Raw model (for completeness)
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{
"source": "pk3",
"name": "EWMChangeLog.txt",
"contents": "//\tOriginal Enhanced Weapons Mutator developed by XV117\n//\n// \tModification authored by BLOODWOLF\n//\n//\tbdv21mut_ewm_1.2 04/20/2020\n//\n//\tSprites/Weapons folder:\tUsed a different hand & arm sprite for the riotshield\n//\t\t\t\t\t\t\tMoved the riotshield ready sprite upwards so that player can see through the window\n//\tBrightmaps folder:\t\tAdded brightmap images for EWM weapons\n//\tAssaultShotgun.txt:\t\tUpdated to 21.0.4\n//\t\t\t\t\t\t\tChanging slugs now causes a reload 04/20/2020\n//\tCompactMG.txt:\t\t\tChanged a TNT1 A frame to zero tics in SpecialMode: state causing weapon to blink when attaching silencer\n//\tMP40.txt:\t\t\t\tUpdated to 21.0.4\n//\tShotgun.txt:\t\t\tChanging slugs now causes a reload 04/20/2020\n//\tQuadShotgun.txt:\t\tRemoved SpawnID\n//\t\t\t\t\t\t\tChanging slugs now causes a reload 04/20/2020\n//\t-Spawners.txt:\t\t\tMoved spawners into WeaponSpawners, Ammo, and Health2 files (prevent double spawns)\n//\tSSG.txt:\t\t\t\tUpdated to 21.0.4\n//\t\t\t\t\t\t\tChanging slugs now causes a reload 04/20/2020\n//\t+WeaponSpawners.txt:\tAdded weapon spawners and actors from Spawners.txt updated 04/20/2020\n//\t+Ammo.txt:\t\t\t\tAdded ammo spawners and actors from Spawners.txt updated 04/20/2020\n//\t+Health2.txt:\t\t\tAdded armor spawners from Spawners.txt\n//\t+doomdefs.bm:\t\t\tDefined brightmaps for EWM weapons\n//\tKEYCONF:\t\t\t\tUdpated to 21.0.4\n//\n//\tbdv21mut_ewm_1.1 08/26/2019\n//\n//\tFootSteps.txt:\t\t\tUpdated to 21.0.3patch\n//\tAssaultShotgun.txt:\t\tUpdated to 21.0.3patch and added back in EmptyDrumSpawn to reload state\n//\tMP40.txt:\t\t\t\tUpdated to 21.0.3patch\n//\tPistol.txt:\t\t\t\tUpdated to 21.0.3patch\n//\tQuadShotgun.txt:\t\tChanged buckshot damage values, # bullets, and spread to match Brutal Doom\n//\tRiotShield.txt:\t\t\tUpdated states to imitate BDv21Gold's code\n//\tSpawners.txt:\t\t\tUpdated to 21.0.3patch and added the MP40Spawner as a possible spawn in BD_EWM_ChaingunSpawnerReplacer\n//\tEWMCasing.txt:\t\t\tCreated a SSGSlugCaseSpawner actor\n//\tKEYCONF:\t\t\t\tUpdated to 21.0.3patch\n//\n//\tbdv21mut_ewm_1.0 07/11/2019\n//\n//\t+FootSteps.txt:\t\t\tAdded \"QuadShotgunAmmo\",4 and \"BDCMGAmmo\", 35 to starting classes\n//\t+AssaultShotgun.txt:\tAdded slugrounds upgrade states\n//\tCompactMG.txt:\t\t\tModified AltFire and ZoomedFire states to imitate the Rifle's\n//\t\t\t\t\t\t\tAdded HoldAim state and set to spawn EmptyPistolClipSpawn on Reload\n//\t+DualMP40.txt:\t\t\tSet to spawn EmptyPistolClipSpawn on Reload and removes 3rd EmptyClipSpawn line\n//\t+DualPistol.txt:\t\tSet to spawn EmptyPistolClipSpawn on Reload\n//\t+DualSMG.txt:\t\t\tSet to spawn EmptyPistolClipSpawn on Reload\n//\t+MP40.txt:\t\t\t\tSet to spawn EmptyPistolClipSpawn on Reload\n//\t+Pistol.txt:\t\t\tSet to spawn EmptyPistolClipSpawn on Reload\n//\tQuadShotgun.txt:\t\tAdded slugrounds upgrade states\n//\tShotgun.txt:\t\t\tUpdated to bd21.0.2Patch\n//\tSpawners.txt:\t\t\tAdded a Stay state to spawners to prevent sprite flickering\n//\t+SSG.txt:\t\t\t\tAdded slugrounds upgrade states\n//\t+SubMachinegun.txt:\t\tSet to spawn EmptyPistolClipSpawn on Reload\n//\tEWMCasing.txt:\t\t\tRenamed file and updated Decorate.txt\n//\tKEYCONF.txt:\t\t\tCreated a new EWM weaponsection with the RiotShield, CompactMG, and Quad_Shotgun added to the list of weapons\n//\t+SBARINFO:\t\t\t\tAdded feature to display green shells with SlugMode enabled\n//\t\t\t\t\t\t\tAdded feature to display the silencer with the CMGSilencer equipped\n//\tSNDINFO.txt:\t\t\tAdded sluground sounds for super, assault, and quadshotgun 3 & 4 barrel attacks\n//\n// \tbdv21mut_ewm_rc10 05/09/2019\n//\n//\tShotgun.txt:\t\tUpdated to RC10.\n//\tQuadShotgun.txt:\tReduced recoil to match BD (none for single barrel, 5 recoil for 2, 7.5 for 3, and 10 recoil for four barrels fired)\n//\n// \tbdv21mut_ewm_rc9 05/05/2019\n//\n//\t-Axe.txt:\t\tThrowable axe now comes standard in RC9 with new sprites\n//\tShotgun.txt:\tUpdated Pump1, Pump3, and NoAmmo states to RC9\n//\t\t\t\t\tAdded PumpNoReload, TurboReload2, TurboBullets2, FinishTurboReload2, and NoAmmo3 states from RC9.\n//\tSpawners.txt:\tChanged spawners to check for BDDisableNewGuns\n//\t\t\t\t\tCreated FakeSilencerSprite, FakeClip1Sprite, and SilencerSpawner for BD_EWM_ClipSpawner\n//\t\t\t\t\tChanged all fake sprites to inherit from CustomInventory (issues with blinking between different sprites)\n//\n// \tbdv21mut_ewm_rc8 04/16/2019\n//\n// \tAA12.txt\t\tRemoved, fixed in RC8\n// \tAxe.txt:\t\tInserted throwable code into RC8's Axe.txt\n// \tDualPistol.txt:\tRemoved, fixed in RC8\n// \tMachineGun.txt:\tRemoved, fixed in RC8\n// \tPistol.txt:\t\tRemoved, fixed in RC8\n// \tShotgun.txt:\tInserted slug code into RC8's Shotgun.txt\n// \tSSG.txt:\t\tRemoved, fixed in RC8\n// \tCompactMG.txt:\tAdded A_AlertMonsters to zoomed fire, and A_AlertMonsters(256) to silenced fire modes.\n// \tRiotShield.txt:\tRemoved pistol burstfire actor (now comes with RC8)\n// \tSpawners.txt:\tAdded the CompactMGSilencer to the BD_EWM_ClipSpawner\n//\t\t\t\t\tCreated a BD_EWM_AmmoShellBoxSpawner for SlugRounds to spawn in place of ShellBox\n//\t\t\t\t\tRemoved BD_EWM_ShotgunSpawnerReplacer\n//\t\t\t\t\tCreated a BD_EWM_ChaingunSpawnerReplacer for the CMG to spawn in place of the Chaingun\n//\t\t\t\t\tCreated a BD_EWM_LightArmorSpawnerReplacer for the RiotShield to spawn in place of the LightArmor\n//\t\t\t\t\tAdjusted probabilities"
},
{
"source": "pk3",
"name": "Decorate.txt",
"contents": "//====================================================================\n//\n// Brutal DOOM - Mutators\n//\n// ----------------------\n//\n// Enhanced Weapons Mutator\n// Version 1.2\n//\n// Designed to improve the current weapons\n// of Brutal DOOM v21, expanding the arsenal\n// with new weapons and an upgrade system\n//\n// More useful if used together with Monster Expansion\n//\n// Created by XV117\n// Modified by BLOODWOLF\n//====================================================================\n\n#include \"EWMCasing.txt\"\n#include \"CompactMG.txt\"\n#include \"QuadShotgun.txt\"\n#include \"RiotShield.txt\"\n#include \"Upgrades.txt\"\n#include \"UpgradeSystem.txt\""
},
{
"source": "pk3",
"name": "FootSteps.txt",
"contents": "ACTOR Purist : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Purist (Oldschool mode)\"\n\tPlayer.StartItem \"ClassicPistol\"\n\tPlayer.StartItem \"ClassicFist\"\n\tPlayer.StartItem \"Clip2\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsPlayingAsPurist\", 1\n\tPlayer.StartItem \"AmmoDroper\"\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tSpecies \"Marines\"\n}\n\nACTOR BDoomer : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Normal (Rifle Start)\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"Clip2\", 30\n\t//Slot2\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDDualPistolAmmo\", 32\n\tPlayer.StartItem \"BDCMGAmmo\", 36\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"BDDualSMGAmmo\", 82\n\tPlayer.StartItem \"MP40Ammo\", 32\n\tPlayer.StartItem \"DualMP40Ammo\", 64\n\tPlayer.StartItem \"RevolverAmmo\", 6\n\t//Slot3\n\tPlayer.StartItem \"ShotgunAmmo\", 9\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"QuadShotgunAmmo\", 4\n\t//Slot4\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"DoubleRifleAmmo\", 62\n\t//Slot5\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"GLAmmo\", 1\n\t//Slot6\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 100\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\t//Slot9\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"AmmoDroper\"\n\tDamageFactor \"KillMeBot\", 0.0\n\tSpecies \"Marines\"\n}\n\nACTOR Doomer2 : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Normal (Pistol Start)\"\n\tPlayer.StartItem \"BrutalPistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"Clip1\", 60\n\t//Slot2\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDDualPistolAmmo\", 32\n\tPlayer.StartItem \"BDCMGAmmo\", 36\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"BDDualSMGAmmo\", 82\n\tPlayer.StartItem \"MP40Ammo\", 32\n\tPlayer.StartItem \"DualMP40Ammo\", 64\n\tPlayer.StartItem \"RevolverAmmo\", 6\n\t//Slot3\n\tPlayer.StartItem \"ShotgunAmmo\", 9\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"QuadShotgunAmmo\", 4\n\t//Slot4\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"DoubleRifleAmmo\", 62\n\t//Slot5\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"GLAmmo\", 1\n\t//Slot6\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 100\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\t//Slot9\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"AmmoDroper\"\n\tDamageFactor \"KillMeBot\", 0.0\n\tSpecies \"Marines\"\n}\n\nACTOR TacticalDoomer : Doomer\n{\n\tSpeed 1.0\n\tPlayer.RunHealth 999\n\tPlayer.DisplayName \"Tactical (Sprints, Recoil)\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"BrutalPistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsTacticalClass\", 1\n\tPlayer.StartItem \"JustStartedGame\", 1\n\tPlayer.StartItem \"NoAutoReload\", 1\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"Clip1\", 30\n\tPlayer.StartItem \"Clip2\", 30\n\t//Slot2\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDCMGAmmo\", 36\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"MP40Ammo\", 32\n\tPlayer.StartItem \"RevolverAmmo\", 6\n\t//Slot3\n\tPlayer.StartItem \"ShotgunAmmo\", 9\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"QuadShotgunAmmo\", 4\n\t//Slot4\n\tPlayer.StartItem \"RifleAmmo\", 31\n\t//Slot5\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"GLAmmo\", 1\n\t//Slot6\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\t//Slot9\n\tPlayer.StartItem \"GrenadeAmmo\", 1\n\tPlayer.StartItem \"AmmoDroper\"\n\tDamageFactor \"KillMeBot\", 0.0\n\tSpecies \"Marines\"\n}\n\nactor ChaseCam2\n{\n height 0\n radius 0\n +NOGRAVITY\n states\n {\n Spawn:\n NULL A -1\n stop\n }\n}\n\nACTOR FootStep\n{\n Radius 10\n Height 10\n Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n +NOTELEPORT\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +NOEXTREMEDEATH\n DamageType Trample\n Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t+THRUACTORS\n\tgravity 1\n\tmass 1000\n Obituary \"%o was stomped to death by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n Death:\n NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n Stop\n }\n}\n\nActor Footstep5: FootStep\n{\n Damage 0\n -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep //ACTUAL FOOTSTEP\n{\n Damage (random (5, 5))\n -CLIENTSIDEONLY\n\t-DONTSPLASH\n\t-EXPLODEONWATER\n\t-THRUACTORS\n\tmass 500\n\tHeight 12\n\tRadius 8\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 0 ThrustThingZ(0, 10, 1, 1)\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 1\n\t\t\tStop\n Death:\n NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath\")\n\n\t\t\tTNT1 A 0 A_playsound(\"floorhard\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n Stop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudFootStep\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\n\t\t\tTNT1 A 0 A_playsound(\"floormetal2\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSlimy:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorSlimy\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tXDeath:\n NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n Stop\n\n\t\t\t}\n}\n\nActor Footstep8: Footstep6 //Fake footstep. Actually just the player's weight used to damage enemies when standing over them.\n{\n Damage (random (4, 4))\n\t-EXPLODEONWATER\n\t-DOOMBOUNCE\n\n\tDamagetype \"Minor\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 4\n\t\t\tStop\n\t\tDeath:\n NULL A 0\n\t\t\tTNT1 A 2\n Stop\n\t\t}\n}\n\nActor Footstep91: FootStep\n{\n Damage (random (1, 1))\n\tRadius 2\n\tHeight 2\n\tMass 9999\n -CLIENTSIDEONLY\n\t-DONTSPLASH\n}\n\nActor Footstep6NoSplash: FootStep6\n{\n +DONTSPLASH\n\tMass 0\n\tHeight 16\n}\n\nActor Footstep6NoDamage: FootStep6\n{\n Damage 0\n}\n\nActor FootstepStrong: Footstep6 //Large footstep when you land from a jump.\n{\n Damage (random (95, 95))\n\t//Speed 0\n\t//Radius 16\n\t//Damage 15\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n\tDamagetype \"Trample\"\n\t\tStates\n\t\t\t{\n\t\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tNULL A 2\n\t\t\tStop\n\t\t\tDeath:\n\t\t\t\tNULL A 0\n\t\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\t\t\t\tTNT1 A 2\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\t\tNULL A 0 A_Explode(60,10,0, 0, 10)\n\t\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")\n\n\t\t\t\tTNT1 A 2\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"XDeath2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"XDeath2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath2\")\n\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\t\tTNT1 A 0 A_playsound(\"LANDS1\", 8)\n\t\t\t\tNULL A 6\n\t\t\t\tStop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tTNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BrownCloudSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BrownCloudSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav01\", 1)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav02\", 2)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav03\", 3)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav04\", 4)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"FHVMTL\", 1)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"FHVMTL\", 1)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tTNT1 A 0 A_playsound(\"floorrock01\", 1)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock02\", 2)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock03\", 3)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock04\", 4)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(300, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath2:\n NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n Stop\n }\n}\n\nActor HeavyFootSteps: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,10,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,10,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,10,0)\n\t\t\tstop\n }\n}\n\nActor PlayerBaronTrample: FootStep\n{\n Damage (random(100,100))\n -CLIENTSIDEONLY\n\t-DONTSPLASH\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Baron.