Raw model (for completeness)
{
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"id": "002b89ce-2b2c-4128-bd4d-f92ef395255d",
"sha1": "42d6b0f000fcc443f8962ef58f410a662f9f0ed3",
"sha256": "0341d12c58dce6816616c317a3a1ca687e7526c82917d14bf27c10d65da8ee2e",
"filenames": [
"hexashotgunv2.2.pk3"
],
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"iwad": [],
"filename": null,
"added": "2021-01-10 03:18:22",
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"name": null,
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},
"added": "2021-01-10 03:18:22",
"file": {
"type": "PK3",
"size": 2372264,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/42d6b0f000fcc443f8962ef58f410a662f9f0ed3/42d6b0f000fcc443f8962ef58f410a662f9f0ed3.pk3.gz",
"corrupt": false
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"text_files": [
{
"source": "pk3",
"name": "HexaShotgun.txt",
"contents": "ACTOR HexaShotgun : BrutalWeapon\n{\n\tGame Doom\n Weapon.Kickback 76\n\tWeapon.SelectionOrder 1600\n\tWeapon.AmmoGive1 4\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"HexaAmmo\"\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.SlotNumber 7\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"You got the fuckin' Hexa Shotgun! (Slot 7)\"\n\tObituary \"$OB_MPSSHOTGUN\"\n Inventory.PickupSound \"CLIPINSS\"\n\tScale 0.9\n\tTag \"Hexa Shotgun\"\n\tStates\n\t{\n\n SelectAnimation:\n\tReady:\n\tReady3:\n\t TNT1 A 0 Offset(0,32)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"BlinkBegin\", 0, 0, JLOSF_COMBATANTONLY, 12000) //checks if an enemy/player is in sight\n\t HSGF T 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 2)\n HSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\t\tBlinkBegin:\n\t\tHSGF U 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 2)\n HSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHSGF V 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 2)\n HSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHSGF W 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 2)\n HSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tGoto Blink\n\n\t\tBlink:\n\t\tHSF2 A 1 A_WeaponReady(WRF_ALLOWRELOAD) //Blinking frame\n TNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 2)\n HSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n HSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n HSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n HSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n HSGF T 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n HSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n HSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Blink\", 0, 0, JLOSF_COMBATANTONLY, 12000) //Still in sight? Then repeat!\n\t\tHSGF W 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 2)\n HSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHSGF V 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 2)\n HSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHSGF U 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 2)\n HSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tHSGF T 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHSGF T 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tHSGF T 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHSGF T 0 A_Takeinventory(\"Zoomed\",1)\n\t\tHSGF T 0 A_Takeinventory(\"ADSmode\",1)\n\t\tHSGF T 0 A_ZoomFactor(1.0)\n\t\tHSGF T 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tQSGP A 0 offset(-9,32)\n\t\tHSGF T 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tHSGF T 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tHSGF T 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tHSGF T 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tHSGF T 0 offset(-9,32)\n\t\tHSGS G 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tHSGS G 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tHSGS G 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tHSGS G 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tHSGS G 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tHSGS G 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tHSGS G 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tHSGF T 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tHSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n HSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tHSGF T 