Code: Select all
Actor HDPistolWithSilencer : HDWeapon replaces HDPistol
{
obituary "%o got capped by %k's pea shooter."
weapon.selectionorder 800
weapon.slotnumber 2
weapon.ammotype1 HDPistolMag
weapon.ammotype2 HDPistolMags//Ammo
weapon.kickback 30
weapon.bobrangex 0.1
weapon.bobrangey 0.6
weapon.bobspeed 2.5
weapon.bobstyle normal
decal "BulletScratch"
scale 0.65
inventory.pickupmessage "You got the pistol!"
states
{
Select:
TNT1 A 0 A_SetCrosshair(21)
TNT1 A 0 A_TakeInventory("IsWeaponLong",999)
TNT1 A 0 A_TakeInventory("IsWeaponShort",999)
TNT1 A 0 A_TakeInventory("IsWeaponBFG",999)
PISG A 0 A_TakeInventory ("IsWeaponReady", 999)
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"SelectSilenced",AAPTR_DEFAULT)
Select2:
PISG A 0 A_TakeInventory ("Reloading", 999)
PISG A 1 A_Raise
PISG AA 0 A_Raise
loop
SelectSilenced:
SPIL A 0 A_TakeInventory("Reloading",999,0,AAPTR_DEFAULT)
SPIL A 1 A_Raise
SPIL AA 0 A_Raise
loop
Deselect:
TNT1 A 0 A_SetCrosshair(21)
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"DeselectSilenced",AAPTR_DEFAULT)
PISG A 0 A_TakeInventory ("IsWeaponReady", 999)
TNT1 A 0 A_TakeInventory("IsWeaponLong",999)
TNT1 A 0 A_TakeInventory("IsWeaponShort",999)
TNT1 A 0 A_TakeInventory("IsWeaponBFG",999)
TNT1 A 0 A_TakeInventory("IsWeaponPistol",999)
TNT1 A 0 A_TakeInventory("IsKicking",999)
TNT1 A 0 A_TakeInventory("Reloading",999)
TNT1 A 0 A_TakeInventory("NulledWeapon",999)
PISG AA 0 A_Lower
PISG A 1 A_Lower
loop
DeselectSilenced:
SPIL A 0 A_TakeInventory ("IsWeaponReady",999)
TNT1 A 0 A_TakeInventory("IsWeaponLong",999)
TNT1 A 0 A_TakeInventory("IsWeaponShort",999)
TNT1 A 0 A_TakeInventory("IsWeaponBFG",999)
TNT1 A 0 A_TakeInventory("IsWeaponPistol",999)
TNT1 A 0 A_TakeInventory("IsKicking",999)
TNT1 A 0 A_TakeInventory("Reloading",999)
TNT1 A 0 A_TakeInventory("NulledWeapon",999)
SPIL AA 0 A_Lower
SPIL A 1 A_Lower
loop
Ready:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"ReadySilenced",AAPTR_DEFAULT)
TNT1 A 0 A_JumpIfInventory("HDAltReloading",1,"AltReload",AAPTR_DEFAULT)
TNT1 A 0 A_GiveInventory("HDAltReloader",1,AAPTR_DEFAULT)
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("HDPistolMag",1,4)
TNT1 A 0 A_SetCrosshair(21)
PISG A 0 A_TakeInventory("IsWeaponReady",999)
PISG C 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
goto MagCheck
PISG A 0 A_GiveInventory("IsWeaponReady",1)
PISG A 0 A_GiveInventory("IsWeaponPistol",1)
PISG A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
goto MagCheck
ReadySilenced:
TNT1 A 0 A_JumpIfInventory("HDAltReloading",1,"AltReload",AAPTR_DEFAULT)
TNT1 A 0 A_GiveInventory("HDAltReloader",1,AAPTR_DEFAULT)
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("HDPistolMag",1,4)
TNT1 A 0 A_SetCrosshair(21)
SPIL A 0 A_TakeInventory("IsWeaponReady",999)
SPIL C 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
goto MagCheckSilenced
SPIL A 0 A_GiveInventory("IsWeaponReady",1)
SPIL A 0 A_GiveInventory("IsWeaponPistol",1)
SPIL A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
goto MagCheckSilenced
MagCheck:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"MagCheckSilenced",AAPTR_DEFAULT)
PISG A 0 A_GiveInventory("NotShot",1)
