semi")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Crouch:
M16B A 0 A_JumpIfInventory("AlphaScopeToken",1,"Fire.Crouch.Zoom",AAPTR_DEFAULT)
M16B # 0 A_JumpIfInventory("AlphaSemiToken",1,"Fire.Crouch.Semi",AAPTR_DEFAULT)
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.2,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.2,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.6,1.2),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.9,0.9),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.2,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.2,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.6,1.2),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.9,0.9),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.2,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.2,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.6,1.2),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.9,0.9),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Crouch")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Crouch:
M16B A 1
M16B A 1 A_Refire("Hold.Crouch")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Crouch.Semi:
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.2,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.2,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.6,1.2),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.9,0.9),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Crouch.Semi")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Crouch.Semi:
M16B A 1
M16B A 1 A_Refire("Hold.Crouch.Semi")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Crouch.Zoom:
M16B A 0 A_JumpIfInventory("AlphaSemiToken",1,"Fire.Crouch.Zoom.Semi",AAPTR_DEFAULT)
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.9,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.9,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.6,1.2),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.9,0.9),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.9,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.9,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.6,1.2),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.9,0.9),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.9,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.9,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.6,1.2),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.9,0.9),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Crouch.Zoom")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Crouch.Zoom:
M16B A 1
M16B A 1 A_Refire("Hold.Crouch.Zoom")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Crouch.Zoom.Semi:
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.9,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.9,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.6,1.2),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.9,0.9),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Crouch.Zoom.Semi")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Crouch.Zoom.Semi:
M16B A 1
M16B A 1 A_Refire("Hold.Crouch.Zoom.Semi")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Prone:
M16B A 0 A_JumpIfInventory("AlphaScopeToken",1,"Fire.Prone.Zoom",AAPTR_DEFAULT)
M16B # 0 A_JumpIfInventory("AlphaSemiToken",1,"Fire.Prone.Semi",AAPTR_DEFAULT)
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.5625,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.84375,0.84375),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.5625,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.84375,0.84375),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.5625,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.84375,0.84375),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Prone")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Prone:
M16B A 1
M16B A 1 A_Refire("Hold.Prone")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Prone.Semi:
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 1.125,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.5625,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.84375,0.84375),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Prone.Semi")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Prone.Semi:
M16B A 1
M16B A 1 A_Refire("Hold.Prone.Semi")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Prone.Zoom:
M16B A 0 A_JumpIfInventory("AlphaSemiToken",1,"Fire.Prone.Zoom.Semi",AAPTR_DEFAULT)
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.84375,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.84375,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.5625,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.84375,0.84375),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.84375,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.84375,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.5625,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.84375,0.84375),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B C 1
M16B A 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,1,AAPTR_DEFAULT)
Goto Dry
M16B # 0 A_JumpIf(WaterLevel == 3,"Dry")
M16B A 1
