https://www.dropbox.com/s/htg1bbwberpea ... o.wad?dl=0
Code: Select all
ACTOR doomguy: DoomPlayer
{
Player.Weaponslot 1, Fist, Chainsaw
Player.Weaponslot 2, BRNPIS
Player.Weaponslot 3, Shotgun, SuperShotgun
Player.Weaponslot 4, Chaingun
Player.Weaponslot 5, RocketLauncher
Player.Weaponslot 6, PlasmaRifle
Player.Weaponslot 7, BFG9000
Player.StartItem "BRNPIS"
Player.StartItem "Fist"
Player.StartItem "9mmAmmo", 50
}
ACTOR BRNPIS : Pistol Replaces Pistol 1971
{
Weapon.SelectionOrder 2000
Weapon.AmmoUse 1
Weapon.AmmoGive 200
Weapon.AmmoType "9mmAmmo"
Weapon.AmmoUse2 1
Weapon.AmmoType2 "9mmAmmo"
Weapon.AmmoGive2 200
Weapon.SlotNumber 1
AttackSound "weapon/BRNSHT"
Inventory.PickupSound "weapon/BRNPKP"
Inventory.PickupMessage "FUKYEAH"
States
{
Spawn:
BRNP G -1
Stop
Select:
BRNP A 1 A_Raise
Loop
Deselect:
BRNP A 1 A_Lower
Loop
Ready:
BRNP B 1 A_WeaponReady(WRF_ALLOWRELOAD)
Loop
Reload:
BRNP A 1 A_TakeInventory("NewPistolLoaded", 12)
BRNP A 1 Offset(0,35) A_PlayWeaponSound("weapons/shotgr")
BRNP A 1 Offset(0,38)
BRNP A 1 Offset(0,44)
BRNP A 1 Offset(0,52)
BRNP A 1 Offset(0,62)
BRNP A 1 Offset(0,72)
BRNP A 1 Offset(0,82)
TNT1 A 8 A_TakeInventory("NewPistolLoaded", 12)
BRNP A 1 Offset(0,82)
BRNP A 1 Offset(0,72)
BRNP A 1 Offset(0,62)
BRNP A 1 Offset(0,52)
BRNP A 1 Offset(0,44)
BRNP A 1 Offset(0,38)
BRNP A 1 Offset(0,35)
BRNP A 1 Offset(0,32)
Goto Ready
Fire:
BRNP A 0 A_JumpIfInventory("NewPistolLoaded", 12, "Reload")
BRNP A 3 A_GiveInventory("NewPistolLoaded", 1)
BRNP A 1 A_Firebullets (0,0, 1, 15, "BulletPuff", FBF_UseAmmo)
BRNP A 3 Bright A_Gunflash
BRNP BC 3 Bright
BRNP DE 4
Goto Ready
AltFire:
BRNP A 3 A_JumpIfInventory("NewPistolLoaded", 12, "Reload")
BRNP A 0 A_GiveInventory("NewPistolLoaded", 1)
BRNP A 2 A_Firebullets (random(-3,2), random(-1,3), 1, 25, "BulletPuff", FBF_UseAmmo|FBF_NoRandom)
BRNP A 2 Bright A_Gunflash
BRNP BC 1 Bright
BRNP DC 1
BRNP A 0 A_JumpIfInventory("NewPistolLoaded", 12, "Reload")
BRNP A 0 A_GiveInventory("NewPistolLoaded", 1)
BRNP A 2 A_Firebullets (random(-1,1), random(-2,2), 1, 25, "BulletPuff", FBF_UseAmmo|FBF_NoRandom)
BRNP A 2 Bright A_Gunflash
BRNP BC 1 Bright
BRNP DC 1
BRNP A 0 A_JumpIfInventory("NewPistolLoaded", 12, "Reload")
BRNP A 0 A_GiveInventory("NewPistolLoaded", 1)
BRNP A 2 A_Firebullets (random(-4,2), random(-3,2), 1, 25, "BulletPuff", FBF_UseAmmo|FBF_NoRandom)
BRNP A 1 Bright A_Gunflash
BRNP BC 1 Bright
BRNP DE 1
Goto Ready
Flash:
BRNP F 0 A_Recoil (1)
BRNP F 2
Stop
}
}
ACTOR 9mmAmmo : Ammo replaces Clip
{
Inventory.Amount 10
Inventory.MaxAmount 200
Ammo.BackpackAmount 30
Ammo.BackpackMaxAmount 300
Inventory.Icon "CLIPA0"
Inventory.PickupMessage "Picked up some 9mm ammo."
States
{
Spawn:
CLIP A -1
Stop
}
}
ACTOR NewPistolLoaded : Ammo
{
Inventory.MaxAmount 12
+IGNORESKILL
}