PISG A 0 A_JumpIfInventory("HDPistolMags",1,2)
TNT1 A 0 A_TakeInventory("HDSecondPistolLoaded",999)
goto MagCheck2
PISG A 0 A_JumpIfInventory("HDSecondPistol",1,1)
goto MagCheck2
PISG A 0 A_JumpIfInventory("HDSecondPistolLoaded",1,"MagCheck2")
PISG A 0 A_JumpIfInventory("NotShot",90,"FillSecond")
MagCheck2:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"MagCheck2Silenced",AAPTR_DEFAULT)
PISG A 0 A_JumpIfInventory("HDPistolMags",0,"Ready")
PISG A 0 A_JumpIfInventory("NotShot",210,"FillMag")
goto Ready
MagCheckSilenced:
SPIL A 0 A_GiveInventory("NotShot",1)
SPIL A 0 A_JumpIfInventory("HDPistolMags",1,2)
TNT1 A 0 A_TakeInventory("HDSecondPistolLoaded",999)
goto MagCheck2Silenced
SPIL A 0 A_JumpIfInventory("HDSecondPistol",1,1)
goto MagCheck2Silenced
SPIL A 0 A_JumpIfInventory("HDSecondPistolLoaded",1,"MagCheck2")
SPIL A 0 A_JumpIfInventory("NotShot",90,"FillSecond")
MagCheck2Silenced:
PISG A 0 A_JumpIfInventory("HDPistolMags",0,"Ready")
PISG A 0 A_JumpIfInventory("NotShot",210,"FillMag")
goto Ready
FillMag:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"FillMagSilenced",AAPTR_DEFAULT)
PISG A 0 A_TakeInventory("NotShot",9999)
PISG A 0 A_JumpIfInventory("HDPistolAmmo",15,1)
goto Ready
PISG A 0 A_GiveInventory("HDPistolMags",1)
PISG A 0 A_TakeInventory("HDPistolAmmo",15)
goto Ready
FillSecond:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"FillSecondSilenced",AAPTR_DEFAULT)
PISG A 0 A_TakeInventory("NotShot",9999)
PISG A 0 A_GiveInventory("HDSecondPistolLoaded",1)
goto Ready
FillMagSilenced:
SPIL A 0 A_TakeInventory("NotShot",9999)
SPIL A 0 A_JumpIfInventory("HDPistolAmmo",15,1)
goto ReadySilenced
SPIL A 0 A_GiveInventory("HDPistolMags",1)
SPIL A 0 A_TakeInventory("HDPistolAmmo",15)
goto ReadySilenced
FillSecondSilenced:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"FillSecondSilenced",AAPTR_DEFAULT)
SPIL A 0 A_TakeInventory("NotShot",9999)
SPIL A 0 A_GiveInventory("HDSecondPistolLoaded",1)
goto ReadySilenced
Altfire:
Althold:
Hold:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"HoldSilenced",AAPTR_DEFAULT)
TNT1 A 0 A_JumpIfInventory("HDPistolMag",1,1)
goto HoldEmpty
PISG A 1 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 A_Refire
goto ready
HoldSilenced:
TNT1 A 0 A_JumpIfInventory("HDPistolMag",1,1)
goto HoldEmptySilenced
SPIL A 1 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 A_Refire
goto ReadySilenced
Fire:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"FireSilenced",AAPTR_DEFAULT)
TNT1 A 0 A_JumpIfInventory("HDPistolMag",1,1)
goto HoldEmpty
PISG A 1
PISG B 0 A_ZoomFactor(0.995,ZOOM_INSTANT|ZOOM_NOSCALETURNING)
PISG B 1 A_GunFlash
PISG D 1 ACS_NamedExecuteAlways("MuzzleClimb", 0, random(12,16), random(8, 10), 0)
TNT1 A 0 A_SpawnItemEx("HDSpent9mm",cos(pitch)*12,0,height-7-sin(pitch)*12,velx,vely,velz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
PISG C 0 A_JumpIfInventory("HDPistolMag",1,2)
PISG C 0 A_PlaySound("weapons/rifleclick",7)
Followthrough:
PISG C 1 ACS_NamedExecuteAlways("MuzzleClimb", 0, random(-6,-8), random(-4, -5), 0)
PISG B 0 A_ReFire
goto Ready
FireSilenced:
TNT1 A 0 A_JumpIfInventory("HDPistolMag",1,1)
