Code: Select all
ACTOR Shot_GunSlug : BrutalWeapon
{
Game Doom
SpawnID 27
Weapon.SelectionOrder 1300
Weapon.AmmoUse1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive1 0
Weapon.AmmoGive2 0
Weapon.AmmoType1 "AmmoSlug"
Weapon.AmmoType2 "ShotgunAmmo"
Inventory.PickupMessage "$GOTSHOTGUN"
Inventory.PickupSound "weapons/sgpump"
Obituary "$OB_MPSHOTGUN"
AttackSound "None"
+WEAPON.NOALERT
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+FORCEXYBILLBOARD
Scale 0.9
Tag "Shotgunslug"
States
{
Spawn:
SHTC A -1
Stop
Select:
SHTN A 0 A_Giveinventory("GoSpecial",1)
SHTN A 0 A_Takeinventory("FistsSelected",1)
SHTN A 0 A_Takeinventory("SawSelected",1)
SHTN A 0 A_Takeinventory("ShotgunSelected",1)
SHTN A 0 A_Giveinventory("ShotgunSlugSelected",1)
SHTN A 0 A_Takeinventory("SSGSelected",1)
SHTN A 0 A_Takeinventory("MinigunSelected",1)
SHTN A 0 A_Takeinventory("PlasmaGunSelected",1)
SHTN A 0 A_Takeinventory("RocketLauncherSelected",1)
SHTN A 0 A_Takeinventory("GrenadeLauncherSelected",1)
SHTN A 0 A_Takeinventory("BFGSelected",1)
SHTN A 0 A_Takeinventory("BFG10kSelected",1)
SHTN A 0 A_Takeinventory("RailGunSelected",1)
SHTN A 0 A_Takeinventory("SubMachineGunSelected",1)
SHTN A 0 A_Takeinventory("RevenantLauncherSelected",1)
SHTN A 0 A_Takeinventory("LostSoulSelected",1)
SHTN A 0 A_Takeinventory("FlameCannonSelected",1)
SHTN A 0 A_Takeinventory("HasBarrel",1)
SHTN A 0 A_TakeInventory("TossGrenade", 1)
TNT1 AAAAAAAAA 0 A_Raise
TNT1 AAAA 1 A_Raise
SelectAnimation:
TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
SHTN A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
SHSS ABCD 1 A_JumpIfInventory("GoFatality", 1, "Steady")
SHTN A 0 A_PlaySound("weapons/sgpump")
SHTN A 0 A_GunFlash
Ready3:
Ready:
SHTN A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SHTN A 0 A_JumpIfInventory("Taunting",1,"Taunt")
SHTN A 0 A_JumpIfInventory("Reloading",1,"Reload")
SHTN A 0 A_JumpIfInventory("Salute1", 1, "Salute")
SHTN A 0 A_JumpIfInventory("Salute2", 1, "Salute")
SHTN A 0 A_JumpIfInventory("Unloading",1,"Unload")
SHTN A 0 A_JumpIfInventory("StartDualWield",1,"ChangeShell")
SHTN A 0 A_JumpIfInventory("Zoomed",1,"REady2")
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
OkToFire:
SHTN A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
SHTN A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
Goto Ready
Ready2:
SHTN A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SHTN A 0 A_JumpIfInventory("Taunting",1,"Taunt")
SHTN A 0 A_JumpIfInventory("Reloading",1,"Reload")
SHTN A 0 A_JumpIfInventory("Salute1", 1, "Salute")
SHTN A 0 A_JumpIfInventory("Salute2", 1, "Salute")
SHTN A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
SHTN A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"AltFire")
SHTN A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Loop
Deselect:
SHTN A 0
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_TakeInventory("TossGrenade", 1)
SHTN A 0 A_Takeinventory("ADSmode",1)
SHTN A 0 A_Takeinventory("UseShotgunStrap",1)
SHTN A 0 A_ZoomFactor(1.0)
SHSS DCBA 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Wait
Fire:
SHTN A 0 A_Takeinventory("Reloading",1)
SHTN A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
Goto NoAmmo
TNT1 AAAA 0