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.84375,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.84375,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.5625,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.84375,0.84375),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Prone.Zoom")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Prone.Zoom:
M16B A 1
M16B A 1 A_Refire("Hold.Prone.Zoom")
M16B A 1 A_ClearRefire
Goto Ready
Fire.Prone.Zoom.Semi:
M16B B 0 Bright A_PlaySound("Weapon/M16A2ACOGFire",CHAN_WEAPON)
M16B B 2 Bright A_FireBullets((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.84375,(SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 0.4) + 0.84375,-1,Random(23,35),"AlphaBulletPuff",FBF_USEAMMO|FBF_NORANDOM,3328)
M16B # 0 Bright A_AlertMonsters
M16B # 0 Bright A_FireProjectile("AlphaRifleCasingSpawner",0,False,24,0)
M16B # 0 Bright A_SetPitch(Pitch - FRandom(0.5625,1.125),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B # 0 Bright A_SetAngle(Angle - FRandom(-0.84375,0.84375),SPF_INTERPOLATE,AAPTR_DEFAULT)
M16B CDE 1
M16B D 0 A_Refire("Hold.Prone.Zoom.Semi")
M16B DCF 2 A_WeaponReady
Goto Ready
Hold.Prone.Zoom.Semi:
M16B A 1
M16B A 1 A_Refire("Hold.Prone.Zoom.Semi")
M16B A 1 A_ClearRefire
Goto Ready
AltFire:
M16B A 0 A_JumpIfInventory("AlphaSemiToken",1,4,AAPTR_DEFAULT)
M16B # 0 A_TakeInventory("AlphaBurstToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_GiveInventory("AlphaSemiToken",1,AAPTR_DEFAULT)
M16B # 0 A_Refire
Goto Ready
M16B # 0 A_TakeInventory("AlphaSemiToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_GiveInventory("AlphaBurstToken",1,AAPTR_DEFAULT)
M16B # 0 A_Refire
Goto Ready
AltHold:
M16B A 1
M16B A 1 A_Refire
M16B A 1 A_ClearRefire
Goto Ready
Zoom:
M16B A 0 A_JumpIfInventory("AlphaScopeToken",1,8,AAPTR_DEFAULT)
M16B # 0 A_PlaySound("Weapon/ScopeOn",CHAN_WEAPON)
M16B # 0 A_GiveInventory("AlphaScopeToken",1,AAPTR_DEFAULT)
M16B # 0 A_JumpIfInventory("AlphaZoomFactorToken",1,2,AAPTR_DEFAULT)
M16B # 0 ACS_NamedExecuteAlways("Assault_Rifle_Scope",0,0,0,0)
M16B # 0 ACS_NamedExecuteAlways("Assault_Rifle_Scope_Speed",0,0,0,0)
M16B # 0 A_Overlay(3,"Zoom.Factor",False)
M16B A 15 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
Goto Ready
M16B # 0 A_PlaySound("Weapon/ScopeOff",CHAN_WEAPON)
M16B # 0 A_TakeInventory("AlphaScopeToken",0,0,AAPTR_DEFAULT)
M16B # 0 ACS_NamedExecuteAlways("Assault_Rifle_Speed",0,0,0,0)
M16B # 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
M16B A 15 A_WeaponReady(WRF_ALLOWRELOAD)
Goto Ready
Zoom.Factor:
TNT1 A 1
TNT1 # 0 A_JumpIf(ACS_NamedExecuteWithResult("Zoom_Factor",0,0,0,0) == 2,2)
TNT1 # 0 A_JumpIf(ACS_NamedExecuteWithResult("Zoom_Factor",0,0,0,0) == 4,2)
Stop
TNT1 # 0 A_ZoomFactor(2.0)
Stop
TNT1 # 0 A_ZoomFactor(4.0)
Stop
Zoom.KeepFOV:
TNT1 A 1 A_NoFOVChange
Loop
User1:
M16B A 0 A_JumpIfInventory("AlphaScopeToken",1,1,AAPTR_DEFAULT)
Goto Ready
M16B # 0 A_PlaySound("Weapon/ScopeOn",CHAN_WEAPON)
M16B # 0 A_GiveInventory("AlphaZoomFactorToken",1,AAPTR_DEFAULT)
M16B # 0 ACS_NamedExecuteAlways("Assault_Rifle_Scope_4x",0,0,0,0)
M16B # 0 A_Overlay(3,"Zoom.Factor",False)
M16B A 15 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER2)
Goto Ready
User2:
M16B A 0 A_JumpIfInventory("AlphaScopeToken",1,1,AAPTR_DEFAULT)
Goto Ready
M16B # 0 A_PlaySound("Weapon/ScopeOn",CHAN_WEAPON)
M16B # 0 A_TakeInventory("AlphaZoomFactorToken",0,0,AAPTR_DEFAULT)
M16B # 0 ACS_NamedExecuteAlways("Assault_Rifle_Scope",0,0,0,0)
M16B # 0 A_Overlay(3,"Zoom.Factor",False)
M16B A 15 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1)
Goto Ready
Reload:
M16B A 1 A_JumpIfInventory("AlphaAssaultRifleMagazine",1,1,AAPTR_DEFAULT)
Goto Ready
M16B # 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",31,"Ready",AAPTR_DEFAULT)
M16B # 0 A_JumpIf(WaterLevel == 3,"Ready")
M16B # 0 A_TakeInventory("AlphaScopeToken",0,0,AAPTR_DEFAULT)
M16B # 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
M16B # 0 ACS_NamedExecuteAlways("Assault_Rifle_Speed",0,0,0,0)
M16B # 0 A_PlaySound("Weapon/M16A2ACOGReload",CHAN_WEAPON)
M16B GHIJKLMNOQRSTU 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
TNT1 A 80 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
TNT1 # 0 A_JumpIfInventory("AlphaM16A2ACOGMagazine",1,3,AAPTR_DEFAULT)
TNT1 # 0 A_PlaySound("Weapon/M16A2ACOGCharge",CHAN_WEAPON)
TNT1 # 25 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
TNT1 # 0 A_TakeInventory("AlphaAssaultRifleMagazine",1,TIF_NOTAKEINFINITE,AAPTR_DEFAULT)
TNT1 # 0 A_GiveInventory("AlphaM16A2ACOGMagazine",30,AAPTR_DEFAULT)
M16B UTSRQONMLKJIHG 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
Goto Ready
Crosshair:
TNT1 A 0 A_JumpIf(WaterLevel == 3,5)
TNT1 # 0 A_JumpIfInventory("AlphaScopeToken",1,8,AAPTR_DEFAULT)
TNT1 # 0 A_JumpIfInventory("AlphaCrouchToken",1,9,AAPTR_DEFAULT)
TNT1 # 0 A_JumpIfInventory("AlphaProneToken",1,8,AAPTR_DEFAULT)
TNT1 A 1 A_SetCrosshair((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 2.0) + 17)
Loop
TNT1 # 0 A_SetCrosshair(8)
TNT1 # 0 A_TakeInventory("AlphaScopeToken",0,0,AAPTR_DEFAULT)
TNT1 # 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
TNT1 A 1 ACS_NamedExecuteAlways("Assault_Rifle_Speed",0,0,0,0)
Loop
TNT1 A 1 A_SetCrosshair(1)
TNT1 # 0 A_FireBullets(0,0,1,0,"AlphaRangeFinderPuff",FBF_NOFLASH|FBF_NORANDOM|FBF_NORANDOMPUFFZ,9999)
Loop
TNT1 A 1 A_SetCrosshair((SqRt((Abs(VelX) * Abs(VelX)) + (Abs(VelY) * Abs(VelY))) * 2.0) + 15)
Loop
Dry:
M16B A 10 A_PlaySound("Weapon/M16A2ACOGDry",CHAN_WEAPON)
Goto Reload
}
}