goto HoldEmptySilenced
SPIL A 1
SPIL B 0 A_ZoomFactor(0.995,ZOOM_INSTANT|ZOOM_NOSCALETURNING)
SPIL B 1 A_GunFlash
SPIL D 1 ACS_NamedExecuteAlways("MuzzleClimb", 0, random(12,16), random(8, 10), 0)
TNT1 A 0 A_SpawnItemEx("HDSpent9mm",cos(pitch)*12,0,height-7-sin(pitch)*12,velx,vely,velz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
SPIL C 0 A_JumpIfInventory("HDPistolMag",1,2)
SPIL C 0 A_PlaySound("weapons/rifleclick",7)
FollowthroughSilenced:
PISG C 1 ACS_NamedExecuteAlways("MuzzleClimb", 0, random(-6,-8), random(-4, -5), 0)
PISG B 0 A_ReFire
goto Ready
Flash:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"FlashSilenced",AAPTR_DEFAULT)
PISF A 0 ACS_NamedExecuteAlways("MuzzleClimb", 0, random(4,16), random(4, 12), 0)
TNT1 A 0 A_SpawnItemEx("HDNineMilSilenced",0,0,height-6,velx,vely,velz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
goto EndFlash
EndFlash:
TNT1 A 0 A_Jump(24,3)
TNT1 A 1
TNT1 A 0 A_Jump(256,2)
PISF A 1 BRIGHT A_Light1
TNT1 A 0 A_PlaySound("weapons/pistol",0,1,0,4)
PISF A 0 A_ZoomFactor(1.0,ZOOM_INSTANT|ZOOM_NOSCALETURNING)
PISF A 0 A_Light0
PISF A 0 A_TakeInventory("HDPistolMag",1)
stop
FlashSilenced:
SPIL A 0 ACS_NamedExecuteAlways("MuzzleClimb", 0, random(4,16), random(4, 12), 0)
TNT1 A 0 A_SpawnItemEx("HDNineMilSilenced",0,0,height-6,velx,vely,velz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
goto EndFlashSilenced
EndFlashSilenced:
TNT1 A 0 A_Jump(24,3)
TNT1 A 1
TNT1 A 0 A_Jump(256,2)
SPIL A 1 BRIGHT A_Light1
TNT1 A 0 A_PlaySound("weapons/SPIFIR",0,1,0,4)
SPIL A 0 A_ZoomFactor(1.0,ZOOM_INSTANT|ZOOM_NOSCALETURNING)
SPIL A 0 A_Light0
SPIL A 0 A_TakeInventory("HDPistolMag",1)
stop
HoldEmpty:
PISG C 0 A_JumpIfInventory("HDPistolMags",1,1)
goto HoldReallyEmpty
PISG C 0 A_JumpIfInventory("HDSecondPistolLoaded",1,"NewYorkReload")
goto HoldReallyEmpty
HoldEmptySilenced:
SPIL C 0 A_JumpIfInventory("HDPistolMags",1,1)
goto HoldReallyEmptySilenced
SPIL C 0 A_JumpIfInventory("HDSecondPistolLoaded",1,"NewYorkReloadSilenced",AAPTR_DEFAULT)
goto HoldReallyEmptySilenced
HoldReallyEmpty:
PISG C 1 A_WeaponReady(WRF_NOFIRE)
PISG C 0 A_Refire
goto Ready
HoldReallyEmptySilenced:
SPIL C 1 A_WeaponReady(WRF_NOFIRE)
SPIL C 0 A_Refire
goto ReadySilenced
NewYorkReload:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"NewYorkReloadSilenced",AAPTR_DEFAULT)
TNT1 A 0 A_SetCrosshair(21)
TNT1 A 0 A_TakeInventory ("IsWeaponReady", 999)
TNT1 A 0 A_GiveInventory("Reloading",1)
PISG C 1 offset(0,40)
PISG C 1 offset(0,50)
TNT1 A 3 A_PlaySoundEx("weapons/pocket","Body")
TNT1 A 0 A_SpawnItemEx("HDEmptyPistol",cos(pitch)*12,0,height-14-sin(pitch)*12,velx+cos(pitch)*cos(angle)*3,vely,velz-3,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
TNT1 A 0 A_TakeInventory("HDPistolMags",1,TIF_NOTAKEINFINITE)
TNT1 A 0 A_TakeInventory("HDSecondPistol",999)
TNT1 A 0 A_TakeInventory("HDSecondPistolLoaded",999)
TNT1 A 0 A_GiveInventory("HDPistolMag",15)
TNT1 A 0 A_GiveInventory("IsMoving",10)
PISG A 0 A_TakeInventory ("IsWeaponReady", 999)
PISG A 0 A_ClearRefire
PISG A 1 offset(0,42)
PISG A 1 offset(0,37)
PISG A 1 offset(0,34)
TNT1 A 0 A_TakeInventory("Reloading",999)
goto Ready