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tHSGS G 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tHSGS G 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tHSGS G 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tHSGS G 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tHSGS G 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tHSGS G 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tHSGS G 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tHSGF T 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tHSGF T 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tHSGF T 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tHSGF T 0 A_PlaySound(\"Tired\", 2)\n\t\tHSGF T 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHSGF T 5 A_WeaponReady\n\t\tHSGF T 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHSGF T 5 A_WeaponReady\n\t\tHSGF T 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHSGF T 5 A_WeaponReady\n\t\tHSGF T 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHSGF T 5 A_WeaponReady\n\t\tHSGF T 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHSGF T 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tHSGF T 1\n\t\tHSGF T 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t TNT1 A 0 A_giveInventory(\"HexaAltCooldown\", 20)\n\t\tHSGF T 0 A_Takeinventory(\"Zoomed\",1)\n HSGF T 0 A_ZoomFactor(1.0)\n\t\tHSGF T 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tHSGS ABCDEF 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tHSGF T 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tHSGF T 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"SawSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tHSGF T 0 A_Giveinventory(\"SSGSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tHSGF T 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tHSGF T 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_giveInventory(\"HexaAltCooldown\", 100)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Raise\n\t\tHSGF T 0 A_GunFlash\n\t\tHSGS FEDCBA 1\n\t\tTNT1 A 0 A_PlaySound(\"HEXAOPEN\")\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tHSGF T 0\n\t\tHSGF T 0 A_ZoomFactor(1.0)\n\t\tHSGF T 0 A_Takeinventory(\"Zoomed\",1)\n\t\tHSGF T 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHSGF T 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tHSGF T 3 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tHSGF T 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tHSGF T 0 A_JumpIfInventory(\"AmmoShell\",2,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\t Fire:\n\t TNT1 A 0 A_GiveInventory(\"HexaAltCooldown\", 50)\n\t\tHSGF T 0 A_TakeInventory(\"Reloading\",1)\n\t\tHSGF T 0 A_JumpIfInventory(\"HexaAmmo\", 0, 1)\n\t\tGoto NoAmmo\n\t\tHSGF T 0 A_TakeInventory(\"HexaAmmo\", 6)\n\t\tHSGF T 0 A_ZoomFactor(1.5)\n\t\tHSGF T 0 A_Recoil(20)\n\t\tHSGF T 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tSHO9 A 0 A_firebullets (0,0,1,80,\"shotpuff\",FBF_NORANDOM,100)\n SHO9 A 0 A_firebullets (0,0,1,60,\"shotpuff\",FBF_NORANDOM,200)\n SHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n\t\tHSGF A 1 BRIGHT\n\t\tHSGF T 0 A_ZoomFactor(1.4)\n\t\tTNT1 A 0 A_PlaySound(\"HEXAFIR1\",1)\n\t\tTNT1 A 0 A_PlaySound(\"HEXAFIR2\",2)\n\t\tTNT1 A 0 A_PlaySound(\"HEXAFIR3\",3)\n\t\tTNT1 A 0 A_PlaySound(\"HEXAFIR4\",4)\n\t\tTNT1 A 0 A_PlaySound(\"HEXAFIR5\",5)\n\t\tTNT1 A 0 A_PlaySound(\"HEXAFIR6\",6)\n\t\tTNT1 A 0 A_PlaySound(\"HEXAFIR7\",7)\n SHTN A 0 A_PlaySound(\"PAIN1\",8)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-14,14), 0, 0, -12, 0, random(-7,7))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tHSGF T 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tHSGF T 0 A_FireBullets (7, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tHSGF T 0 A_FireBullets (3, 5, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tHSGF T 0 A_FireBullets (4, 4, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tHSGF T 0 A_FireBullets (6, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tHSGF T 0 A_FireBullets (5, 5, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tHSGF T 0 A_FireBullets (7, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tHSGF T 0 A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tHSGF B 1 BRIGHT\n\t\tHSGF T 0 A_SetPitch(pitch-10)\n\t\tHSGF T 0 A_ZoomFactor(1.3)\n HSGF C 1 BRIGHT\n\t\tHSGF T 0 A_ZoomFactor(1.2)\n\t\tTNT1 