SHTN A 0 A_ZoomFactor(0.96)
SHTN A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
SHTN A 0 A_AlertMonsters
SHTN A 0 A_PlaySound("weapons/sg", 1)
RIFF A 0 A_FireCustomMissile("DistantFireSoundShotgun", random(-1,1), 0, 0, -12, 0, random(-1,1))
SHTN A 0
SHTN A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
TNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-12,12), 0, -1, 0, 0, random(-9,9))
TNT1 AAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles2", random(-12,12), 0, -1, 0, 0, random(-9,9))
TNT1 AAAAA 0 A_FireCustomMissile("DecorativeTracer", random(-3,3), 0, 0, -12, 0, random(-3,3))
SHTN A 0 A_Takeinventory("ShotgunAmmo",1)
SHTN A 0 A_FireBullets (5, 1, 4, 13, "ShotgunPuff", FBF_NORANDOM)
SHTN A 0 A_FireBullets (2.5, 2.5, 5, 13, "ShotgunPuff2", FBF_NORANDOM)
SHTN A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 3)//Tactical Mode deals extra damage
SHTN A 0 A_FireBullets (6, 3, 5, 13, "ShotgunPuff2", FBF_NORANDOM)
SHTN A 0 A_SetPitch(pitch-10)
SHTA AB 1 BRIGHT
SHTN A 0 A_SetPitch(-6.0 + pitch)
SHTN A 0 A_ZoomFactor(1.00)
SHTA C 1 A_SetPitch(+1.0 + pitch)
SHTA DE 1 A_SetPitch(+1.0 + pitch)
SHTN A 1 A_SetPitch(+3.0 + pitch)
SHTN A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, "Pump1")//Tactical Mode is slower to pump
SHTN AAAAAA 1 A_SetPitch(pitch+0.6)
Goto Pump1
Pump1:
SHTN A 0
SHTN A 0 A_GiveInventory ("Pumping", 1)
SHTN A 0 A_GiveInventory ("GoSpecial", 1)
SHTN BCDEFG 1
SHTN A 0 A_FireCustomMissile("ShotCaseSpawn",40,0,-8,-26)
SHTN A 0 A_WeaponReady(WRF_NOFIRE| WRF_NOBOB)//Allows quick switch
SHTN H 1 A_PlaySound("weapons/sgpump", 3)
SHTN IJ 1 A_JumpIfInventory("Reloading",1,"InsertingShells")
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",1,5)
SHTN A 0 A_JumpIfInventory("TurboReload", 1, 4)
SHTN A 0 A_Giveinventory("ShotgunWasEmpty",1)
SHTN A 0 A_JumpIfInventory("NoAutoReload", 1, 2)
Goto InsertingShells
TNT1 AA 0
SHTN KL 1 A_JumpIfInventory("Reloading",1,"InsertingShells")
SHTN KJIH 1 A_JumpIfInventory("Reloading",1,"InsertingShells")
SHTN A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
SHTN A 0 A_Takeinventory("ShotgunWasEmpty",1)
SHTN GFEDC 1 A_JumpIfInventory("Kicking",1,"DoKick")
SHTN A 0 A_JumpIfInventory("Reloading",1,"InsertingShells")
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
SHTN A 0 A_JumpIfInventory("TurboReload", 1, "TurboReload")
SHTN A 0
Goto ReadyToFireAgain
Pump2:
SHTN A 0
SHTN A 0 A_GiveInventory ("Pumping", 1)
SHTN A 0 A_GiveInventory ("GoSpecial", 1)
SHTN A 0 A_TakeInventory("Reloading", 1)
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_ZoomFactor(1.0)
SHTN FG 1
SHTN H 1 A_PlaySound("weapons/sgpump", 3)
SHTN IJ 1
SHTN KL 1
SHTN KJIH 1
SHTN A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
SHTN A 0 A_Takeinventory("ShotgunWasEmpty",1)
SHTN GFEDC 1 A_JumpIfInventory("Kicking",1,"DoKick")
Goto ReadyToFireAgain
ReadyToFireAgain:
//SHTN A 6 <-- Old frame
SHTN A 1 Offset(10,36) // <-- New frames
SHTN A 1 Offset(9,40) //
SHTN A 1 Offset(4,40) //
SHTN A 1 Offset(0,32) //
SHTN A 0 A_Refire
Goto Ready3
Fire2:
SHTN A 0 A_Takeinventory("Reloading",1)
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",1,1)
Goto NoAmmo
SHTN A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