NewYorkReloadSilenced:
TNT1 A 0 A_SetCrosshair(21)
TNT1 A 0 A_TakeInventory ("IsWeaponReady", 999)
TNT1 A 0 A_GiveInventory("Reloading",1)
SPIL C 1 offset(0,40)
SPIL C 1 offset(0,50)
TNT1 A 3 A_PlaySoundEx("weapons/pocket","Body")
TNT1 A 0 A_SpawnItemEx("HDEmptyPistol",cos(pitch)*12,0,height-14-sin(pitch)*12,velx+cos(pitch)*cos(angle)*3,vely,velz-3,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
TNT1 A 0 A_TakeInventory("HDPistolMags",1,TIF_NOTAKEINFINITE)
TNT1 A 0 A_TakeInventory("HDSecondPistol",999)
TNT1 A 0 A_TakeInventory("HDSecondPistolLoaded",999)
TNT1 A 0 A_GiveInventory("HDPistolMag",15)
TNT1 A 0 A_GiveInventory("IsMoving",10)
SPIL A 0 A_TakeInventory ("IsWeaponReady", 999)
SPIL A 0 A_ClearRefire
SPIL A 1 offset(0,42)
SPIL A 1 offset(0,37)
SPIL A 1 offset(0,34)
TNT1 A 0 A_TakeInventory("Reloading",999)
goto Ready
AltReload:
TNT1 A 0 A_TakeInventory("HDAltReloading",999)
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"RemoveSilencer",AAPTR_DEFAULT)
TNT1 A 0 A_JumpIfInventory("GotSilencer",1,"AddSilencer",AAPTR_DEFAULT)
TNT1 A 0 A_Jump(256,"Ready")
AddSilencer:
PISG B 4 offset(0,34)
TNT1 A 0 A_TakeInventory("IsWeaponShort",999)
TNT1 A 0 A_GiveInventory("Reloading",1)
PISG B 2 offset(0,44)
PISG B 2 offset(0,70)
TNT1 A 9
SPIL B 2 offset(0,70)
SPIL B 2 offset(0,44)
SPIL B 4 offset(0,34)
TNT1 A 0 A_TakeInventory("HDAltReloading",999)
TNT1 A 0 A_TakeInventory("Reloading",999)
TNT1 A 0 A_GiveInventory("HDAltReloader",1)
TNT1 A 0 A_GiveInventory("EquippedSilencer",1,AAPTR_DEFAULT)
goto Ready
RemoveSilencer:
SPIL B 4 offset(0,34)
SPIL A 0 A_TakeInventory("IsWeaponShort",999)
TNT1 A 0 A_GiveInventory("Reloading",1)
SPIL B 2 offset(0,44)
SPIL B 2 offset(0,70)
TNT1 A 9
PISG B 2 offset(0,70)
PISG B 2 offset(0,44)
PISG B 4 offset(0,34)
TNT1 A 0 A_TakeInventory("HDAltReloading",999)
TNT1 A 0 A_TakeInventory("Reloading",999)
TNT1 A 0 A_TakeInventory("EquippedSilencer",999)
TNT1 A 0 A_GiveInventory("HDAltReloader",1)
TNT1 A 0 A_ChangeFlag("NOALERT",0)
goto Ready
Reload:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"ReloadSilenced",AAPTR_DEFAULT)
TNT1 A 0 A_SetCrosshair(21)
TNT1 A 0 A_TakeInventory ("IsWeaponReady", 999)
TNT1 A 0 A_GiveInventory("Reloading",1)
PISG A 0 A_JumpIfInventory("HDPistolMag",0,"ReloadNone")
PISG A 0 A_JumpIfInventory("HDPistolMags",1,"Reload1")
PISG A 0 A_JumpIfInventory("HDPistolAmmo",1,"Reload1")
goto ReloadNone
ReloadSilenced:
TNT1 A 0 A_SetCrosshair(21)
TNT1 A 0 A_TakeInventory ("IsWeaponReady", 999)
TNT1 A 0 A_GiveInventory("Reloading",1)
SPIL A 0 A_JumpIfInventory("HDPistolMag",0,"ReloadNone")
SPIL A 0 A_JumpIfInventory("HDPistolMags",1,"Reload1Silenced")
SPIL A 0 A_JumpIfInventory("HDPistolAmmo",1,"Reload1Silenced")
goto ReloadNoneSilenced
ReloadNone:
PISG A 0 A_TakeInventory("Reloading",999)
PISG A 1 A_WeaponReady(WRF_NOFIRE)
goto Ready
ReloadNoneSilenced:
SPIL A 0 A_TakeInventory("Reloading",999)
SPIL A 1 A_WeaponReady(WRF_NOFIRE)
goto ReadySilenced
Reload1:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"Reload1Silenced",AAPTR_DEFAULT)
PISG A 0 A_JumpIfInventory("HDPistolMags",2,3)
PISG A 0 A_JumpIfInventory("HDPistolMag",2,2)
PISG A 5 offset (0,32)