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(80,30,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(80,30,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(80,30,0)\n\t\t\tstop\n }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,10,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,10,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,10,0)\n\t\t\tstop\n }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type PowerNearDeath\n Powerup.Duration 24\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nActor TnkStep: FootStep\n{\n Damage (random (4, 5))\n -CLIENTSIDEONLY\n\t-DONTSPLASH\n\t-EXPLODEONWATER\n\t-THRUACTORS\n\tmass 500\n\tHeight 12\n\tRadius 8\n\tScale 0.7\n\tRenderstyle Translucent\n\tAlpha 0.2\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 //A_Explode(10,4,0)\n\t\t\tTNT1 A 4\n\t\t\tStop\n Death:\n NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"Blood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Nukage\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Slime\")\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 6\n Stop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 32, -32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 32, 32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudShort\", 2, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudShort\", 2, -32, random (0, 360), 2, random (10, 90))\n\t\t\tNULL A 300\n\t\t\tNULL AAAA 50 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tDirt:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 A_CustomMissile (\"MudDustFromTrail\", 32, -32, random (0, 360), 2, random (20, 150))\n\t\t\t//TNT1 A 0 A_CustomMissile (\"MudDustFromTrail\", 32, 32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudShort\", 2, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudShort\", 2, -32, random (0, 360), 2, random (10, 90))\n\t\t\tNULL A 300\n\t\t\tNULL AAAA 50 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tWater:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tBlood:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BloodParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BloodParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tNukage:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"GreenLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"GreenLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tSlime:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tXDeath:\n TNT1 A 1\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 6\n Stop\n\n\t\t\t}\n}\n\nActor Headkicking\n{\nPROJECTILE\n+MISSILE\n+FORCEXYBILLBOARD +DONTSPLASH\n+THRUACTORS +NOGRAVITY\n+NOCLIP +NOBLOOD +NOPAIN\n+CLIENTSIDEONLY\n+PAINLESS\ndamage 0\nradius 0\nheight 0\nspeed 0\nScale 1.2\nMass 99999\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Accelerate\", 1, \"kick\")\n\t\tTNT1 A 1\n\t\tLoop\n\n\tKick:\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"HeadKicker\", 0, 0, 0, 2, 0)\n\t\tGoto Spawn\n}}\n\nACTOR Headkicker\n{\n Radius 2\n Height 2\n Speed 0\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n\t+DONTSPLASH\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOEXTREMEDEATH\n\t+NOCLIP\n DamageType Headkick\n Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t+NOPAIN\n\t+THRUACTORS\n\tgravity 1\n\tmass 1000\n Obituary \"%o was stomped to death by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tGoto Death\n Death:\n NULL A 0\n\t\t\tNULL A 0 A_Explode(3,20,0)\n Stop\n }\n}\n\nActor BDBodyThud\n{\n\t+CLIENTSIDEONLY\n\t+THRUACTORS\n\tHeight 12\n\tRadius 8\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CheckFloor(\"Sound\")\n\t\t\tTNT1 A 2\n\t\t\tStop\n Sound:\n NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_PlaySound(\"BodyThud\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n Stop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSlimy:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorSlimy\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath:\n NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n Stop\n\n\t\tWater:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\tStop\n\t\t\t}\n}"
},
{
"source": "pk3",
"name": "AssaultShotgun.txt",
"contents": "ACTOR AssaultShotgun : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 8\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tYScale 0.6\n\tXScale 0.8\n\tWeapon.SelectionOrder 350\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"AssaultShotgunAmmo\"\n\tObituary \"%o was shot down by %k's Assault Shotgun.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTASG\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+FORCEXYBILLBOARD\n Scale 0.8\n\tTag \"Assault Shotgun\"\n\tStates\n\t{\n\tSelectAnimation:\n TNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tA12G A 0 A_GunFlash\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n A12G A 0 A_PlaySound(\"CLIPIN\")\n A12S ABCD 1 BRIGHT\n\n\tReady:\n\tReady3:\n\t\tA12G A 0\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n\t\tLoop\n\n\tSelectsNoAmmo:\n\t\tA12R QQQQQQ 1 BRIGHT A_Raise\n\t\tGoto ReadyNoFuckingAmmo\n\n\tReady2:\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tLoop\n\n\t ReadyNoFuckingAmmo:\n\t\tA12R Q 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tChangeShell:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugRoundsUpgrade\", 1, \"SlugMode\")\n\t\tGoto NoUpgrades\n\n\tNoUpgrades:\n\t\tTNT1 A 0 A_Print(\"You need the Slug Shells Upgrade for Alt-Fire mode.\", 2)\n\t\tA12G A 3 BRIGHT\n\t\tGoto Ready\n\n\tSlugMode:\n\t\tA12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"BuckShotMode\")\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNSR 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Slug Shells Loaded\", 2)\n\n\t\tA12R QQQQ 5 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12R VWTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto InsertBullets\n\n\tBuckShotMode:\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNWV 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Buckshot Shells Loaded\", 2)\n\n\t\tA12R QQQQ 5 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12R RSTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto InsertBullets\n\n\tDeselect:\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tA12G A 0 A_TakeInventory(\"SlugMode\",1)\n A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"DeSelectNoAmmo\")\n\t\tA12S DCBA 1 BRIGHT\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeSelectNoAmmo:\n\t\tA12R Q 1 BRIGHT A_Lower\n\t\tWait\n\n\tSelect:\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tA12G A 0 A_Giveinventory(\"SSGSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"SelectsNoAmmo\")\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n Fire:\n A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire\")\n A12G A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (5, 5, 9, 13, \"MachineGunBulletPuff\", FBF_NORANDOM)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-4,4), 0, -1, -12, 0, random(-4,4))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-6)\n\t\tA12G A 0\n\t\tTNT1 AA 0 A_SetANgle(angle+random(-1, 1))\n\t\tA12G A 0 A_ZoomFactor(0.9)\n A12G A 0 A_SetPitch(-1.2 + pitch)\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_SetPitch(+0.6 + pitch)\n\t\tA12F B 1 BRIGHT A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,-14)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n A12F C 1 BRIGHT A_SetPitch(+0.6 + pitch)\n\t\tA12F DEF 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready\n\n\tSlugFire:\n A12G A 0 A_PlaySound(\"SlugASG\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (2.5, 2.5, -1, 120, \"ShotgunPuff\", FBF_NORANDOM,2048)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-4,4), 0, -1, -12, 0, random(-4,4))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode has more recoil\n\t\tA12G A 0 A_SetPitch(pitch-6)\n\t\tA12G A 0\n\t\tTNT1 AA 0 A_SetANgle(angle+random(-1, 1))\n\t\tA12G A 0 A_ZoomFactor(0.9)\n A12G A 0 A_SetPitch(-1.2 + pitch)\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_SetPitch(+0.6 + pitch)\n\t\tA12F B 1 BRIGHT A_FireCustomMissile(\"SlugCaseSpawn\",5,0,6,-14)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n A12F C 1 BRIGHT A_SetPitch(+0.6 + pitch)\n\t\tA12F DEF 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready\n\n\t Fire2: //Aiming DOwn the Sights\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire2\")\n A12A E 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (3.75, 3.75, 9, 13, \"MachineGunBulletPuff\", FBF_NORANDOM)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-4,4), 0, -1, -12, 0, random(-4,4))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (4.5, 2.25, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-6)\n\t\tA12G A 0\n\t\tTNT1 AA 0 A_SetANgle(angle+random(-1, 1))\n\t\tA12G A 0 A_ZoomFactor(1.2)\n A12G A 0 A_SetPitch(-0.6 + pitch)\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_SetPitch(+0.3 + pitch)\n\t\tA12A F 1 BRIGHT A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,0)\n\t\tA12G A 0 A_ZoomFactor(1.3)\n A12A G 1 BRIGHT A_SetPitch(+0.3 + pitch)\n\t\tA12A DDD 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tA12A D 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tSlugFire2: //Aiming DOwn the Sights\n A12A E 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (1.875, 1.875, -1, 120, \"ShotgunPuff\", FBF_NORANDOM,2048)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-4,4), 0, -1, -12, 0, random(-4,4))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode has more recoil\n\t\tA12G A 0 A_SetPitch(pitch-6)\n\t\tA12G A 0\n\t\tTNT1 AA 0 A_SetANgle(angle+random(-1, 1))\n\t\tA12G A 0 A_ZoomFactor(1.2)\n A12G A 0 A_SetPitch(-0.6 + pitch)\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_SetPitch(+0.3 + pitch)\n\t\tA12A F 1 BRIGHT A_FireCustomMissile(\"SlugCaseSpawn\",5,0,6,0)\n\t\tA12G A 0 A_ZoomFactor(1.3)\n A12A G 1 BRIGHT A_SetPitch(+0.3 + pitch)\n\t\tA12A DDD 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tA12A D 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tAltFire:\n A12G A 0\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tA12G A 0 A_Giveinventory(\"Zoomed\",1)\n A12G A 0 A_ZoomFactor(1.3)\n\t\tA12G A 0 A_Giveinventory(\"ADSmode\",1)\n A12A ABC 1 BRIGHT\n A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\t NoAim:\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12A CBA 1 BRIGHT\n Goto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"AutoShotUnloaded\",1,\"ReadyNoFuckingAmmo\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tSHTZ A 0\n\t\tA12G A 1 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,\"Ready\")\n\n A12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"PutMag\")\n\t\tA12G A 0 A_JumpIfInventory(\"TurboReload\", 1, \"InsertBullets\")\n\t\tA12G A 0\n A12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNOP 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_GiveInventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_FireCustomMissile(\"EmptyDrumSpawn\",-5,0,8,-4)\n\n\tPutMag:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"SlugPutMag\")\n\t\tA12R Q 10 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12R RSTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tGoto InsertBullets\n\n\tSlugPutMag:\n\t\tA12R Q 10 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12R VWTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,15)\n\t\tA12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",21,15)\n\t\tA12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n Goto Ready\n\n\tUnload:\n\t\tA12G A 1 A_WeaponReady\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\n A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tA12G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tA12G A 0\n A12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNOPQ 1 BRIGHT\n\t\tA12G A 0 A_TakeInventory (\"Pumping\", 1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tA12G A 0\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto ReadyNoFuckingAmmo\n\n\tCheckSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint2:\n\t\tRI2G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready2\n\n\tStartSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tA1SP A 0 offset(-9,32)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 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\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tA12G A 0 offset(-9,32)\n\t\tA1SP A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)\n\t\tA12G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tA12G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tA1SP A 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tA12G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tA12G A 1 BRIGHT\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tA12G A 0 A_PlaySound(\"Tired\", 2)\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 BRIGHT A_WeaponReady\n\t\tGoto Ready3\n\tStopSprint:\n\t\tA1SP A 1 BRIGHT\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tA12P A -1\n\t\tStop\n\t}\n}\n\nACTOR AssaultShotgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 20\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 20\n Inventory.Icon \"A12PA0\"\n}"
