Code: Select all
ACTOR UACWeaponsPistol : Pistol replaces Pistol
{
Weapon.SelectionOrder 1900
Weapon.AmmoUse 1
Weapon.AmmoGive 15
Weapon.AmmoType "Clip"
Obituary "%o was shot by %k's pistol."
+WEAPON.WIMPY_WEAPON
+WEAPON.NOALERT
Inventory.Pickupmessage "Picked up another pistol."
Tag "Pistol"
Attacksound ""
States
{
Ready:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 1, "ReadySilent")
goto Ready2
Ready2:
PKPI A 1 A_WeaponReady
Loop
ReadySilent:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 0, "Ready")
goto ReadySilent2
ReadySilent2:
SPIL A 1 A_WeaponReady
Loop
SelectSilent:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 0, "Select")
SPIL A 1 A_Raise
SPIL A 0 A_Raise
Loop
DeselectSilent:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 0, "Deselect")
SPIL A 1 A_Lower
SPIL A 0 A_Lower
Loop
Deselect:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 1, "DeselectSilent")
PKPI A 1 A_Lower
PKPI A 0 A_Lower
Loop
Select:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 0, "SelectSilent")
PKPI A 1 A_Raise
PKPI A 0 A_Raise
Loop
Fire:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 1, "FireSilent")
PKPI A 0 A_AlertMonsters
PKPI A 0 A_GunFlash
PKPI A 0 A_PlaySound("weapons/pistol", CHAN_WEAPON)
PKPI B 2 bright A_FireBullets(2.5,2.5,1,5,"BulletPuff")
PKPI C 1
PKPI D 2
PKPI E 2
PKPI F 1
PKPI G 1
PKPI A 5
PKPI A 5 A_ReFire
Goto Ready
FireSilent:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 0, "Fire")
PKPI A 0 A_PlaySound("weapons/silencer", CHAN_WEAPON)
SPIL B 2 bright A_FireBullets(2,2,1,3,"BulletPuff")
SPIL C 1
SPIL D 2
SPIL E 2
SPIL F 1
SPIL G 1
SPIL A 5
SPIL A 5 A_ReFire
Goto Ready
AltFire:
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 0, "PutOnSilencer")
PKPI A 0 A_JumpIfInventory("PistolSilencedDummy", 1, "RemoveSilencer")
PutOnSilencer:
PKPI A 0 A_PlaySound("weapons/shotgr", CHAN_WEAPON)
PREP ABCD 2
PREP EFGH 2
PKPI A 0 A_GiveInventory("PistolSilencedDummy", 1)
SPIL A 1
goto Ready
RemoveSilencer:
PKPI A 0 A_PlaySound("weapons/shotgr", CHAN_WEAPON)
PREP HGFE 2
PREP DCBA 2
PKPI A 0 A_TakeInventory("PistolSilencedDummy", 1)
PKPI A 1
goto Ready
Flash:
PKPF A 2 Bright A_Light1
Goto LightDone
Spawn:
SPIP A -1
Stop
}
}
ACTOR PistolSilencedDummy : Inventory
{
+IGNORESKILL
Inventory.MaxAmount 1
}
What am I doing wrong here?