SHTN A 0 A_AlertMonsters
SHTN A 0 A_PlaySound("weapons/sg", 1)
SHTN A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
SHTN A 0 A_FireBullets (5, 1, 4, 13, "ShotgunPuff", FBF_NORANDOM)
SHTN A 0 A_FireBullets (2.5, 2.5, 5, 13, "ShotgunPuff2", FBF_NORANDOM)
SHTN A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 3)//Tactical Mode deals extra damage
SHTN A 0 A_FireBullets (6, 3, 5, 13, "ShotgunPuff2", FBF_NORANDOM)
SHTN A 0 A_SetPitch(pitch-10)
SHTN A 0
RIFF A 0 A_FireCustomMissile("DistantFireSoundShotgun", random(-1,1), 0, 0, -12, 0, random(-1,1))
TNT1 AAAAA 0 A_FireCustomMissile("DecorativeTracer", random(-5,5), 0, 0, 0, 0, random(-5,5))
SHTN A 0 A_SetPitch(-10.0 + pitch)
SHTN A 0 A_Takeinventory("ShotgunAmmo",1)
SHT8 F 1 BRIGHT A_SetPitch(+2.0 + pitch)
SHT8 GHIA 1 A_SetPitch(+2.0 + pitch)
Pump3:
SHT8 A 2
SHTN A 0 A_JumpIfInventory("ShotgunAmmo", 1, 1)
Goto NoAmmo
SHTN A 0 A_GiveInventory ("Pumping", 1)
SHTN A 0 A_PlaySound("weapons/sgpump", 5)
SHT8 JKLL 1
SHTN A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, 1)
SHTN A 0 A_FireCustomMissile("ShotCaseSpawn",40,0,14,0)
SHTN A 0 A_TakeInventory("ShotgunWasEmpty", 1)
SHT8 LKJ 1
SHT8 A 1
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHTN A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")//If still pressing alt fire, it means its holding aim
SHTN A 0 A_REfire
Goto Ready2
AltFire:
SHTN A 0
SHTN A 0 A_Giveinventory("GoSpecial",1)
SHTN A 0 A_JumpIfInventory("Zoomed",1,"NoAim")
SHTN A 0 A_Giveinventory("Zoomed",1)
SHTN A 0 A_ZoomFactor(1.2)
SHTN A 0 A_Giveinventory("ADSmode",1)
SHT8 ED 1
SHTN A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump3")
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 2 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHTN A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
Goto Ready2
HoldAim:
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
NoAim:
TNT1 AAAAAA 0
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_ZoomFactor(1.0)
SHTN A 0 A_Takeinventory("ADSmode",1)
SHTN A 0 A_Giveinventory("GoSpecial",1)
SHT8 DE 1
Goto Ready
CheckSprint:
SHTN A 1 A_WeaponReady(WRF_NOFIRE)
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_ZoomFactor(1.0)
SHTN A 0 A_Takeinventory("ADSmode",1)
SHTN A 0 A_Giveinventory("GoSpecial",1)
SHTN A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
SHTN A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
Goto Ready
StartSprint:
SHTN A 1 A_WeaponReady(WRF_NOFIRE)
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_Takeinventory("ADSmode",1)
SHTN A 0 A_ZoomFactor(1.0)
SHTN A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
Sprinting:
STRN A 0 offset(-9,32)
SHTN A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
SHTN A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
SHTN A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
SHTN A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
SHTN A 0 offset(-9,32)
STRN A 1 offset(-9,34) A_SetPitch(pitch -0.5)
STRN A 1 offset(-6,36) A_SetPitch(pitch -0.5)
STRN A 1 offset(-3,38) A_SetPitch(pitch -0.5)
STRN A 1 offset(0,38) A_SetPitch(pitch -0.5)
STRN A 1 offset(3,36) A_SetPitch(pitch -0.5)
STRN A 1 offset(6,34) A_SetPitch(pitch -0.5)