},
{
"source": "pk3",
"name": "CompactMG.txt",
"contents": "//====================================================================\n//\n// Brutal DOOM - Mutators\n//\n// UAC - 9x19mm Compact Sub Machine Gun\n// A renovated tactical futuristic version\n// based on an actual H&K MP-5 and UMP\n//\n// -----------------------------\n//\n// New Sprites by Mike12\n// Decorate Script By XV117\n//\n//====================================================================\n\nACTOR CompactMG : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDCMGAmmo\"\n\tObituary \"%o was perforated by %k's Compact Machine Gun.\"\n AttackSound \"None\"\n\tWeapon.SelectionOrder 1750\n Inventory.PickupSound \"CMGSEL\"\n\tInventory.Pickupmessage \"You picked up the Compact Machinegun! (Slot 2)\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +FORCEXYBILLBOARD\n\t+WEAPON.NOALERT\n Scale 0.8\n\tStates\n\t{\n\n \tSpawn:\n\tCMGI A 1\n\tCMGI A -1\n\tStop\n\n//====================================================================\n// Basic Functions\n//====================================================================\n\n\tReady3:\n Ready:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"ReadyZoomed\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1,\"ReadySil\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"SpecialMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tCMGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n \tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tLoop\n\n ReadySil:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint_Sil\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"SpecialMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\t2MGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n \tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tLoop\n\n\tReadyZoomed:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"SpecialMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tLoop\n\n//====================================================================\n// Select Functions\n//====================================================================\n\n\tDeselect:\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\", 1, \"DeselectSilencer\")\n CMGS DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeselectSilencer:\n\t\tTNT1 A 0 A_TakeInventory(\"CMGSilencer\", 1)\n 2MGS DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\tGoto SelectAnimation\n\n\tSelectAnimation:\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"CMGSEL\")\n\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\", 1, \"SelectAnimSilencer\")\n CMGS ABCD 1\n TNT1 A 0 A_GunFlash\n\tGoto Ready\n\n\tSelectAnimSilencer:\n 2MGS ABCD 1\n TNT1 A 0 A_GunFlash\n\tGoto ReadySil\n\n//====================================================================\n// Fire Mechanics\n//====================================================================\n\n\tAltFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.3)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n CMGZ ABCD 1\n\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto ReadyZoomed\n\n\tHoldAim:\n\t\tCMGG A 0 A_GiveInventory(\"ZoomHold\",1)\n\t CMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tCM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tCMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\tNoAim:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomHold\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tCMGZ DCBA 1\n Goto Ready\n\n\tFire:\n TNT1 A 0 A_JumpIfInventory(\"BDCMGAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1,\"FireSilenced\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"FireZoomed\")\n\t\tTNT1 A 0 A_PlaySound(\"FARSHT\", 6)\n \tTNT1 A 0 A_PlaySound(\"CMGFIR\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tCMGF A 1 BRIGHT A_FireBullets (3, 3, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"BDCMGAmmo\",1)\n CMGF B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"CMGCaseSpawn\",5,0,0,-9)\n\t\tCMGF C 1\n\t\tCMGG A 0 A_Refire\n\t\tGoto Ready\n\n\tFireZoomed:\n \tTNT1 A 0 A_PlaySound(\"FARSHT\", 6)\n \tTNT1 A 0 A_PlaySound(\"CMGFIR\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.33)\n\t\tCM2F A 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"BDCMGAmmo\",1)\n CM2F B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"CMGCaseSpawn\",5,0,0,-9)\n\t\tCM2F C 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n CM2G A 0 A_ReFire(\"Fire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZoomHold\", 1, \"NoAim\")\n\t\tGoto ReadyZoomed\n\n\tFireSilenced:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"FireZoomedSilenced\")\n TNT1 A 0 A_PlaySound(\"CMGSIL\",1)\n\t\tTNT1 A 0 A_AlertMonsters(256)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\t2MGF A 1 BRIGHT A_FireBullets (3, 3, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"BDCMGAmmo\",1)\n 2MGF B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"CMGCaseSpawn\",5,0,0,-9)\n\t\t2MGF C 1\n\t\t2MGG A 0 A_Refire(\"Fire\")\n\t\tGoto ReadySil\n\n\tFireZoomedSilenced:\n TNT1 A 0 A_PlaySound(\"CMGSIL\",1)\n\t\tTNT1 A 0 A_AlertMonsters(256)\n\t\tTNT1 A 0 A_ZoomFactor(1.33)\n\t\t2M2F A 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"BDCMGAmmo\",1)\n CM2F B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"CMGCaseSpawn\",5,0,0,-9)\n\t\tCM2F C 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n CM2G A 0 A_ReFire(\"Fire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZoomHold\", 1, \"NoAim\")\n\t\tGoto ReadyZoomed\n\n\tNoAmmo:\n\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1,\"NoAmmoSil\")\n\tCMGG A 1\n\tGoto Ready\n\n\tNoAmmoSil:\n\t2MGG A 1\n\tGoto ReadySil\n\n//====================================================================\n// Reload Mechanics\n//====================================================================\n\n Reload:\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDCMGAmmo\",36,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto NoAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDCMGAmmo\",1,\"ReloadB\")//35+1 effect\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n\t\tTNT1 A 0 A_Playsound(\"CMGREL\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1,\"ReloadSil\")\n\t\tCMGR ABCDEFGGGGGHHIKLMMNOOPPPPQRSTT 1\n\t\tGoto TurboReload\n\n ReloadSil:\n 2MGR ABCDEFGGGGGHHIKLMMNOOPPPPQRSTT 1\n TurboReload:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto InsertBullets\n\n InsertBullets:\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_JumpIfInventory(\"BDCMGAmmo\",35,15)\n\tTNT1 A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\tGoto Ready\n TNT1 AAAAAA 0\n\tTNT1 A 0 A_Giveinventory(\"BDCMGAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip1\",1)\n\tGoto InsertBullets\n\n\tTNT1 AAAAAAAAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\tTNT1 A 0 A_Refire\n Goto Ready\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\tTNT1 A 0 A_Refire\n Goto Ready\n\n InsertBullets2:\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_JumpIfInventory(\"BDCMGAmmo\",36,15)\n\tTNT1 A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\tGoto Ready\n TNT1 AAAAAA 0\n\tTNT1 A 0 A_Giveinventory(\"BDCMGAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip1\",1)\n\tGoto InsertBullets2\n\tTNT1 AAAAAAAAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_Refire\n Goto Ready\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_Refire\n Goto Ready\n\n Unload:\n\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"BDCMGAmmo\",1,3)\n\tGoto NoAmmo\n TNT1 AAA 0\n\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_PlaySound(\"CMGUNL\")\n\tTNT1 A 0 A_Giveinventory(\"HasUnloaded\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1,\"UnloadSil\")\n CMGR TTSRQQQOONMLKIHGGGGGGGGFEDCBA 1\n\tGoto RemoveBullets\n UnloadSil:\n 2MGR TTSRQQQOONMLKIHGGGGGGGGFEDCBA 1\n RemoveBullets:\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_JumpIfInventory(\"BDCMGAmmo\",1,3)\n\tGoto Ready\n TNT1 AAAAAA 0\n\tTNT1 A 0 A_Takeinventory(\"BDCMGAmmo\",1)\n\tTNT1 A 0 A_Giveinventory(\"Clip1\",1)\n\tGoto RemoveBullets\n\n\tTNT1 AAAAAAAAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\tTNT1 A 0 A_Refire\n Goto Ready\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\tTNT1 A 0 A_Refire\n Goto Ready\n\n ReloadB:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1,\"ReloadBSil\")\n\t\tCMGR TTSRQQQPOO 1\n\t\tTNT1 A 0 A_Playsound(\"CMGREL\")\n\t\tCMGR ONMLKIGG 1\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n\t\tCMGR GGGHIKLMMNOOPPPPQRST 1\n\t\tGoto InsertBullets2\n\n ReloadBSil:\n\t\t2MGR TTSRQQQPOO 1\n\t\tTNT1 A 0 A_Playsound(\"CMGREL\")\n\t\t2MGR ONMLKIGG 1\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n\t\t2MGR GGGHIKLMMNOOPPPPQRST 1\n\t\tGoto InsertBullets2\n\n//====================================================================\n// Attacheable Silencer Functions\n//====================================================================\n\n\tSpecialMode:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerUpgrade\", 1, \"AttachSilencer\")\n\t\tGoto NoSilencer\n\n\tAttachSilencer:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\", 1, \"RemoveSilencer\")\n\t\tTNT1 A 0 A_GiveInventory(\"CMGSilencer\", 1)\n\t\tCMGS DCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"CMGATCH\")\n\t\tTNT1 A 5\n\t\t2MGS ABCD 1\n\t\tTNT1 A 0 A_print(\"Silencer Attached\",2)\n\t\tGoto ReadySil\n\n\tRemoveSilencer:\n\t\tTNT1 A 0 A_TakeInventory(\"CMGSilencer\", 1)\n\t\tTNT1 A 0 A_print(\"Silencer Detached\",2)\n\t\t2MGS DCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"CMGATCH\")\n\t\tTNT1 A 5\n\t\tCMGS ABCD 1\n\t\tTNT1 A 0 A_takeinventory(\"CMGSilencer\",1)\n\t\tgoto Ready\n\n\tNoSilencer:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"You need a Tactical Silencer\", 2)\n\t\tGoto Ready\n\n//====================================================================\n// Sprinting Functions\n//====================================================================\n\n\tCheckSprint:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1, \"CheckSprint_Sil\")\n\t\tCMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tCheckSprint2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1, \"CheckSprint2_Sil\")\n\t\tCMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1, \"StartSprint_Sil\")\n\t\tCMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1, \"Sprinting_Sil\")\n\t\tCMGR T 0 offset(-9,32)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 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\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tTNT1 A 0 offset(-9,32)\n\t\tCMGR T 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tCMGR T 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tCMGR T 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tCMGR T 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tCMGR T 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tCMGR T 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tCMGR T 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n \tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n \tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tTNT1 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tCMGR T 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tCMGR T 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tCMGR T 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tCMGR T 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tCMGR T 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tCMGR T 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tCMGR T 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\t\tStopSprintTired:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1, \"StopSprintTired_Sil\")\n\t\tCMGG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCMGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCMGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCMGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCMGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCMGG A 5 A_WeaponReady\n\t\tGoto Ready\n\n\t\tStopSprint:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CMGSilencer\",1, \"StopSprint_Sil\")\n\t\tCMGG A 1\n\t\tTNT1 A 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//====================================================================\n// Silencer Mode Sprinting\n//====================================================================\n\n\tCheckSprint_Sil:\n\t\t2MGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"ReadySil\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint_Sil\")\n\t\tGoto ReadySil\n\n\tCheckSprint2_Sil:\n\t\t2MGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"ReadySil\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint_Sil\")\n\t\tGoto