A 0 A_SetPitch(pitch-8)\n\t\tHSGF T 0 A_ZoomFactor(1.00)\n HSGF T 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tHSGF DE 1 A_SetPitch(pitch-4)\n\t\tHSGF EEEFGH 1 A_SetPitch(pitch+1)\n\t\tHSGF IJKLMNOPQR 1 A_SetPitch(pitch+2)\n\t\tHSGF S 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSGF T 1 Offset(0,34)\n\n\t\tHSGF T 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 15)//Tactical Mode takes more time\n\t\tQSGF AAA 0 A_SetPitch(pitch+0.5)\n\t\tHSGF TT 1 Offset(0,33)\n\t\tHSGF T 1 Offset(0,32)\n\t\tHSGF T 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tQSGF P 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HSGF T 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHSGF T 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tHSGF T 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHSGF T 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tGoto NoAmmo2\n\n\tReload:\n\t\tHSGF T 0\n\t\tHSGF T 0 A_TakeInventory(\"Reloading\",1)\n\t\tHSGF T 0 A_JumpIfInventory(\"HexaAmmo\", 6, \"Ready\")//Check if still has a shells in barrels\n\n\t\tHSGF T 0 A_JumpIfInventory(\"AmmoShell\", 6, 1)//Check if has any ammo left to reload\n\t\tGoto Ready\n\t\t//Reload 6 barrels\n\t\tTNT1 A 0 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n TNT1 A 0 Offset(0,32) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tHSGF T 1 Offset(-2,33)\n\t\tHSGF T 1 Offset(-4,34)\n\t\tHSGF T 1 Offset(-7,36)\n\t\tHSGR ABCDEFG 1 Offset(0,32)\n\t\tHSGR H 4 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSGR IJKMOPQR 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tTNT1 A 0 A_PlaySound(\"HEXAOPEN\")\n\t\tHSGF T 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SSGCaseSpawner\",random(3,-3),0,random(-12,-8), random(-16,-24))\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SSGCaseSpawner\",random(1,-1),0,random(-12,-8), random(-16,-24))\n\t\tHSGR S 2 Offset(9,38)\n\t\tHSGR S 1 Offset(5,35)\n\t\tHSGR S 1 Offset(2,33)\n\t\tHSGR S 2 Offset(0,32)\n\t\tHSGR TUVWWXX 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tQSGR O 0 A_playsound(\"HEXALOAD\")\n\t\tHSGF T 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tHSGF T 0 A_GiveInventory(\"HexaAmmo\", 2)\n\t\tHSGR YZ 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSR2 A 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSR2 A 1 Offset(-2,31)\n\t\tHSR2 A 1 Offset(-3,31)\n\t\tHSR2 A 2 Offset(-4,33)\n\t\tHSR2 A 1 Offset(-2,33)\n\t\tHSR2 A 2 Offset(0,32)\n\t\tHSR2 BCDEEFF 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tQSGR O 0 A_playsound(\"HEXALOAD\")\n\t\tHSGF T 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tHSGF T 0 A_GiveInventory(\"HexaAmmo\", 2)\n\t\tHSR2 GH 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSR2 I 1 Offset(-1,30)\n\t\tHSR2 I 1 Offset(-2,29)\n\t\tHSR2 I 3 Offset(-4,27)\n\t\tHSR2 I 1 Offset(-3,28)\n\t\tHSR2 I 2 Offset(-1,31)\n\t\tHSR2 JKLMMNN 1 Offset(0,32)\n\t\tQSGR O 0 A_playsound(\"HEXALOAD\")\n\t\tHSGF T 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tHSGF T 0 A_GiveInventory(\"HexaAmmo\", 2)\n\t\tHSR2 OPQRSTUVWX 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSR2 YYYZ 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSR3 A 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tTNT1 A 0 A_PlaySound(\"HEXACLOS\")\n\t\tGoto Ready\n\nAltFire:\n\n RIFG A 0 A_JumpIfInventory(\"SSG\", 1, 2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tGoto Ready\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\", 2, 2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"HexaAltCooldown\", 100, 2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tGoto Ready\n HSGF T 1 Offset(-2,33)\n\t\tHSGF T 1 Offset(-4,34)\n\t\tHSGF T 1 Offset(-7,36)\n\t\tTNT1 A 0 Offset(0,32)\n HS2F OPQRS 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHS2F NMLK 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHS2F J 3 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSGF T 0 A_TakeInventory(\"Reloading\",1)\n\t\tHSGF T 0 A_JumpIfInventory(\"AmmoShell\", 2, 1)\n\t\tGoto NoAmmo\n\t\tHSGF T 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tHSGF T 0 A_ZoomFactor(1.6)\n\t\tHSGF T 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tHSGF T 0 A_Recoil(5)\n\t\tHSGF T 0\n\t\tHSGF T 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tSHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n SHO9 A 0 