STRN A 1 offset(9,32) A_SetPitch(pitch -0.5)
SHTN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
SHTN A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SHTN A 0 A_JumpIfInventory("Taunting",1,"Taunt")
SHTN A 0 A_JumpIfInventory("Reloading",1,"Reload")
SHTN A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
SHTN A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
STRN A 1 offset(9,34) A_SetPitch(pitch +0.5)
STRN A 1 offset(6,36) A_SetPitch(pitch +0.5)
STRN A 1 offset(3,38) A_SetPitch(pitch +0.5)
STRN A 1 offset(0,38) A_SetPitch(pitch +0.5)
STRN A 1 offset(-3,36) A_SetPitch(pitch +0.5)
STRN A 1 offset(-6,34) A_SetPitch(pitch +0.5)
STRN A 1 offset(-9,32) A_SetPitch(pitch +0.5)
SHTN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
SHTN A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
Goto StopSprint
StopSprintTired:
SHTN A 1
PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
SHTN A 0 A_PlaySound("Tired", 2)
SHTN A 0 A_TakeInventory("UsedStamina", 2)
SHTN A 5 A_WeaponReady
SHTN A 0 A_TakeInventory("UsedStamina", 2)
SHTN A 5 A_WeaponReady
SHTN A 0 A_TakeInventory("UsedStamina", 2)
SHTN A 5 A_WeaponReady
SHTN A 0 A_TakeInventory("UsedStamina", 2)
SHTN A 5 A_WeaponReady
SHTN A 0 A_TakeInventory("UsedStamina", 2)
SHTN A 5 A_WeaponReady
Goto Ready
StopSprint:
STRN A 1
SHTN A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
Goto Ready
ReloadWithNoAmmoLeft:
Reload:
SHTN A 0
SHTN A 0 A_TakeInventory("Reloading", 1)
SHTN A 0 A_JumpIfInventory("AmmoShell", 1, 2)
Goto NoAmmo
SHTN A 0
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_ZoomFactor(1.0)
SHTN A 1 A_WeaponReady
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",9,"OkToFire")
SHTN A 0 A_JumpIfInventory("ShotgunAmmo", 1, "ReloadNormally")//Check if there is a shell in the chamber
SHTN A 0 A_GiveInventory("ShotgunWasEmpty", 1)//This means there is no shell in the chamber
ReloadNormally:
SHTN A 0 A_JumpIfInventory("AmmoShell",1,1)//If there is no reserve ammo, don't reload, go back to Ready
Goto Ready
SHTN A 0 A_JumpIfInventory("TurboReload", 1, "TurboReload")//Check if reloads are disabled.
SHTN B 1 A_GiveInventory ("Pumping", 1)
SHTN CDE 1
InsertingShells:
SHTN A 0
SHTN A 0 A_JumpIfInventory("AmmoShell",1,2)//if there are no more reserve shells, finish reload.
Goto Pump2
SHTN A 0
SHTN A 0 A_GiveInventory ("Pumping", 1)
SSHR A 0 A_TakeInventory("Reloading", 1)
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",8,"CheckIfFinishReload")
SHTN A 0 A_Giveinventory("ShotgunAmmo",1)
SHTN A 0 A_Takeinventory("AmmoShell",1)
InsertShellAnimation:
SHTN A 0
SSHR AAABC 1
SSHR D 1 A_PlaySound("insertshell")
SSHR EF 1 A_WeaponReady(WRF_NOBOB)
SSHR A 0 A_JumpIfInventory("Reloading", 1, "Pump2")
SHTN A 0 A_JumpIfInventory("Kicking",1,"DoKickReloading")
SHTN A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",9,"FinishedInsertingShells")//If there are 8+1 shells, stop it immediately
Goto InsertingShells
CheckIfFinishReload:
SSHR A 1
SHTN A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "FinishedInsertingShells")//If shotgun was empty,
//Play the insert shell animation again, and insert the 9th shell
SHTN A 0 A_JumpIfInventory("AmmoShell",1,1)//if there are no more reserve shells, finish reload.