ReadySil\n\n\tStartSprint_Sil:\n\t\t2MGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired_Sil\")\n\n\tSprinting_Sil:\n\t\t2MGR T 0 offset(-9,32)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"ReadySil\")\n\t\tTNT1 A 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\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tTNT1 A 0 offset(-9,32)\n\t\t2MGR T 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\t2MGR T 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\t2MGR T 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\t2MGR T 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\t2MGR T 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\t2MGR T 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\t2MGR T 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tTNT1 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\t2MGR T 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\t2MGR T 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\t2MGR T 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\t2MGR T 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\t2MGR T 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\t2MGR T 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\t2MGR T 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting_Sil\")\n\t\tGoto StopSprint_Sil\n\n\t\tStopSprintTired_Sil:\n\t\t2MGG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\t2MGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\t2MGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\t2MGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\t2MGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\t2MGG A 5 A_WeaponReady\n\t\tGoto ReadySil\n\n\t\tStopSprint_Sil:\n\t\t2MGG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired_Sil\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto ReadySil\n\n\t}\n}\n\nActor CMGSilencer : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nACTOR BDCMGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 36\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 36\n Inventory.Icon \"CMGIA0\"\n}"
},
{
"source": "pk3",
"name": "DualMP40.txt",
"contents": "ACTOR DualMP40 : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Mauser9mm\"\n\tWeapon.AmmoType2 \"DualMP40Ammo\"\n\tObituary \"%o was shot down by %k's SMG.\"\n AttackSound \"None\"\n\tWeapon.SelectionOrder 1700\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got dual MP40's!\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOALERT\n\tScale 0.9\n\tTag \"Dual MP40's\"\n\tStates\n\t{\n\tReady3:\n\tReady:\n MP42 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP42 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tMP42 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP42 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n MP42 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP42 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP42 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tMP42 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP42 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMP42 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP42 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tDualWield:\n\t\tMP42 F 1\n\t\tMP42 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tMP42 A 0 A_SelectWEapon(\"MP40\")\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tMP42 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP42 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP42 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tMP42 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP42 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSprinting:\n\t\tMP42 A 0 offset(-9,32)\n\t\tMP42 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP42 A 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\tMP42 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tMP42 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tMP42 A 0 offset(-9,32)\n\t\tMP42 A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tMP42 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP42 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP42 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP42 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP42 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tMP42 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tMP42 A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tMP42 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP42 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tMP42 A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tMP42 A 0 A_PlaySound(\"Tired\", 2)\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tMP42 A 1\n\t\tMP42 A 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 MP42 F 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tMP42 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tMP42 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tMP42 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t MP42 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n MP42 A 0 A_PlaySound(\"CLIPIN\")\n MP42 F 1\n\t\tMP42 A 0 A_Takeinventory(\"StartDualWield\",1)\n MP42 A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n MP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",1,1)\n Goto NoAmmo\n\t\tMP42 A 0 A_JumpIfInventory(\"MP40Ammo\",1,1)\n Goto FireLeft\n MP42 A 1\n\t\tMP42 A 0 A_PlaySound(\"FARSHT\", 6)\n MP42 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP42 A 0 A_ZoomFactor(0.99)\n\t\tMP42 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,5,28)\n\t\tMP42 B 2 BRIGHT A_FireBullets (4, 3, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP42 A 0 A_ZoomFactor(1.0)\n MP42 C 2 A_FireCustomMissile(\"DecorativeTracer\", random(-6,3), 0, 5, 0)\n\t\tMP42 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP42 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP42 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,6,-2)\n\n\tFireLeft:\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",1,1)\n Goto NoAmmo\n\t\tMP42 A 0 A_PlaySound(\"FARSHT\", 6)\n MP42 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP42 A 0 A_ZoomFactor(0.99)\n\t\tMP42 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,-5,28)\n\t\tMP42 D 2 BRIGHT A_FireBullets (4, 3, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP42 A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,6), 0, -5, 0)\n\t\tMP42 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n MP42 E 2\n\t\tMP42 A 1\n\t\tMP42 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-8,-2)\n\t\tMP42 A 0 A_ReFire(\"Fire\")\n\t\tMP42 A 1 A_WeaponReady(1)\n\t\tMP42 A 7 A_WeaponReady(1)\n\t\tGoto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tMP42 A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Mauser9mm\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tMP42 A 1\n\t\tMP42 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",64,\"Ready\")\n\n MP42 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Zoomed\",1)\n MP42 A 0 A_ZoomFactor(1.0)\n\t\tMP42 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP42 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tMP42 F 1\n\t\tTNT1 A 5\n\t\tMP42 A 0 A_PlaySound(\"reload\")\n MP4R ABCDEF 1\n\t\tMP42 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tMP42 A 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n MP4R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\t\tTNT1 A 5\n\n\t\tMP42 A 0 A_PlaySound(\"reload\")\n MP42 A 0 A_PlaySound(\"reload\")\n MP2R ABCDEF 1\n\t\tMP42 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tMP42 A 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n MP2R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\n\t\tMP42 F 1\n\n\tTurboReload:\n\t\tMP42 A 0 A_Takeinventory(\"HasUnloaded\",1)\n SM2S BA 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",64,15)\n\t\tMP42 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tMP42 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tMP42 A 0 A_Giveinventory(\"DualMP40Ammo\",1)\n\t\tMP42 A 0 A_Takeinventory(\"Mauser9mm\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP42 A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP42 A 0 A_Refire\n Goto Ready\n\n \t Unload:\n\t\tMP42 A 1\n\t\tMP42 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP42 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",1,3)\n\t\tGoto NoAmmo\n TNT1 AAA 0\n\n\t\tMP42 A 0 A_Takeinventory(\"Zoomed\",1)\n MP42 A 0 A_ZoomFactor(1.0)\n\t\tMP42 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP42 A 0 A_PlaySound(\"reload\")\n\t\tMP42 A 0 A_Giveinventory(\"HasUnloaded\",1)\n MP4R ABCCDDDEFG 1\n\t\tMP2R ABCCDDDEFG 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP42 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP42 A 0 A_Giveinventory(\"Mauser9mm\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP42 A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP42 A 0 A_Refire\n Goto Ready\n\n\tSpawn:\n\t\tSMGZ A -1\n\t\tStop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DualPistol.txt",
"contents": "ACTOR DualPistols : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDDualPistolAmmo\"\n\tObituary \"%o was shot down by %k's pistol.\"\n AttackSound \"None\"\n\tweapon.selectionorder 1900\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got dual pistols!\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.WIMPY_WEAPON\n +FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Dual Pistols\"\n\tStates\n\t{\n\tReady3:\n\tReady:\n PI2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PI2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tPI2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tPI2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n PI2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPI2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tPI2G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tPI2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPI2G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tDualWield:\n\t\tPI2G A 1\n\t\tPI2G A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPI2G A 0 A_SelectWEapon(\"BrutalPistol\")\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tPI2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPI2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPI2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tPI2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPI2G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPI2P A 0 offset(-9,32)\n\t\tPI2G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPI2G A 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\tPI2G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tPI2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tPI2G A 0 offset(-9,32)\n\t\tPI2P A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tPI2G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPI2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PI2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n PI2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPI2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tPI2G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPI2P A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tPI2G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPI2G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tPI2G A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPI2G A 0 A_PlaySound(\"Tired\", 2)\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tPI2P A 1 offset(9,32)\n\t\tPI2G A 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 PIS2 BA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tPI2G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tPI2G A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tPI2G A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t PI2G A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n PI2G A 0 A_PlaySound(\"CLIPIN\")\n PIS2 AB 1\n\t\tPI2G A 0 A_Takeinventory(\"StartDualWield\",1)\n PI2G A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"Fire2\")\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\", 1, 1)\n\t\tGoto FireLeft\n PI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n Goto NoAmmo\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n PI2G A 0 A_PlaySound(\"pfire\", 1)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,-4,28)\n\t\tPI2F A 1 BRIGHT A_FireBullets (2, 1.5, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", -1, 0, -4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,10,-4)\n\t\tPI2F HBC 2\n\n\tFireLeft:\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n Goto NoAmmo\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n PI2G A 0 A_PlaySound(\"pfire\", 2)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,4,28)\n\t\tPI2F D 1 BRIGHT A_FireBullets (2, 1.5, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", 1, 0, 4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n PI2F GEF 2\n\t\tPI2G A 0 A_TakeInventory(\"PistolFireAnimation1\")\n\t\tPI2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-10,-4)\n\t\tTNT1 A 0 A_Refire(\"Fire\")\n\t\tPI2G A 2 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tFire2:\n\t\tTNT1 A 0\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\", 1, 1)\n\t\tGoto Fire2Left\n PI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n Goto NoAmmo\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tPI2G A 0 A_PlaySound(\"pfire\", 1)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,-4,28)\n\t\tPI2F