BRIGHT A_playsound(\"SSHFIRE\", 5)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tHSGF T 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tHS2F A 1 BRIGHT\n\t\tHSGF T 0 A_FireBullets (10, 1, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tHSGF T 0 A_FireBullets (6, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tHSGF T 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (11, 3, 10, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tHSGF T 0 A_SetPitch(pitch-20)\n\t\tTNT1 AA 0\n\t\tHSGF T 0 A_SetPitch(pitch-12)\n HS2F B 1 BRIGHT\n\t\tHSGF T 0 A_ZoomFactor(1.00)\n HSGF T 0 A_TakeInventory(\"Reloading\",1)\n\t\tHS2F CDDDDE 1 A_SetPitch(pitch+2)\n\t\tHS2F EFFGI 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHS2F J 2 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHS2F KLMN 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,5, -20)\n\t\tHS2F RQPO 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tHSGF T 1 Offset(-7,36)\n\t\tHSGF T 1 Offset(-4,34)\n\t\tHSGF T 1 Offset(-2,33)\n\t\tHSGF T 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"HexaAltCooldown\",100)\n Goto Ready\n\n\tSpawn:\n\t\tHSGP A -1\n\t\tStop\n\n\tUnload:\n\t\tHSGF T 1 A_WeaponReady\n\t\tQSGF P 0 A_ZoomFactor(1.0)\n\t\tQSGF P 0 A_Takeinventory(\"Unloading\",1)\n\t\tQSGF P 0 A_Takeinventory(\"ADSmode\",1)\n\t\tQSGF P 0 A_Takeinventory(\"Zoomed\",1)\n QSGF P 0 A_JumpIfInventory(\"HexaAmmo\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tQSGF P 0 A_Takeinventory(\"Zoomed\",1)\n\t\tQSGF P 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQSGF P 0 A_Takeinventory(\"Unloading\",1)\n\t\tHSGS ABCDEF 1 A_GiveInventory(\"HexaAltCooldown\", 2)\n\t\tQSGR H 0 A_PlaySound(\"HEXAOPEN\")\n\t\tGoto RemoveBullets\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tQSGF P 0 A_JumpIfInventory(\"HexaAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tQSGF P 0 A_Takeinventory(\"HexaAmmo\",1)\n\t\tQSGF P 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n TNT1 A 19\n\t\tHSR2 QRSTUVWX 1\n\t\tHSR2 YYYZ 1\n\t\tHSR3 A 1\n\t\tQSGF P 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tQSGF P 0 A_Takeinventory(\"Unloading\",1)\n\t\tQSGF P 0 A_GiveInventory (\"Pumping\", 1)\n QSGF P 0 A_PlaySound(\"HEXACLOS\")\n Goto Ready\n\t}\n}\n\nACTOR HexaAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 6\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 6\n Inventory.Icon \"HSGPA0\"\n}\n\nACTOR HexaAltCooldown : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 100\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n}"
},
{
"source": "pk3",
"name": "BFGSpawner.txt",
"contents": "actor BFGReplacer : BasicWeaponPickup Replaces BFG9000\n{\n States\n {\n\n\t Spawn:\n\t\tBFUG A 0\n\t\tBFUG A 0 Thing_ChangeTID(0,736)\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tBFUG A 3\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziVerificate1\", 1, \"MG42\")\n\t\tTNT1 A 0 A_Jump(48, \"BFG10K\")\n\t\tTNT1 A 0 A_Jump(4, \"Unmaker\")\n\t\tTNT1 A 0 A_Jump(64, \"HexaShotty\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFG9000Spawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t BFG10K:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFG10KSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tUnmaker:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnmakerSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tFlamethrower:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"Flamethrower2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n HexaShotty:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"HexaShotgunSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tMG42:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HitlersBuzzsaw\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)\n\t\tStop\n\n}}\n\nACTOR HexaShotgunSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"HEXAOPEN\"\n Inventory.PickupMessage \"You got fucking Hexa Shotgun! Holy Shit! (Slot 7)\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"FakeHexaSprite\")\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"HexaShotgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 12)\n\t\tStop\n\tPurist:\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 12)\n\t\tStop\n }\n}\n\nACTOR FakeHexaSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tHSGP A 0\n\t\tHSGP A 2\n\t\tStop\n }\n}"
}
]
},
"maps": []
}