Code: Select all
ACTOR Rifle : Weapon Replaces Pistol
{
Weapon.AmmoUse1 0
Weapon.AmmoGive1 10
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0
YScale 0.6
XScale 0.8
Weapon.SelectionOrder 4500
Weapon.AmmoType1 "Clip2"
Weapon.AmmoType2 "RifleAmmo"
Obituary "%o was shot down by %k's assault rifle."
AttackSound "None"
Inventory.PickupSound "CLIPIN"
Inventory.Pickupmessage "You got the Assault Rifle!"
+WEAPON.WIMPY_WEAPON
+WEAPON.NOAUTOAIM
+WEAPON.NOALERT
+WEAPON.NOAUTOFIRE
+FORCEXYBILLBOARD
+WEAPON.NO_AUTO_SWITCH
Scale 0.8
States
{
PickUp:
TNT1 A 0 A_Playsound("PICKUPONELINER")
TNT1 A 0
Stop
Steady:
TNT1 A 1
Goto Ready
Ready:
TNT1 A 2 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_PlaySound("CLIPIN")
RIFS ABC 1
TNT1 AAAAAAAA 0
TNT1 A 0 //A_JumpIfInventory("RifleAmmo",1,2)
//Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_TakeInventory("RifleSpread", 5)
RIFG A 1 A_WeaponReady
TNT1 A 0 A_TakeInventory("UsedStamina", 1)
Goto Ready+9
Ready2:
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RI2G A 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_TakeInventory("UsedStamina", 2)
Loop
Deselect:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_ZoomFactor(1.0)
RIFS CBA 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1
Wait
Select:
TNT1 A 0 A_Takeinventory("FistsSelected",1)
TNT1 A 0 A_Takeinventory("SawSelected",1)
TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
TNT1 A 0 A_Takeinventory("SSGSelected",1)
TNT1 A 0 A_Takeinventory("MinigunSelected",1)
TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
TNT1 A 0 A_Takeinventory("BFGSelected",1)
TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
TNT1 A 0 A_Takeinventory("RailGunSelected",1)
TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
TNT1 A 0 A_Takeinventory("HasBarrel",1)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
MARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
Goto Ready
Fire:
TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
TNT1 A 0 A_GiveInventory("RifleSpread", 1)
TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_PlaySound("weapons/pistol")
//TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
RIFF A 1 BRIGHT A_AlertMonsters
//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
RIFF B 1 BRIGHT A_FireBullets (2, 2, 1, 9, "HitPuff")
RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -12, 0, random(-1,1))
TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
TNT1 A 0
TNT1 A 0 A_SetPitch(-1.3 + pitch)
//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_Takeinventory("RifleAmmo",1)
TNT1 A 0 A_SetPitch(+0.6 + pitch)
RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-6)
RIFG A 1 A_SetPitch(+0.5 + pitch)
RIFG A 0 A_Refire
RIFG A 5 A_WeaponReady(1)
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_TakeInventory("RifleSpread", 5)
RIFG A 5 A_WeaponReady(1)
Goto Ready+6
FireHighSpread:
TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_PlaySound("weapons/rifle")
//TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
RIFF A 1 BRIGHT A_AlertMonsters
//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
RIFF B 1 BRIGHT A_FireBullets (8, 8, 1, 9, "HitPuff")
RIFF A 0 A_FireCustomMissile("Tracer", random(-4,4), 0, -1, -12, 0, random(-4,4))
TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
TNT1 A 0
TNT1 A 0 A_SetPitch(-0.7 + pitch)
//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_Takeinventory("RifleAmmo",1)
TNT1 A 0 A_SetPitch(+0.4 + pitch)
RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-6)
RIFG A 1 A_SetPitch(+0.3 + pitch)
RIFG A 1 A_Refire
RIFG A 5 A_WeaponReady(1)
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_TakeInventory("RifleSpread", 5)
RIFG A 5 A_WeaponReady(1)
Goto Ready+6
Fire2:
TNT1 A 0 A_PlaySound("weapons/rifle")
TNT1 A 0 A_JumpIfInventory("IsFiringAltFireOnFullAuto", 1, "Fire2FullAuto")
//TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
RI2G A 0 A_AlertMonsters