A 1 BRIGHT A_FireBullets (2, 1.5, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", -1, 0, -4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2F B 1 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,10,-4)\n\n\tFire2Left:\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n Goto NoAmmo\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tPI2G A 0 A_PlaySound(\"pfire\", 2)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,4,28)\n\t\tPI2F D 1 BRIGHT A_FireBullets (2, 1.5, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", 1, 0, 4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2F E 1 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-10,-4)\n\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\", 1, 1)\n\t\tGoto Fire2Left2\n PI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n Goto NoAmmo\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tPI2G A 0 A_PlaySound(\"pfire\", 1)\n PI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,-4,28)\n\t\tPI2F A 1 BRIGHT A_FireBullets (4, 2.25, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", -1, 0, -4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2F B 1 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,10,-4)\n\n\tFire2Left2:\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n Goto NoAmmo\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tPI2G A 0 A_PlaySound(\"pfire\", 2)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,4,28)\n\t\tPI2F D 1 BRIGHT A_FireBullets (4, 2.25, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", 1, 0, 4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2F E 1 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-10,-4)\n\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\", 1, 1)\n\t\tGoto Fire2Left3\n PI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n Goto NoAmmo\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n PI2G A 0 A_PlaySound(\"pfire\", 1)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,-4,28)\n\t\tPI2F A 1 BRIGHT A_FireBullets (6, 3, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", -1, 0, -4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2F B 1 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,10,-4)\n\n\tFire2Left3:\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n Goto NoAmmo\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tPI2G A 0 A_PlaySound(\"pfire\", 2)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,4,28)\n\t\tPI2F D 1 BRIGHT A_FireBullets (6, 3, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", 1, 0, 4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2F E 1 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-10,-4)\n\n\t\tPI2F I 1\n\t\tPI2F J 1 A_WeaponReady(WRF_NOBOB)\n\t\tPI2F K 1 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0 A_PlaySound(\"CLIPINSS\",1)\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"StopAlt\")\n\t\tTNT1 A 0 A_GiveInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Burst fire\")\n\t\tGoto Ready3\n\n\tStopAlt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Single shot\")\n\t\tGoto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tPI2G A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tPI2G A 1 A_WeaponReady\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPI2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",32,\"Ready\")\n\n PI2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Zoomed\",1)\n PI2G A 0 A_ZoomFactor(1.0)\n\t\tPI2G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPI2G A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\n\t\tPI2G A 0 A_PlaySound(\"reload\")\n\t\tPI2S DCBA 1\n\t\tTNT1 A 2\n\t\tPI2G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n PISR BCDEFFFFF 1\n\t\tPI2G A 0 A_PlaySound(\"prel\")\n PISR GHIIJKLMNNNOPQR 1\n\t\tTNT1 A 2\n\n\t\tPI2G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n\t\tPI2R BCDEFFFFF 1\n\t\tPI2G A 0 A_PlaySound(\"prel\")\n PI2R GHIIJKLMNNNOPQR 1\n\t\tTNT1 A 2\n\t\tPI2S ABCD 1\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,\"InsertBullets2\")//15+1 effect\n\n\tTurboReload:\n\t\tPI2G A 0 A_Takeinventory(\"HasUnloaded\",1)\n PIS2 BA 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",30,15)\n\t\tPI2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPI2G A 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2G A 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",32,15)\n\t\tPI2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPI2G A 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2G A 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPI2G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n Goto Ready\n\n\tUnload:\n\t\tPI2G A 1 A_WeaponReady\n\t\tPI2G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tPI2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Zoomed\",1)\n PI2G A 0 A_ZoomFactor(1.0)\n\t\tPI2G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n PISR RQPONNNMLKJIIHG 1\n\t\tPI2G A 0 A_PlaySound(\"prel\")\n\t\tPISR FFFEDCBA 1\n\n\t\tPI2R RQPONNNMLKJIIHG 1\n\t\tPI2G A 0 A_PlaySound(\"prel\")\n\t\tPI2R FFFEDCBA 1\n\t\tPI2G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"RemoveBullets\")\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2G A 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n Goto Ready\n\n \tSpawn:\n\t\tRIFL A -1\n\t\tStop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DualSMG.txt",
"contents": "ACTOR DualSMG : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDDualSMGAmmo\"\n\tObituary \"%o was shot down by %k's SMG.\"\n AttackSound \"None\"\n\tWeapon.SelectionOrder 1800\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got dual SMG's!\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n +FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.NOALERT\n\tScale 0.9\n\tTag \"Dual SMG's\"\n\tStates\n\t{\n\tReady3:\n\tReady:\n SM2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SM2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSM2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSM2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n SM2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSM2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSM2G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSM2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSM2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSM2G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tDualWield:\n\t\tSM2G A 1\n\t\tSM2G A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tSM2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tSM2G A 0 A_SelectWEapon(\"BrutalSMG\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tRIFG A 1\n\t\tSM2G A 0 A_Print(\"You can't dual wield smgs when playing in Tactical Mode. Real operators never try to look cool in a firefight.\")\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tSM2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSM2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSM2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSM2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSM2G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSprinting:\n\t\tSM2G A 0 offset(-9,32)\n\t\tSM2G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSM2G A 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\tSM2G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSM2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSM2G A 0 offset(-9,32)\n\t\tSM2G A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSM2G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSM2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SM2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n SM2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSM2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSM2G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSM2G A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSM2G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSM2G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSM2G A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSM2G A 0 A_PlaySound(\"Tired\", 2)\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSM2G A 1\n\t\tSM2G A 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 SM2S CBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tSM2G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tSM2G A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSM2G A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t SM2G A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n SM2G A 0 A_PlaySound(\"CLIPIN\")\n SM2S ABC 1\n\t\tSM2G A 0 A_Takeinventory(\"StartDualWield\",1)\n SM2G A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n SM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",1,1)\n Goto NoAmmo\n\t\tSM2G A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,1)\n\t\tGoto FireLeft\n TNT1 AAAA 0\n\t\t//SM2G A 0 A_PlaySound(\"FARSHT\", 6)\n SM2G A 0 A_PlaySound(\"SMGFIRE\")\n\t\tSM2G A 0 A_ZoomFactor(0.99)\n\t\tSM2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,5,28)\n\t\tSM2F A 1 BRIGHT A_FireBullets (6, 4.5, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSM2G A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-6,3), 0, 5, 0)\n\t\tSM2G A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSM2G A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,6,-2)\n\t\tSM2G A 0 A_SetPitch(-0.2 + pitch)\n\t\tSM2F EF 1\n\n\tFireLeft:\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",1,1)\n Goto NoAmmo\n\t\t//SM2G A 0 A_PlaySound(\"FARSHT\", 6)\n SM2G A 0 A_PlaySound(\"SMGFIRE\")\n\t\tSM2G A 0 A_ZoomFactor(0.99)\n\t\tSM2G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,-5,28)\n\t\tSM2F B 1 BRIGHT A_FireBullets (6, 4.5, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSM2G A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,6), 0, -5, 0)\n\t\tSM2G A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-8,-2)\n\t\tSM2G A 0 A_SetPitch(-0.2 + pitch)\n\t\tSM2F CD 1\n\t\tSM2G A 0 A_ReFire(\"Fire\")\n\t\tSM2G A 1 A_WeaponReady(1)\n\t\tSM2G A 7 A_WeaponReady(1)\n\t\tGoto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSM2G A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tSM2G A 1\n\t\tSM2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",82,\"Ready\")\n\n SM2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Zoomed\",1)\n SM2G A 0 A_ZoomFactor(1.0)\n\t\tSM2G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSM2G A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tSM2S CBA 1\n\t\tTNT1 A 5\n\t\tSM2G A 0 A_PlaySound(\"reload\")\n SMGR TSRABCDEEEFGHIJKKKKKKKKKK 1\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n SMGR LMNOPQEEEDCBARST 1\n\t\tTNT1 A 5\n\n\t\tSM2G A 0 A_PlaySound(\"reload\")\n SM2R TSRABCDEEEFGHIJKKKKKKKKKK 1\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n SM2R LMNOPQEEEDCBARST 1\n\t\tTNT1 A 5\n\n\t\tSM2S ABC 1\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",1,\"InsertBullets2\")//80+1 effect\n\n\tTurboReload:\n\t\tSM2G A 0 A_Takeinventory(\"HasUnloaded\",1)\n SM2S BA 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",80,15)\n\t\tSM2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSM2G A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSM2G A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",82,15)\n\t\tSM2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSM2G A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSM2G A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSM2G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n Goto Ready\n \t Unload:\n\t\tSM2G A 1\n\t\tSM2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSM2G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSM2G A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,3)\n\t\tGoto NoAmmo\n TNT1 AAA 0\n\n\t\tSM2G A 0 A_Takeinventory(\"Zoomed\",1)\n SM2G A 0 A_ZoomFactor(1.0)\n\t\tSM2G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSM2G A 0 A_PlaySound(\"reload\")\n\t\tSM2G A 0 A_Giveinventory(\"HasUnloaded\",1)\n SMGR ABCDEEEFGHIJKKKKKKKKKK 1\n\t\tSM2R ABCDEEEFGHIJKKKKKKKKKK 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSM2G A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n Goto Ready\n\n\tSpawn:\n\t\tSMGZ A -1\n\t\tStop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Mp40.txt",