Goto Pump2
SHTN A 0 A_Giveinventory("ShotgunAmmo",1)
SHTN A 0 A_Takeinventory("AmmoShell",1)
Goto InsertShellAnimation
FinishedInsertingShells:
SHTN A 0 A_Takeinventory("Reloading",1)
SHTN A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
SHTN FEDCBA 1 A_WeaponReady
SHTN A 0 A_Takeinventory("Reloading",1)
Goto Ready
TurboReload:
SHSS BC 0
TurboBullets:
SHTN A 0
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",9,"FinishTurboReload")
SHTN A 0 A_JumpIfInventory("AmmoShell",1,3)
Goto FinishTurboReload
TNT1 AAAA 0
SHTN A 0 A_Giveinventory("ShotgunAmmo",1)
SHTN A 0 A_Takeinventory("AmmoShell",1)
Goto TurboBullets
FinishTurboReload:
SHTN A 1 A_Refire
Goto Ready3
PuristGun:
TNT1 A 1
SHTN A 0 A_GiveInventory("ClassicShotgun", 1)
SHTN A 0 A_TakeInventory("Shot_Gun", 1)
TNT1 A 10
Goto Ready2
Unload:
SHTN A 1
SHTN A 0 A_ZoomFactor(1.0)
SHTN A 0 A_Takeinventory("Unloading",1)
SHTN A 0 A_Takeinventory("ADSmode",1)
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_GiveInventory("ShotgunWasEmpty", 1)
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",1,3)
Goto OkToFire
TNT1 AAA 0
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_GiveInventory ("Pumping", 1)
SHTN A 0 A_Takeinventory("Unloading",1)
SHTN ABCDEF 1
RemoveBullets:
TNT1 AAAA 0
SHTN A 0 A_JumpIfInventory("ShotgunAmmo",1,3)
Goto FinishUnload
TNT1 AAAAAA 0
SHTN A 0 A_Takeinventory("ShotgunAmmo",1)
SHTN A 0 A_Giveinventory("AmmoShell",1)
SHTN G 1
SHTN H 1 A_PlaySound("weapons/sgpump", 3)
//SHTN A 0 A_SetPitch(+1 + pitch)
SHTN IJ 1
//SHTN A 0 A_SetPitch(-1 + pitch)
SHTN KL 1
SHTN KJIH 1
SHTN A 0 A_Giveinventory("ShotgunWasEmpty",1)
SHTN GF 1
Goto RemoveBullets
FInishUnload:
SHTN EDCBA 1
SHTN A 0 A_Takeinventory("Unloading",1)
Goto OkToFire
DoKickReloading:
NULL A 0 A_JumpIf (momZ > 0, "AirKick")
NULL A 0 A_JumpIf (momZ < 0, "AirKick")
SHTN A 0 A_PlaySound("KICK")
SHTN A 0 SetPlayerProperty(0,1,0)
KICK BCD 1
RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
KICK H 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK I 1
KICK GFEDCBA 1
RIBA A 0 A_Takeinventory("Kicking",1)
SHTN A 0 SetPlayerProperty(0,0,0)
Goto InsertingShells
Steady:
TNT1 A 1
Goto Ready
NoAmmo:
RIFG A 0
RIFG A 0 A_ZoomFactor(1.0)
RIFG A 0 A_Takeinventory("Zoomed",1)
RIFG A 0 A_Takeinventory("ADSmode",1)
RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
TNT1 A 0 A_PlaySound("weapons/empty", 4)
NoAmmo2:
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SHTN A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
RIFG A 0 A_JumpIfInventory("AmmoShell",1,"Reload")
RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
Goto Ready3
ChangeShell:
TNT1 A 0 A_TakeInventory("StartDualWield", 1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_JumpIfInventory("AmmoShell", 1, "Buckshotmode")
Goto NoUpgrades
NoUpgrades:
TNT1 A 0 A_Print("You have no Buckshot shells.", 2)
SHTN A 3
Goto Ready
Buckshotmode:
TNT1 A 0 A_Print("Buckshot shells loaded.", 2)
SHTN A 0
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_TakeInventory("TossGrenade", 1)
SHTN A 0 A_Takeinventory("ADSmode",1)
SHTN A 0 A_Takeinventory("UseShotgunStrap",1)
SHTN A 0 A_ZoomFactor(1.0)
SHSS DCBA 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
TNT1 A 2 A_SelectWeapon("Shot_Gun")
Stop
}
}
ACTOR AmmoSlug : Ammo
{
Game Doom
SpawnID 12
Inventory.PickupMessage "You got 3 slug rounds."
Inventory.Amount 3
Inventory.MaxAmount 30
Ammo.BackpackAmount 8
Ammo.BackpackMaxAmount 60
Inventory.Icon "SBXIA0"
Inventory.Pickupsound "SHELPK1"
Scale 0.3
States
{
Spawn:
SHEL A -1
Stop
}
}