//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
RI2F A 1 BRIGHT A_FireBullets (0.1, 0.1, -1, 9, "HitPuff")
RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, -1, 0)
TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
TNT1 A 0
//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_SetPitch(-0.8 + pitch)
TNT1 A 0 A_Takeinventory("RifleAmmo",1)
RI2F B 1 A_WeaponReady(1)
TNT1 A 0 A_SetPitch(+0.4 + pitch)
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
RI2F C 1 A_WeaponReady(1)
TNT1 A 0 A_SetPitch(+0.4 + pitch)
TNT1 A 0 A_GiveInventory("IsFiringAltFireOnFullAuto", 1)
RI2G A 1 A_WeaponReady(1)
RI2F B 0 A_ReFire
TNT1 A 0 A_TakeInventory("IsFiringAltFireOnFullAuto", 1)
RI2G A 10 A_WeaponReady(1)
RI2G A 0
Goto Ready2
Fire2FullAuto:
TNT1 A 0 A_PlaySound("weapons/rifle")
//TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
RI2G A 0 A_AlertMonsters
//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
RI2F A 1 BRIGHT A_FireBullets (0.1, 0.1, -1, 9, "HitPuff")
RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, -1, 0)
//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_SetPitch(-1.3 + pitch)
TNT1 A 0 A_Takeinventory("RifleAmmo",1)
TNT1 A 0 A_SetAngle(random(1, -1) + angle)
RI2F B 1
TNT1 A 0 A_SetPitch(+0.4 + pitch)
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
RI2F C 1
TNT1 A 0 A_SetPitch(+0.4 + pitch)
RI2G A 1 A_WeaponReady(1)
TNT1 A 0 A_Refire
RI2F B 0
TNT1 A 0 A_TakeInventory("IsFiringAltFireOnFullAuto", 1)
RI2G A 10 A_WeaponReady(1)
RI2G A 0
Goto Ready2
AltFire:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
TNT1 A 0 A_Giveinventory("Zoomed",1)
TNT1 A 0 A_Giveinventory("GoSpecial",1)
TNT1 A 0 A_ZoomFactor(1.6)
TNT1 A 0 A_Giveinventory("ADSmode",1)
RIFZ A 1
Goto Ready2
TNT1 AAAAAA 0
RIFZ A 1
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
Goto Ready+6
NoAmmo:
RIFG A 1 A_PlaySound("weapons/empty")
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
Goto Ready+12
Reload:
RIFG A 1 A_WeaponReady
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_JumpIfInventory("RifleAmmo",31,64)
TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
Goto NoAmmo
TNT1 AAA 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_PlaySound("Reload")
TNT1 A 0 A_GiveInventory ("Pumping", 1)
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0
RIFR ABCDE 1 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 2)
RIFR F 1 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
RIFR GGGGGGGG 1
RIFR HIKL 1
RIFR MMM 1
RIFR NOPQRST 1 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_Takeinventory("HasUnloaded",1)
TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,"InsertBullets2")//30+1 effect
InsertBullets:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("RifleAmmo",30,15)
TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
Goto Ready+6
TNT1 AAAAAA 0
TNT1 A 0 A_Giveinventory("RifleAmmo",1)
TNT1 A 0 A_Giveinventory("DoubleRifleAmmo",1)
TNT1 A 0 A_Takeinventory("Clip2",1)
Goto InsertBullets
TNT1 AAAAAAAAAA 0
TNT1 A 0 A_Takeinventory("Reloading",1)
Goto Ready+6
TNT1 AAAA 0
TNT1 A 0 A_Takeinventory("Reloading",1)
Goto Ready+6
InsertBullets2:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("RifleAmmo",31,15)
TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
Goto Ready+6
TNT1 AAAAAA 0
TNT1 A 0 A_Giveinventory("RifleAmmo",1)
TNT1 A 0 A_Giveinventory("DoubleRifleAmmo",1)
TNT1 A 0 A_Takeinventory("Clip2",1)
Goto InsertBullets2
TNT1 AAAAAAAAAA 0
TNT1 A 0 A_Takeinventory("Reloading",1)
Goto Ready+6
TNT1 AAAA 0
TNT1 A 0 A_Takeinventory("Reloading",1)
Goto Ready+6
Unload:
RIFG A 1 A_WeaponReady
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Unloading",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,3)
Goto NoAmmo
TNT1 AAA 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
RIFR TSRQPO 1
TNT1 A 0 A_PlaySound("Reload")
TNT1 A 0 A_GiveInventory ("Pumping", 1)
TNT1 A 0 A_Takeinventory("Unloading",1)