PISG B 5 offset (0,34)
PISG D 5 offset (0,36) A_PlaySoundEx("weapons/pocket","Body")
PISG E 3 offset (0,46) ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
TNT1 A 0 A_JumpIfInventory("HDPistolMag",2,3)
TNT1 A 0 A_SpawnItemEx("HDPistolEmptyMag",cos(pitch)*10,0,height-10-10*sin(pitch),velx,vely,velz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
TNT1 A 0 A_Jump(256,3)
TNT1 A 0 A_JumpIfInventory("PressingReload",1,3)
TNT1 A 0 A_SpawnItemEx("HD9mPMagX",cos(pitch)*10,0,height-10-10*sin(pitch),velx,vely,velz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
TNT1 A 0 A_Jump(256,6)
PISG E 4 offset(0,46) ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
TNT1 A 0 A_PlayWeaponSound ("weapons/pocket")
PISG EEE 5 offset(0,46) ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
PISG E 3
TNT1 A 0 A_JumpIfInventory("HDPistolMags",1,"Reload2")
goto Reload2Shitty
Reload1Silenced:
SPIL A 0 A_JumpIfInventory("HDPistolMags",2,3)
SPIL A 0 A_JumpIfInventory("HDPistolMag",2,2)
SPIL A 5 offset (0,32)
SPIL B 5 offset (0,34)
SPIL D 5 offset (0,36) A_PlaySoundEx("weapons/pocket","Body")
SPIL E 3 offset (0,46) ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
TNT1 A 0 A_JumpIfInventory("HDPistolMag",2,3)
TNT1 A 0 A_SpawnItemEx("HDPistolEmptyMag",cos(pitch)*10,0,height-10-10*sin(pitch),velx,vely,velz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
TNT1 A 0 A_Jump(256,3)
TNT1 A 0 A_JumpIfInventory("PressingReload",1,3)
TNT1 A 0 A_SpawnItemEx("HD9mPMagX",cos(pitch)*10,0,height-10-10*sin(pitch),velx,vely,velz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
TNT1 A 0 A_Jump(256,6)
SPIL E 4 offset(0,46) ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
TNT1 A 0 A_PlayWeaponSound ("weapons/pocket")
SPIL EEE 5 offset(0,46) ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
SPIL E 3
TNT1 A 0 A_JumpIfInventory("HDPistolMags",1,"Reload2")
goto Reload2ShittySilenced
Reload2:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"Reload2Silenced",AAPTR_DEFAULT)
TNT1 A 0 A_TakeInventory("ShittyReloadDummy",999)
Reload2EmptyFirst:
TNT1 A 0 A_JumpIfInventory("HDPistolMag",2,1)
goto Reload2EmptyFirstEnd
TNT1 A 0 A_TakeInventory("HDPistolMag",1)
TNT1 A 0 A_GiveInventory("ShittyReloadDummy",1)
loop
Reload2EmptyFirstEnd:
TNT1 A 0 A_TakeInventory("HDPistolMags",1,TIF_NOTAKEINFINITE)
TNT1 A 0 A_GiveInventory("HDPistolMag",15)
goto Reload2ReturnToPool
Reload2Silenced:
TNT1 A 0 A_TakeInventory("ShittyReloadDummy",999)
Reload2EmptyFirst:
TNT1 A 0 A_JumpIfInventory("HDPistolMag",2,1)
goto Reload2EmptyFirstEnd
TNT1 A 0 A_TakeInventory("HDPistolMag",1)
TNT1 A 0 A_GiveInventory("ShittyReloadDummy",1)
loop
Reload2EmptyFirstEnd:
TNT1 A 0 A_TakeInventory("HDPistolMags",1,TIF_NOTAKEINFINITE)
TNT1 A 0 A_GiveInventory("HDPistolMag",15)
goto Reload2ReturnToPool
Reload2Shitty:
TNT1 A 0 A_TakeInventory("ShittyReloadDummy",999)
Reload2EmptyFirst2:
TNT1 A 0 A_JumpIfInventory("HDPistolMag",2,1)
goto Reload2EmptyFirstEnd2
TNT1 A 0 A_TakeInventory("HDPistolMag",1)
TNT1 A 0 A_GiveInventory("ShittyReloadDummy",1)
loop
Reload2EmptyFirstEnd2:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"Reload2EmptyFirstEnd2Silenced",AAPTR_DEFAULT)