"contents": "ACTOR MP40 : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType2 \"MP40Ammo\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Mauser9mm\"\n\tObituary \"%o was shot down by %k's MP40.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTMP40\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOALERT\n\tWeapon.SelectionOrder 1700\n Scale 1.0\n\tStates\n\t{\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tMP40 A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Mauser9mm\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tSelectAnimation:\n MP40 A 0\n MP40 A 0 A_PlaySound(\"CLIPIN\")\n MP4S AB 1\n\t\tMP40 A 0 A_GunFLash\n TNT1 AAAAAAAA 0\n\tReady:\n\tReady3:\n\t\tMP40 A 0\n\t\tMP40 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMP40 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tMP40 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP40 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tMP40 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tM40S A 0 offset(-9,32)\n\t\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP40 A 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\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tMP40 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tMP40 A 0 offset(-9,32)\n\t\tM40S A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tMP40 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tMP40 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tM40S A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tMP40 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tMP40 A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tMP40 A 0 A_PlaySound(\"Tired\", 2)\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tM40S A 1\n\t\tMP40 A 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\tReady2:\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMP40 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tMP41 A 1 A_WeaponReady\n\t\tLoop\n\n\tDeselect:\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n MP4S BA 1\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tMP40 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t MP40 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tMP40 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n Fire:\n\t MP40 A 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,1)\n Goto NoAmmo\n\t\tMP40 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n MP40 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP40 A 0 A_PlaySound(\"FARSHT\", 6)\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP40 B 1 BRIGHT A_AlertMonsters\n\t\tMP40 B 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tMP40 C 1 A_FireBullets (2, 2, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP40 A 0 A_ZoomFactor(0.99)\n\t\tMP40 D 1 A_FireCustomMissile(\"PistolCaseSpawn\",-5,0,8,-4)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 E 2\n MP40 A 0 A_Refire\n\t\tGoto Ready+6\n\n\tFire2:\n MP40 A 0\n MP40 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP40 A 0 A_PlaySound(\"FARSHT\", 6)\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP41 F 1 BRIGHT A_AlertMonsters\n\t\tMP40 B 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tMP40 A 0 A_FireBullets (1, 1, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP41 C 1 A_ZoomFactor(1.28)\n MP41 G 1 A_FireCustomMissile(\"PistolCaseSpawn\",-5,0,8,-4)\n\t\tMP40 A 0\n MP41 H 2 A_ZoomFactor(1.3)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n MP40 A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n MP40 A 0\n\t\tMP40 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tMP40 A 0 A_Giveinventory(\"Zoomed\",1)\n MP40 A 0 A_ZoomFactor(1.3)\n\t\tMP40 A 0 A_Giveinventory(\"ADSmode\",1)\n MP4D CB 1\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t MP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\tNoAim:\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP4D AB 1\n Goto Ready+6\n\n\tReload:\n\t\tMP40 A 0\n\t\tMP40 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tMP40 A 1 A_WeaponReady\n\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,64)\n MP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_PlaySound(\"Reload\")\n\t\tMP40 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0\n\n\t\tMP4R ABCDEF 1\n\t\tMP40 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tMP40 A 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n MP4R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP40 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\t//MP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,\"InsertBullets2\")//30+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,15)\n\t\tMP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Giveinventory(\"DualMP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Mauser9mm\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\n\tTurboReload:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,15)\n\t\tMP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Mauser9mm\",1)\n\t\tGoto TurboReload\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0 A_ReFire\n Goto Ready\n\n\tUnload:\n\t\tMP40 A 1 A_WeaponReady\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_PlaySound(\"Reload\")\n\t\tMP4R ABCDEEFFFGGGG 1\n\t\tMP40 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\t//MP40 A 0 A_Takeinventory(\"DoubleMP40Ammo\",1)\n\t\tMP40 A 0 A_Giveinventory(\"Mauser9mm\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tMP4U ABC 2\n\t\tMP40 A 0 A_PlaySound(\"DryFire\")\n\t\tMP40 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n\tDualWield:\n\t\tMP40 A 1\n\t\tMP40 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tMP40 A 0 A_JumpIfInventory(\"DualMP40\", 1, \"GetDual\")\n\t\tMP40 A 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tMP40 A 0 A_SetCrosshair(0)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tMP40 A 0 A_TakeInventory(\"Kicking\",1)\n MP40 A 0 A_TakeInventory(\"Taunting\",1)\n MP40 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tMP40 A 0 A_TakeInventory(\"Unloading\",1)\n\t\tMP40 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tMP40 A 0 A_TakeInventory(\"Salute2\", 1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_SelectWEapon(\"DualMP40\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tMP40 A 1\n\t\tMP40 A 0 A_Print(\"You can't dual wield MP40's when playing in Tactical Mode.\",1)\n\t\tGoto Ready\n\n \tSpawn:\n\t\tMP40 I -1\n\t\tStop\n\t}\n}\n\nACTOR HitlersBuzzsaw : BrutalWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 600\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 100\n\tWeapon.AmmoType \"BuzzsawAmmo\"\n\tInventory.PickupMessage \"$GOTMG42\"\n\tObituary \"%o was cut in half by %k's MG42\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tScale 0.8\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tHBUS A 1 A_WeaponReady\n\n\t\tMP40 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tHBUS A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHBUS A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tHBUS A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tHBUS A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHBUS A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tHBUS A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tHBUS A 0 A_ZoomFactor(1.0)\n\t\tHBUS A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tHBUS A 0 offset(-9,32)\n\t\tHBUS A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tHBUS A 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\tHBUS A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tHBUS A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 12)\n\t\tHBUS A 0 offset(-9,32)\n\t\tHBUS A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tHBUS A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tHBUS A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HBUS A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHBUS A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 12)\n\t\tHBUS A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tHBUS A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tHBUS A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tHBUS A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tHBUS A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tHBUS A 0 A_PlaySound(\"Tired\", 2)\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tHBUS A 1\n\t\tHBUS A 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\tHBUS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tHBUS A 1 A_Raise\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tGOto SelectAnimation\n\n\tSelectAnimation:\n\t\tMP40 A 0\n\t\tMP40 A 0 A_GunFlash\n\t\tHUBS A 0 A_PlaySound(\"CHGNPKUP\")\n\t\tHBUS AAAAA 1 A_Raise\n\t\tGoto Ready\n\tFire:\n\t\tMP40 A 0 BRIGHT A_FireBullets (4, 4, -1, 24, \"ExtremeBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tMP40 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n MP40 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 2, -12, 0, random(-1,1))\n\t\tMP40 A 0 A_PlaySound(\"MP40\", 1)\n\t\tMP40 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tMP40 A 0 A_FireCustomMissile(\"50CaseSpawn2\",5,0,6,-6)\n\t\tMP40 A 0 A_SetPitch(-0.6 + pitch)\n\t\tHBUS B 1 BRIGHT\n\t\tPKCG A 0 A_SetPitch(0.6 + pitch)\n\t\tMP40 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tHBUS A 1 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\n\t\tMP40 A 0 BRIGHT A_FireBullets (4, 4, -1, 24, \"ExtremeBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n MP40 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 2, -12, 0, random(-1,1))\n\t\tMP40 A 0 A_PlaySound(\"MP40\", 1)\n\t\tMP40 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tMP40 A 0 A_FireCustomMissile(\"50CaseSpawn2\",5,0,6,-6)\n\t\tMP40 A 0 A_SetPitch(-0.6 + pitch)\n\t\tHBUS C 1 BRIGHT\n\t\tPKCG A 0 A_SetPitch(0.6 + pitch)\n\t\tMP40 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tHBUS A 1 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tHBUS D -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Pistol.txt",
"contents": "ACTOR BrutalPistol : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDPistolAmmo\"\n\tweapon.selectionorder 1900\n\tObituary \"%o was shot down by %k's pistol.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTPISTOL\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.WIMPY_WEAPON\n +FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Pistol\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\t\tPIST F 0\n\t\tPIST F 1 A_WeaponReady(WRF_ALLOWRELOAD)\n PIST F 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PIST F 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tPIST F 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tPIST F 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n PIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tPIST F 0 A_Takeinventory(\"PistolFireAnimation1\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPIST F 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tPIST F 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPIST F 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tPIST F 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPIST F 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPISP A 0 offset(-9,32)\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPIST F 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\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tPIST F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tPIST F 0 offset(-9,32)\n\t\tPISP F 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tPIST F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PIST F 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n PIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tPIST F 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPISP F 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tPIST F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tPIST F 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPIST F 0 A_PlaySound(\"Tired\", 2)\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tPISP A 1\n\t\tPIST F 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 PISS BA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tPIST F 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPIST F 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tPIST F 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"SawSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tPIST F 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t PIST F 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n PIST F 0 A_PlaySound(\"CLIPIN\")\n PISS AB 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n PIST F 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n PIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tPIST F 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"Fire2\")\n\t\t//RIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST F 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tPIST A 1 BRIGHT A_FireBullets (1, 1, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n PIST B 2\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST C 2\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"FireEndTactical\")\n\t\tPIST D 2\n\t\tPIST F 0 A_REfire\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGoto Ready\n\n\tFire2:\n TNT1 A 0\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST F 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tPIST A 1 BRIGHT A_FireBullets (1, 1, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n PIST B 1\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST F 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tPIST A 1 BRIGHT A_FireBullets (2, 1.5, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n PIST B 0\n PIST B 1\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST F 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tPIST A 1 BRIGHT A_FireBullets (3, 2, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n PIST B 0\n PIST B 1\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST C 2\n\t\tPIST DE 2\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 2 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGoto Ready\n\n\tFireEndTactical:\n\t\tPIST F 0\n\t\tPIST F 0 A_JumpIfInventory(\"IsRunning\", 1, \"FireEndTactical2\")\n\t\tPIST E 1 A_WeaponReady(1)\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPIST F 7 A_WeaponReady(1)\n\t\tGoto Ready\n\n\tFireEndTactical2:\n\t\tPIST F 0\n\t\tPLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tPIST F 0 A_GiveInventory(\"UsedStamina\", 4)\n\t\tPIST E 1 A_WeaponReady(1)\n\t\tPIST F 5 A_WeaponReady(1)\n\t\tGoto