Code: Select all
ACTOR PeekABoo : Weapon {
States {
Ready:
TNT1 A_JumpIfInventory("PowerStrength",1,DEMPSEY)
TNT1 A 0 A_TakeInventory("Hook",5)
TNT1 A 0 A_TakeInventory("LastHandUsed",1)
TNT1 AAAA 4 A_WeaponReady
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("PowerStrength",1,DEMPSEYROLL)
TNT1 A 0 A_JumpIfInventory("Hook",2,Straight)
TNT1 A 3 A_TakeInventory("Jabu",2)
TNT1 A 0 A_Refire
Jab:
TNT1 A 2 A_JumpIfInventory("Jabu",2,Straight)
TNT1 A 5 A_CustomPunch(4,1,0,"HnI-Cloud",56)
TNT1 A 0 A_GiveInventory("Jabu",1)
TNT1 A 0 A_GiveInventory("LastHandUsed",1)
TNT1 A 0 A_Refire
TNT1 A 0 A_WeaponReady
TNT1 A 8
/* Will try this way later
TNT1 A 0 A_WeaponReady
TNT1 A 1
TNT1 A 0 A_WeaponReady
TNT1 A 1
TNT1 A 0 A_WeaponReady
TNT1 A 1
TNT1 A 0 A_WeaponReady
TNT1 A 1
*/
Goto Ready
Hold:
TNT1 A 0 A_JumpIfInventory("Jabu",1,Jab)
Straight:
TNT1 A 4
TNT1 A 4 A_CustomPunch(8,1,0,"HnI-Cloud",56)
TNT1 A 0 A_TakeInventory("Jabu",2)
TNT1 A 8
TNT1 A 0 //A_Refire //not including it can screw with things
Goto Ready
AltFire:
TNT1 A 3 A_JumpIfInventory("LastUsedHand",1,RightHook)
TNT1 A 0 A_Refire
LeftHook:
TNT1 A 4
TNT1 A 3 A_CustomPunch(9,1,0,"HnI-Cloud",32)
TNT1 A 0 A_GiveInventory("Hook",1)
TNT1 A 1 A_GiveInventory("LastUsedHand",1)
TNT1 A 1 A_JumpIfInventory("Hook",5,3) //End the combo after 5 hooks
TNT1 A 0 A_Refire
TNT1 A 0 A_WeaponReady
TNT1 A 12
Goto Ready
RightHook:
TNT1 A 0 A_JumpIfInventory("Hook",2,1)
Goto RightHookPunch
TNT1 A 0 A_JumpIfInventory("Jabu",1,UpperCut)
RightHookPunch:
TNT1 A 4
TNT1 A 3 A_CustomPunch(9,1,0,"HnI-Cloud",32)
TNT1 A 0 A_GiveInventory("Hook",1)
TNT1 A 1 A_TakeInventory("LastUsedHand",1)
TNT1 A 0 A_Refire
TNT1 A 0 A_WeaponReady
TNT1 A 12
Goto Ready
UpperCut:
TNT1 A 4
TNT1 A 3 A_CustomPunch(12,1,0,"HnI-Cloud",32)
TNT1 A 0 A_GiveInventory("Hook",1)
TNT1 A 1 A_TakeInventory("LastUsedHand",1)
TNT1 A 12
Goto Ready
AltHold: //BodyPunch
TNT1 A 4
TNT1 A 4 A_CustomPunch(18,1,0,"HnI-Cloud",32)
TNT1 A 14
TNT1 A 0 //A_Refire
Goto Ready
DEMPSEY:
TNT1 AAAA 2
TNT1 A 0 A_WeaponReady
TNT1 A 0 A_TakeInventory("LastHandUsed",1)
TNT1 AAAA 2
TNT1 A 0 A_WeaponReady
TNT1 A 0 A_GiveInventory("LastHandUsed",1)
Goto DEMPSEY
DEMPSEYROLL:
//not complete yet
Goto DEMPSEY