PISG E 1 offset(0,39) ACS_NamedExecuteAlways("Reload", 0, 8, random(1,11))
Reload2ReturnToPool:
TNT1 A 0 A_JumpIfInventory("ShittyReloadDummy",1,1)
goto Reload3
Reload2EmptyFirstEnd2Silenced:
PISG E 1 offset(0,39) ACS_NamedExecuteAlways("Reload", 0, 8, random(1,11))
Reload2ReturnToPool:
TNT1 A 0 A_JumpIfInventory("ShittyReloadDummy",1,1)
goto Reload3Silenced
TNT1 A 0 A_TakeInventory("ShittyReloadDummy",1)
TNT1 A 0 A_GiveInventory("HDPistolAmmo",1)
loop
Reload2ShittySilenced:
TNT1 A 0 A_TakeInventory("ShittyReloadDummy",999)
Reload2EmptyFirst2Silenced:
TNT1 A 0 A_JumpIfInventory("HDPistolMag",2,1)
goto Reload2EmptyFirstEnd2Silenced
TNT1 A 0 A_TakeInventory("HDPistolMag",1)
TNT1 A 0 A_GiveInventory("ShittyReloadDummy",1)
loop
Reload2EmptyFirstEnd2Silenced:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"Reload2EmptyFirstEnd2Silenced",AAPTR_DEFAULT)
SPIL E 1 offset(0,39) ACS_NamedExecuteAlways("Reload", 0, 8, random(1,11))
Reload2ReturnToPoolSilenced:
TNT1 A 0 A_JumpIfInventory("ShittyReloadDummy",1,1)
goto Reload3
Reload2EmptyFirstEnd2Silenced:
PISG E 1 offset(0,39) ACS_NamedExecuteAlways("Reload", 0, 8, random(1,11))
Reload2ReturnToPoolSilenced:
TNT1 A 0 A_JumpIfInventory("ShittyReloadDummy",1,1)
goto Reload3Silenced
TNT1 A 0 A_TakeInventory("ShittyReloadDummy",1)
TNT1 A 0 A_GiveInventory("HDPistolAmmo",1)
loop
Reload3:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"Reload3Silenced",AAPTR_DEFAULT)
PISG E 4 offset (2,44) A_JumpIf(health>90,1)
PISG E 4 offset (2,44)
PISG E 4 offset (0,42) A_PlaySoundEx("weapons/rifleclick","Body")
PISG D 5 offset (0,36)
PISG B 5 offset (0,34) A_TakeInventory("Reloading",999)
goto Ready
Reload3Silenced:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,2,AAPTR_DEFAULT)
TNT1 A 0 A_Jump(256,"Reload3")
SPIL E 4 offset (2,44) A_JumpIf(health>90,1)
SPIL E 4 offset (2,44)
SPIL E 4 offset (0,42) A_PlaySoundEx("weapons/rifleclick","Body")
SPIL D 5 offset (0,36)
SPIL B 5 offset (0,34) A_TakeInventory("Reloading",999)
goto Ready
Zoom:
TNT1 A 0 A_JumpIfInventory("EquippedSilencer",1,"ZoomSilenced",AAPTR_DEFAULT)
TNT1 A 0 A_SetCrosshair(21)
TNT1 A 0 A_TakeInventory("IsWeaponReady",999)
TNT1 A 0 A_TakeInventory("HDAltReloading",999)
TNT1 A 0 A_JumpIfInventory("HDPistolMags",0,"ready")
TNT1 A 0 A_JumpIfInventory("HDPistolAmmo",15,2)
TNT1 A 0 A_JumpIfInventory("HDSMGMags",1,1)
goto ready
PISG B 4 offset(0,34)
TNT1 A 0 A_TakeInventory("IsWeaponShort",999)
TNT1 A 0 A_GiveInventory("Reloading",1)
PISG B 2 offset(0,44)
PISG B 2 offset(0,70)
TNT1 AA 4 A_PlayWeaponSound("weapons/pocket")
TNT1 A 10 ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
TNT1 A 3 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 AA 2 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 A 0 ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
TNT1 AAAAAAAA 1 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 AA 2 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 A 0 ACS_NamedExecuteAlways("MuzzleClimb",0,random(4,-2),random(8,-2),0)
TNT1 AA 3 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 A 0 A_PlayWeaponSound("weapons/rifleclick")