RemoveBullets:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,3)
Goto FinishUnload
TNT1 AAAAAA 0
TNT1 A 0 A_Takeinventory("RifleAmmo",1)
TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
TNT1 A 0 A_Giveinventory("Clip2",1)
Goto RemoveBullets
FInishUnload:
RIFR NMLKIGHGFEDCBA 1
TNT1 A 0 A_PlaySound("DryFire")
TNT1 A 0 A_GiveInventory("HasUnloaded", 1)
TNT1 A 0 A_Takeinventory("Unloading",1)
Goto Ready+6
Spawn:
RIFL A -1
Stop
DoKick:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
NULL A 0 A_JumpIf (momZ > 0, "AirKick")
NULL A 0 A_JumpIf (momZ < 0, "AirKick")
NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1")
InitializeNormalKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
STMP ABCDEF 1
//TNT1 A 0 A_Custompunch(4,0,1,"KickPuff")
RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
STMP G 4
KICK A 0 A_Takeinventory("Kicking",1)
STMP HIJK 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 SetPlayerProperty(0,0,0)
NULL A 0 A_TakeInventory("KickHasHit",1)
Goto Ready+6
LowKickChecker1:
TNT1 A 1
NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick")
Goto LowKick
LowKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_Recoil(-2)
TNT1 A 0 A_SpawnItemEx ("PLOFT5",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
KICK UVW 1 A_SetPitch(-8.0 + pitch)
KICK X 1
RIFF A 0 A_FireCustomMissile("KickAttackLow", 0, 0, 0, 0)
KICK Y 1
KICK Z 4
KICK YX 1
KICK A 0 A_Takeinventory("Kicking",1)
KICK WVU 1
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 SetPlayerProperty(0,0,0)
NULL A 0 A_TakeInventory("KickHasHit",1)
Goto Ready+6
BerserkerKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
KICK ABCDEFG 1
RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
KICK H 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK IGFEDCBA 1
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 SetPlayerProperty(0,0,0)
NULL A 0 A_TakeInventory("KickHasHit",1)
Goto Ready+6
AirKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-2)
KICK JKLMNO 1
RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8)
KICK P 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK QRST 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
NULL A 0 A_TakeInventory("KickHasHit",1)
Goto Ready+6
SuperAirKick:
TNT1 A 0
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-2)
KICK JKLMNO 1
RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8)
KICK P 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK QRST 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
NULL A 0 A_TakeInventory("KickHasHit",1)
Goto Ready+6
Taunt:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Taunting",1)
TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab")
TNT1 A 10
FUCK A 1
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
FUCK B 1 A_PlaySound("FUCK", 2)
FUCK CD 1 A_AlertMonsters
FUCK E 15 A_Takeinventory("Taunting",1)
FUCK DCBA 1
TNT1 A 10
Goto Ready
Salute:
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_ALertMonsters
SALU ABCDEDCDEDCDEDCBA 4
TNT1 A 0 A_TakeInventory("Salute1",1)
TNT1 A 0 A_TakeInventory("Salute2",1)
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready
CheckGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
Goto Ready+6
CheckDistanceGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfCloser(100, "Grab")
Goto Ready+6
CheckIfCanGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
Goto Ready+6
Grab:
PKUP ABC 2
TNT1 A 0 A_CustomMissile("PickupProjectile")
PKUP DEF 2
Goto Ready
TossGrenade:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
Goto NoGrenade
GRTH ABCD 1
TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
TNT1 A 0 A_PLaySound ("GRNPIN")
GRTH EEFG 1
TNT1 A 0 A_PLaySound ("GRNTOSS")
GRTH HI 1
TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
GRTH JKLM 1
TNT1 A 1
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
Goto Ready
NoGrenade:
TNT1 A 0
TNT1 A 0 A_Print("No Grenades Left.")
Goto REady+6
}
}