TNT1 A 0 ACS_NamedExecuteAlways("MuzzleClimb",0,random(4,-2),random(8,-2),0)
TNT1 A 0 A_JumpIfInventory("HDPistolAmmo",30,3)
TNT1 A 0 A_TakeInventory("HDSMGMags",1)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_TakeInventory("HDPistolAmmo",30)
TNT1 A 0 A_JumpIfInventory("HDPistolMags",0,3)
TNT1 A 0 A_GiveInventory("HDPistolMags",1)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_DropItem("HDPistolMags")
TNT1 A 0 A_JumpIfInventory("HDPistolMags",0,3)
TNT1 A 0 A_GiveInventory("HDPistolMags",1)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_DropItem("HDPistolMags")
TNT1 A 8
TNT1 A 4 A_PlayWeaponSound("weapons/pocket")
PISG B 2 offset(0,70)
PISG B 2 offset(0,44)
PISG B 4 offset(0,34)
TNT1 A 0 A_TakeInventory("HDAltReloading",999)
TNT1 A 0 A_TakeInventory("Reloading",999)
TNT1 A 0 A_GiveInventory("HDAltReloader",1)
goto ready
ZoomSilenced:
TNT1 A 0 A_SetCrosshair(21)
TNT1 A 0 A_TakeInventory("IsWeaponReady",999)
TNT1 A 0 A_TakeInventory("HDAltReloading",999)
TNT1 A 0 A_JumpIfInventory("HDPistolMags",0,"ready")
TNT1 A 0 A_JumpIfInventory("HDPistolAmmo",15,2)
TNT1 A 0 A_JumpIfInventory("HDSMGMags",1,1)
goto ready
SPIL B 4 offset(0,34)
TNT1 A 0 A_TakeInventory("IsWeaponShort",999)
TNT1 A 0 A_GiveInventory("Reloading",1)
SPIL B 2 offset(0,44)
SPIL B 2 offset(0,70)
TNT1 AA 4 A_PlayWeaponSound("weapons/pocket")
TNT1 A 10 ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
TNT1 A 3 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 AA 2 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 A 0 ACS_NamedExecuteAlways("MuzzleClimb",0,random(-4,2),random(-8,2),0)
TNT1 AAAAAAAA 1 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 AA 2 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 A 0 ACS_NamedExecuteAlways("MuzzleClimb",0,random(4,-2),random(8,-2),0)
TNT1 AA 3 A_PlayWeaponSound("weapons/rifleclick2")
TNT1 A 0 A_PlayWeaponSound("weapons/rifleclick")
TNT1 A 0 ACS_NamedExecuteAlways("MuzzleClimb",0,random(4,-2),random(8,-2),0)
TNT1 A 0 A_JumpIfInventory("HDPistolAmmo",30,3)
TNT1 A 0 A_TakeInventory("HDSMGMags",1)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_TakeInventory("HDPistolAmmo",30)
TNT1 A 0 A_JumpIfInventory("HDPistolMags",0,3)
TNT1 A 0 A_GiveInventory("HDPistolMags",1)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_DropItem("HDPistolMags")
TNT1 A 0 A_JumpIfInventory("HDPistolMags",0,3)
TNT1 A 0 A_GiveInventory("HDPistolMags",1)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_DropItem("HDPistolMags")
TNT1 A 8
TNT1 A 4 A_PlayWeaponSound("weapons/pocket")
SPIL B 2 offset(0,70)
SPIL B 2 offset(0,44)
SPIL B 4 offset(0,34)
TNT1 A 0 A_TakeInventory("HDAltReloading",999)
TNT1 A 0 A_TakeInventory("Reloading",999)
TNT1 A 0 A_GiveInventory("HDAltReloader",1)
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("HDEmptyPistolWithoutSilencerPickup",0,0,0,velx,vely,velz,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM)
stop
PIST A -1
stop
}
}
Actor GotSilencer : InventoryFlag { }
Actor EquippedSilencer : InventoryFlag { }
Actor HDNineMilSilenced : FastProjectile
{
speed 1
height 1
radius 1
damagetype "SilencedSmallArms1"
obituary "%o got capped by %k's pea shooter."
decal "BulletScratchSmall"
seesound "world/plasmafar"
missiletype "HDNineMilTrail"
// missiletype "BonerBallTail" //testing and random eye candy
+bloodsplatter
+cannotpush
+noextremedeath
var int user_damage;
damage (user_damage)
mass 150
states
{
spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("weapon/SPIFIR",CHAN_WEAPON,0.8,false,ATTN_NORM)
TNT1 A 0 A_JumpIfInTargetInventory("IsMoving",10,2)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_ChangeVelocity(0,frandom(-0.03,0.03),frandom(-0.04,0.04),CVF_RELATIVE)
TNT1 A 0 A_SetUserVar(user_damage,random(12,36))
TNT1 A 0 A_JumpIf(CheckClass("PlayerPawn",AAPTR_TARGET,true),2)
TNT1 A 0 A_SpawnItemEx("HDGunSmoke",cos(pitch)*4,0,sin(pitch)*4-6,velx+cos(pitch)*cos(angle)*4,vely+cos(pitch)*sin(angle)*4,velz+sin(pitch)*4,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM,94)
goto spawn1
TNT1 A 0 A_SpawnItemEx("HDGunSmoke",cos(pitch)*4,0,sin(pitch)*-4-6,velx+cos(pitch)*cos(angle)*4,vely+cos(pitch)*sin(angle)*4,velz+sin(pitch)*-4,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM,94)
goto spawn1
spawn1:
TNT1 A 0 A_JumpIf(CheckClass("PlayerPawn",AAPTR_TARGET,true),3)
TNT1 A 0 A_ScaleVelocity(mass)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_ChangeVelocity(cos(pitch)*cos(angle)*mass,cos(pitch)*sin(angle)*mass,sin(pitch)*-mass)
TNT1 A 1 A_ChangeVelocity(0,0,1)
TNT1 AA 1 A_ChangeVelocity(0,0,-1)
spawn2:
TNT1 A 0 A_ScaleVelocity(0.98)
TNT1 A 0 A_SetUserVar(user_damage,user_damage*96/100)
TNT1 AA 1 A_ChangeVelocity(frandom(-0.9,0.9),frandom(-0.9,0.9),-1)
loop
death:
TNT1 A 1 A_SpawnItemEx("BulletPuffMedium",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
stop
xdeath:
TNT1 A 1
stop
}
}
Actor HDEmptyPistolWithoutSilencerPickup : HDEmptyPistolPickup replaces HDEmptyPistolPickup
{
scale 0.65
inventory.pickupmessage "You got the Pistol!"
inventory.pickupsound "misc/w_pkup"
states
{
spawn:
PIST A -1
stop
FullAmmo:
TNT1 A 0
fail
Pickup0:
TNT1 A 0 A_GiveInventory("HDPistolWithSilencer",1)
stop
Pickup1:
TNT1 A 0 A_GiveInventory("HDSecondPistol",1)
stop
Pickup:
TNT1 A 0 A_JumpIfInventory ("HDPistolWithSilencer",1,1)
goto Pickup0
TNT1 A 0 A_JumpIfInventory ("HDSecondPistol",1,"FullAmmo")
goto Pickup1
TNT1 A 0 A_JumpIfInventory ("HDPistolWithSilencer",1,"FullAmmo")
goto Pickup0
}
}
Actor HDPistolWithoutSilencerPickup : HDPistolPickup replaces HDPistolPickup
{
scale 0.65
inventory.pickupmessage "You got the Pistol!"
inventory.pickupsound "misc/w_pkup"
states
{
spawn:
PIST A -1
stop
Pickup:
TNT1 A 0 A_JumpIfInventory ("HDPistol", 1, 1)
goto Pickup0
TNT1 A 0 A_JumpIfInventory ("HDPistolMags", 0, 1)
goto Pickup0
TNT1 A 0 A_JumpIfInventory ("HDPistolAmmo", 0, "FullAmmo")
goto Pickup0
FullAmmo:
TNT1 A 0
fail
Pickup0:
TNT1 A 0 A_GiveInventory ("PistolPickupRounds", (8+random(0,8)+random(0,6)))
Pickup0a:
TNT1 A 0 A_JumpIfInventory ("HDPistol", 1, "Pickup0b")
TNT1 A 0 A_GiveInventory ("HDPistol", 1)
goto Pickup1
Pickup0b:
TNT1 A 0 A_GiveInventory ("HDSecondPistol", 1)
TNT1 A 0 A_JumpIfInventory ("PistolPickupRounds", 0, "PickupMagOnly")
goto Pickup2
PickupMagOnly:
TNT1 A 0 A_GiveInventory("HDPistolMags",1)
stop
Pickup1:
TNT1 A 0 A_GiveInventory ("HDPistolMag", 1)
TNT1 A 0 A_TakeInventory ("PistolPickupRounds", 1)
TNT1 A 0 A_JumpIfInventory ("PistolPickupRounds", 1, 1)
stop
TNT1 A 0
loop
Pickup2:
TNT1 A 0 A_GiveInventory ("HDPistolAmmo", 1)
TNT1 A 0 A_TakeInventory ("PistolPickupRounds", 1)
TNT1 A 0 A_JumpIfInventory ("PistolPickupRounds", 1, 1)
stop
TNT1 A 0
loop
}
}