Sprinting\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tPIST F 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tPIST F 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",16,\"Ready\")\n\n PIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tPIST F 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n\t\tPIST F 0 A_PlaySound(\"reload\")\n\t\tTNT1 AA 0\n PISR ABCDEFFFFF 1\n\t\tPIST F 0 A_PlaySound(\"prel\")\n PISR GHIIJKLMNNNOPQR 1\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"InsertBullets2\")//15+1 effect\n\n\tTurboReload:\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n PISS BA 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",15,15)\n\t\tPIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",16,15)\n\t\tPIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n \tSpawn:\n\t\tPIST A 0\n\t\tPIST G -1\n\t\tStop\n\n\tAltFire:\n\t\tTNT1 A 0 A_PlaySound(\"CLIPINSS\",1)\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"StopAlt\")\n\t\tTNT1 A 0 A_GiveInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Burst fire\")\n\t\tGoto Ready3\n\n\tStopAlt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Single shot\")\n\t\tGoto Ready3\n\n\tAltFire2:\n\t\tPIST F 0\n\t\tPIST F 0 A_JumpIfInventory(\"PistolFireAnimation1\", 1, 5)\n\t\tPISA ABC 1\n TNT1 A 4\n\t\tPIST F 0\n\t\tPIST F 0 A_PlaySound(\"skeleton/swing\")\n\t\tPIST F 0 A_Giveinventory(\"Punching\",1)\n\t\tPIST F 0 A_Giveinventory(\"PistolFireAnimation1\",1)\n\t\tPISA DE 1\n\t\tPONG A 0 A_FireCustomMissile(\"MeleeStrikeNormal\", 0, 0, 0, 2)\n\t\tPISA FFFG 1\n\t\tPISA H 1 A_Weaponready(1)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tPISA IJ 1 A_Weaponready(1)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tPISA CBA 1 A_Weaponready(1)\n\t\tPIST F 0 A_Takeinventory(\"PistolFireAnimation1\",1)\n\t\tGoto Ready\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n PIST F 0 A_PlaySound(\"KICK\")\n\t\tPIST F 0 A_Giveinventory(\"Punching\",1)\n\t\tPIST F 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tPUN2 A 0 A_Custompunch(35,0,1,\"MeleePuff\", 100)\n\t\tKIK1 DD 1\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tUnload:\n\t\tPIST F 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"Unloading\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n PISR RQPONNNMLKJIIHG 1\n\t\tPIST F 0 A_PlaySound(\"prel\")\n\t\tPISR FFFEDCBA 1\n\t\tPIST F 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"RemoveBullets\")\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n\n\tDualWield:\n\t\tPIST F 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tPIST F 0 A_JumpIfInventory(\"DualPistols\", 1, \"GetDual\")\n\t\tPIST F 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tPIST F 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tPIST F 0 A_TakeInventory(\"Kicking\",1)\n PIST F 0 A_TakeInventory(\"Taunting\",1)\n PIST F 0 A_TakeInventory(\"Reloading\",1)\n\t\tPIST F 0 A_TakeInventory(\"Unloading\",1)\n\t\tPIST F 0 A_TakeInventory(\"Salute1\", 1)\n\t\tPIST F 0 A_TakeInventory(\"Salute2\", 1)\n PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_SelectWEapon(\"DualPistols\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tPIST F 1\n\t\tPIST F 0 A_Print(\"You can't dual wield pistols when playing in Tactical Mode.\",1)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "QuadShotgun.txt",
"contents": "// =============================================================================\n//\n// Brutal DOOM - Mutators\n//\n// 4 is better than 2, then Quad-Shotgun is\n// better than Super Shotgun\n//\n// -----------------------------\n//\n// Sprites from Insanity Brutality\n// Decorate Scrip by XV117\n//\n// =============================================================================\n\nACTOR Quad_Shotgun : BrutalWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"QuadShotgunAmmo\"\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n \tInventory.Pickupmessage \"You picked up the Quad-Barrel Shotgun! (Slot 3)\"\n \tObituary \"%o got obliterated by %k's Quad-Shotgun\"\n\ttag \"Quad Shotgun\"\n \tInventory.PickupSound \"CLIPINSS\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\t+WEAPON.BFG\n\tScale 1.0\n\tStates\n\t{\n\tReady3:\n\tReady:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\", 1, \"ChangeFireMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tQSGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tDeselect:\n\t\tQSGS DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SlugMode\",1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\tSelectAnimation:\n TNT1 AAAA 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tQSGR U 1 Offset(20,46)\n\t\tQSGR V 1 Offset(1,33)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\",7)\n QSGR WX 1\n\t\tQSGR YZ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\",6)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n QHO9 DE 1\n\t\tQHO9 FG 1\n\t\tGoto Ready\n\n NoAmmo:\n SHTZ A 0\n\t\tSHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tSHTZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tQSGG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tSHTZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n// Recoil Detection\n\n\tQuadRecoil:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)\n QST2 A 0 A_SetPitch(pitch-40)\n\t\tTNT1 AA 0\n\t\tQST2 A 0 A_SetPitch(pitch-24)\n QST2 B 1\n\t\tQST2 A 0 A_ZoomFactor(1.00)\n\t\tQST2 CCCCCC 1 A_SetPitch(pitch+4)\n\t\tQSGG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 11)//Tactical Mode is slower\n\t\tQSGG AAAAAAAAAA 1 A_SetPitch(pitch+1.5)\n\t\tQSGG A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tGoto Reload\n\n\tTripleRecoil:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)\n QST2 A 0 A_SetPitch(pitch-30)\n\t\tTNT1 AA 0\n\t\tQST2 A 0 A_SetPitch(pitch-18)\n QST2 B 1\n\t\tQST2 A 0 A_ZoomFactor(1.00)\n\t\tQST2 CCCCCC 1 A_SetPitch(pitch+3)\n\t\tQSGG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 11)//Tactical Mode is slower\n\t\tQSGG AAAAAAAAAA 1 A_SetPitch(pitch+1)\n\t\tQSGG A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tGoto Ready\n\n\tDoubleRecoil:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)\n QST2 A 0 A_SetPitch(pitch-20)\n\t\tTNT1 AA 0\n\t\tQST2 A 0 A_SetPitch(pitch-12)\n QST2 B 1\n\t\tQST2 A 0 A_ZoomFactor(1.00)\n\t\tQST2 CCCCCC 1 A_SetPitch(pitch+2)\n\t\tQSGG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 11)//Tactical Mode is slower\n\t\tQSGG AAAAAAAAAA 1 A_SetPitch(pitch+0.5)\n\t\tQSGG A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tGoto Ready\n\n\tRecoilOne:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)\n\t\tTNT1 A 0 A_Setpitch(pitch-10)\n\t\tQSGG A 2\n\t\tTNT1 A 0 A_Setpitch(-6.0 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tQSGG A 1 A_SetPitch(+1.0 + pitch)\n\t\tQSGG AA 1 A_SetPitch(+1.0 + pitch)\n\t\tQSGG A 1 A_SetPitch(+3.0 + pitch)\n\t\tQSGG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 7)\n\t\tQSGG AAAAAA 1 A_SetPitch(pitch+0.6)\n\t\tQSGG A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tGoto Ready\n\n// End of Recoil Detection\n\n\t Fire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfinventory(\"QSGFireIndicator\", 1, \"Fire3\")\n\t\tGoto Fire4\n\tFire4:\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 4, 4)\n\t\tTNT1 A 0 A_JumpIfinventory(\"QuadShotgunAmmo\", 3, \"Fire3\")\n\t\tTNT1 A 0 A_JumpIfinventory(\"QuadShotgunAmmo\", 2, \"Fire2\")\n\t\tTNT1 A 0 A_JumpIfinventory(\"QuadShotgunAmmo\", 1, \"Fire1\")\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire4\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 4)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(10)\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tSHO9 A 0 A_firebullets (0,0,2,40,\"shotpuff\",FBF_NORANDOM,300)\n SHO9 A 0 A_playsound(\"DSQSGFIR\", 1)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tSHTZ A 0 A_FireBullets (10, 2, 18, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_FireBullets (6, 6, 18, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (11, 6, 20, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQS1F A 1 BRIGHT\n\t\tQS1F B 1 BRIGHT\n\t\tGoto QuadRecoil\n\n\tSlugFire4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 4)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(10)\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHO9 A 0 A_playsound(\"SlugQSG4\", 1)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets (5, 3, 4, 120, \"ShotPuff\", FBF_NORANDOM, 2048)\n\t\tQS1F A 1 BRIGHT\n\t\tQS1F B 1 BRIGHT\n\t\tGoto QuadRecoil\n\n\tFire3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 3, 3)\n\t\tTNT1 A 0 A_JumpIfinventory(\"QuadShotgunAmmo\", 2, \"Fire2\")\n\t\tTNT1 A 0 A_JumpIfinventory(\"QuadShotgunAmmo\", 1, \"Fire1\")\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire3\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy1\", 3)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(7.5)\n\t\tSHTZ A 0\n\t\tSHTZ A 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 A_playsound(\"SSHFIRE\", 1)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tSHTZ A 0 A_FireBullets (10, 2, 13, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_FireBullets (6, 6, 14, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (11, 6, 15, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQS2F A 1 BRIGHT\n\t\tQS2F B 1 BRIGHT\n\t\tGoto TripleRecoil\n\n\tSlugFire3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy1\", 3)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(7.5)\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHO9 A 0 A_playsound(\"SlugQSG3\", 1)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets (5, 3, 3, 120, \"ShotPuff\", FBF_NORANDOM, 2048)\n\t\tQS2F A 1 BRIGHT\n\t\tQS2F B 1 BRIGHT\n\t\tGoto TripleRecoil\n\n\tAltFire:\n\tFire2://Both right barrels\n\t\tTNT1 A 0 A_JumpIfinventory(\"QSGFireIndicator\", 1, \"Fire1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 2, 2)\n\t\tTNT1 A 0 A_JumpIfinventory(\"QuadShotgunAmmo\", 1, \"Fire1\")\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInventory(\"QSGFireDummy2\", 1, \"Fire21\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QSGFireDummy1\", 2, \"Fire21\")\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy2\", 1)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(5)\n\t\tSHTZ A 0\n\t\tSHTZ A 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 A_playsound(\"SSHFIRE\", 1)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tSHTZ A 0 A_FireBullets (5, 2, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_FireBullets (3, 6, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (5.5, 6, 10, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQS3F B 1 BRIGHT\n\t\tQS4F A 1 BRIGHT\n\t\tGoto DoubleRecoil\n\n\tSlugFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInventory(\"QSGFireDummy2\", 1, \"SlugFire21\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QSGFireDummy1\", 2, \"SlugFire21\")\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy2\", 1)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(5)\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHO9 A 0 A_playsound(\"SlugSSG\", 1)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets (2.5, 3, 2, 120, \"ShotPuff\", FBF_NORANDOM, 2048)\n\t\tQS3F B 1 BRIGHT\n\t\tQS4F A 1 BRIGHT\n\t\tGoto DoubleRecoil\n\n\tFire21://Both left barrels\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 2, 2)\n\t\tTNT1 A 0 A_JumpIfinventory(\"QuadShotgunAmmo\", 1, \"Fire1\")\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire21\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"QSGFireDummy1\", 3)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGFireDummy2\", 3)\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 2)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(5)\n\t\tSHTZ A 0\n\t\tSHTZ A 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 A_playsound(\"SSHFIRE\", 1)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tSHTZ A 0 A_FireBullets (5, 2, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_FireBullets (3, 6, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (5.5, 6, 10, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQS3F D 1 BRIGHT\n\t\tQS4F B 1 BRIGHT\n\t\tGoto DoubleRecoil\n\n\tSlugFire21:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"QSGFireDummy1\", 3)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGFireDummy2\", 3)\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 2)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(5)\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHO9 A 0 A_playsound(\"SlugSSG\", 1)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets (2.5, 3, 2, 120, \"ShotPuff\", FBF_NORANDOM, 2048)\n\t\tQS3F D 1 BRIGHT\n\t\tQS4F B 1 BRIGHT\n\t\tGoto DoubleRecoil\n\n\tFire1://Top right\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"QSGFireDummy1\", 3, \"Fire14\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QSGFireDummy1\", 2, \"Fire13\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QSGFireDummy1\", 1, \"Fire12\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire1\")\n\t\tTNT1 A 0 A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_playsound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy1\", 1)\n\t\tSHTN A 0 A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQS3F AB 1 BRIGHT\n\t\tGoto RecoilOne\n\n\tSlugFire1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_playsound(\"SlugShot\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy1\", 1)\n\t\tTNT1 A 0 A_FireBullets (2.5, 1.5, -1, 120, \"ShotPuff\", FBF_NORANDOM, 2048)\n\t\tQS3F AB 1 BRIGHT\n\t\tGoto RecoilOne\n\n\tFire12://Bottom right\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire12\")\n\t\tTNT1 A 0 A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_playsound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy1\", 1)\n\t\tSHTN A 0 A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQS3F AB 1 BRIGHT\n\t\tGoto RecoilOne\n\n\tSlugFire12:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_playsound(\"SlugShot\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy1\", 1)\n\t\tTNT1 A 0 A_FireBullets (2.5, 1.5, -1, 120, \"ShotPuff\", FBF_NORANDOM, 2048)\n\t\tQS3F AB 1 BRIGHT\n\t\tGoto RecoilOne\n\n\tFire13://Top left\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire13\")\n\t\tTNT1 A 0 A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_playsound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy1\", 1)\n\t\tSHTN A 0 A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQS3F CD 1 BRIGHT\n\t\tGoto RecoilOne\n\n\tSlugFire13:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_playsound(\"SlugShot\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGFireDummy1\", 1)\n\t\tTNT1 A 0 A_FireBullets (2.5, 1.5, -1, 120, \"ShotPuff\", FBF_NORANDOM, 2048)\n\t\tQS3F CD 1 BRIGHT\n\t\tGoto RecoilOne\n\n\tFire14://Bottom left\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire14\")\n\t\tTNT1 A 0 A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_playsound(\"weapons/sg\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGFireDummy1\", 3)\n\t\tSHTN A 0 A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQS3F CD 1 BRIGHT\n\t\tGoto RecoilOne\n\n\tSlugFire14:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_playsound(\"SlugShot\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShotgunAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGFireDummy1\", 3)\n\t\tTNT1 A 0 A_FireBullets (2.5, 1.5, -1, 120, \"ShotPuff\", FBF_NORANDOM, 2048)\n\t\tQS3F CD 1 BRIGHT\n\t\tGoto RecoilOne\n\n\tChangeFireMode:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"CLIPINSS\",1)\n\t\tTNT1 A 0 A_JumpIfinventory(\"QSGFireIndicator\", 1, \"Use2Barrel\")\n\tUse1Barrel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"Triple Shot/Single Shot\")\n\t\tTNT1 A 0 A_Giveinventory(\"QSGFireIndicator\", 1)\n\t\tGoto Ready\n\tUse2Barrel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"Quad Shot/Double Shot\")\n\t\tTNT1 A 0 A_Takeinventory(\"QSGFireIndicator\", 1)\n\t\tGoto Ready\n\n\tReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 4, 1)//Check if still has a shell on left barrel\n\t\tGoto Reload+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugRoundsUpgrade\", 1, \"ChangeShell\")\n\t\tGoto NoUpgrades\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\", 1, 2)\n\t\tGoto Ready\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"QSGFireDummy1\", 3)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGFireDummy2\", 3)\n\t\tQSGR BCDEF 1\n\t\tQSGR GH 1\n\t\tQSGR IJ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\",4)\n\t\tQSGR K 1 //Here comes the extensive edgyness\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 3, \"Load1Shells\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 2, \"Load2Shells\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\", 1, \"Load3Shells\")\n\tLoad4Shells:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugLoad4Shells\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 5)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tQS4R L 12\n\t\tQS4R MMNNOOPP 1\n\t\tGoto FillShells\n\tSlugLoad4Shells:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 5)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SSGSlugCaseSpawner\",0,0,-10)\n\t\tQS4R L 12\n\t\tQS4R QQRRSSTT 1\n\t\tGoto FillShells\n\n\tLoad3Shells:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugLoad3Shells\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tQS3R L 11\n\t\tQS3R MMNNOOPP 1\n\t\tGoto FillShells\n\tSlugLoad3Shells:\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SSGSlugCaseSpawner\",0,0,-10)\n\t\tQS3R L 11\n\t\tQS3R QQRRSSTT 1\n\t\tGoto FillShells\n\n\tLoad2Shells:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugLoad2Shells\")\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tQS2R L 10\n\t\tQS2R MMNNOOPP 1\n\t\tGoto FillShells\n\tSlugLoad2Shells:\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGSlugCaseSpawner\",0,0,-10)\n\t\tQS2R L 10\n\t\tQS2R QQRRSSTT 1\n\t\tGoto FillShells\n\n\tLoad1Shells:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugLoad1Shells\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tQS1R L 9\n\t\tQS1R MMNNOOPP 1\n\t\tGoto FillShells\n\tSlugLoad1Shells:\n\t\tTNT1 A 0 A_FireCustomMissile(\"SSGSlugCaseSpawner\",0,0,-10)\n\t\tQS1R L 9\n\t\tQS1R MMQQRRSS 1\n\t\tGoto FillShells\n\n\tFillShells:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\",4,\"FinishReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto FinishReload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"QuadShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"AmmoShell\",1,TIF_NOTAKEINFINITE)\n\t\tGoto FillShells\n\n\tFinishReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n TNT1 A 0 A_playsound(\"weapons/sshotl\",5)\n\t\tQSGR QQRS 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQSGR TUV 1\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\",4)\n\n\t\tQSGR WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQHO9 DE 1\n\t\tQHO9 FG 1\n\t\tTNT1 A 0 A_ReFire\n\t\tQSGG A 2\n Goto Ready\n\n\tChangeShell:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugRoundsUpgrade\", 1, \"SlugMode\")\n\t\tGoto NoUpgrades\n\n\tNoUpgrades:\n\t\tTNT1 A 0 A_Print(\"You need the Slug Shells Upgrade for Alt-Fire mode.\", 2)\n\t\tQSGG A 3\n\t\tGoto Ready\n\n\tSlugMode:\n\t\tQSGR BCDEFGHIJ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\",4)\n\t\tQSGR K 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"BuckShotMode\")\n\t\tQS4R L 12\n\t\tQS4R QQRRSSTT 1\n\t\tTNT1 A 0 A_GiveInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Slug Shells Loaded\", 2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n TNT1 A 0 A_playsound(\"weapons/sshotl\",5)\n\t\tQSGR QQRS 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQSGR TUV 1\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\",4)\n\n\tQuickFillSlugs:\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\",4,\"FinishSlugMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto FinishSlugMode\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"QuadShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"AmmoShell\",1,TIF_NOTAKEINFINITE)\n\t\tGoto QuickFillSlugs\n\n\tFinishSlugMode:\n\t\tQSGR WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQHO9 DE 1\n\t\tQHO9 FG 1\n\t\tTNT1 A 0 A_ReFire\n\t\tQSGG A 2\n Goto Ready\n\n\tBuckShotMode:\n\t\tQS4R L 12\n\t\tQS4R MMNNOOPP 1\n\t\tTNT1 A 0 A_TakeInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Buckshot Shells Loaded\", 2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n TNT1 A 0 A_playsound(\"weapons/sshotl\",5)\n\t\tQSGR QQRS 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQSGR TUV 1\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\",4)\n\n\tQuickFillBuckShot:\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\",4,\"FinishBuckShotMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto FinishBuckShotMode\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"QuadShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"AmmoShell\",1,TIF_NOTAKEINFINITE)\n\t\tGoto QuickFillBuckShot\n\n\tFinishBuckShotMode:\n\t\tQSGR WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQHO9 DE 1\n\t\tQHO9 FG 1\n\t\tTNT1 A 0 A_ReFire\n\t\tQSGG A 2\n Goto Ready\n\n\tUnload:\n\t\tQSGG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"QuadShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tQSGR B 2 Offset(30,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n QSGR B 2 Offset(20,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tQSGR BCDEF 1\n\t\tQSGR GH 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tQSGR IJ 1\n QSGR K 2\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tQSGR U 1 Offset(25,46)\n\t\tQSGR V 1 Offset(10,33)\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n QSGR WX 1\n\t\tQSGR YZ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n QHO9 DE 1\n\t\tQHO9 FG 1\n\t\tGoto Ready\n\n\tSpawn:\n\t\tQGN2 A -1\n\t\tStop\n\n// Tactical Sprinting\n\n\tCheckSprint:\n\t\tQSGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tQSGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tQSGR I 0 offset(-9,32)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 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\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tTNT1 A 0 offset(-9,32)\n\t\tQSGR I 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tQSGR I 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tQSGR I 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tQSGR I 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tQSGR I 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tQSGR I 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tQSGR I 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tTNT1 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tQSGR I 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tQSGR I 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tQSGR I 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tQSGR I 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tQSGR I 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tQSGR I 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tQSGR I 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tQSGG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tQSGR I 1\n\t\tTNT1 A 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\t}\n}\nACTOR QuadShotgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 4\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 4\n Inventory.Icon \"QGN2A0\"\n}\n\nActor QSGFireIndicator : Inventory {inventory.maxamount 1}\nActor QSGFireDummy1 : Inventory {inventory.maxamount 3}\nActor QSGFireDummy2 : Inventory {inventory.maxamount 1}"
},
{
"source": "pk3",
"name": "RiotShield.txt",
"contents": "// =============================================================================\n//\n// Brutal DOOM - Mutators\n//\n// Counter-Strike Styled Tactical Shield\n// for Brutal DOOM v21\n//\n// -----------------------------\n//\n// Sprites By mryayayify\n// Decorate Script By XV117\n//\n// =============================================================================\n\nACTOR RiotShield : BrutalWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1900\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType2 \"BDPistolAmmo\"\n\tWeapon.AmmoType1 \"Clip1\"\n\tObituary \"%o was shot down by %k's pistol\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You picked up the Riot Shield! (Slot 2)\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.WIMPY_WEAPON\n +FORCEXYBILLBOARD\n Tag \"Pistol + Riot Shield\"\n Scale 1.0\n\tStates\n\t{\n\n \tSpawn:\n\t5L1D I 1\n\t5L1D I -1\n \tLoop\n\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n// New Draw Animation\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"CLIPIN\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRSWR F 1 Offset(0,102)\n\t\tRSWR G 1 Offset(0,92)\n\t\tRSWR H 1 Offset(0,82)\n\t\tRSWR I 1 Offset(0,72)\n\t\tRSWR J 1 Offset(0,62)\n\t\tRSWR K 1 Offset(0,52)\n\t\tRSWF C 1 Offset(0,42)\n\t\tRSWG A 1 Offset(0,32)\n TNT1 A 0 A_GunFlash\n\t\tGoto Ready\n\n// New Holster Animation\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShieldModeA\",1,\"DeselectShieldMode\")\n\t\tRSWG A 1 Offset(0,32)\n\t\tRSWF C 1 Offset(0,42)\n\t\tRSWR K 1 Offset(0,52)\n\t\tRSWR J 1 Offset(0,62)\n\t\tRSWR I 1 Offset(0,72)\n\t\tRSWR H 1 Offset(0,82)\n\t\tRSWR G 1 Offset(0,92)\n\t\tRSWR F 1 Offset(0,102)\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeselectShieldMode:\n\t\tTNT1 A 0 A_Takeinventory(\"ShieldModeA\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n RSWT F 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n RSWT E 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWB FEDCBA 1\n\t\tRSWG A 1 Offset(0,32)\n\t\tRSWF C 1 Offset(0,42)\n\t\tRSWR K 1 Offset(0,52)\n\t\tRSWR J 1 Offset(0,62)\n\t\tRSWR I 1 Offset(0,72)\n\t\tRSWR H 1 Offset(0,82)\n\t\tRSWR G 1 Offset(0,92)\n\t\tRSWR F 1 Offset(0,102)\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tReady3:\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShieldModeA\",1,\"ReadyShield\")\n\t \tRSWG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tReadyShield:\n\t\tTNT1 A 0 A_WeaponReady\n\t \tRSWT A 1 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"ShieldCantAction\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"ShieldCantAction\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"ShieldCantAction\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"ShieldCantAction\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"ShieldCantAction\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"ShieldCantAction\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"AltFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"ShieldCantAction\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tShieldCantAction:\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n TNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Salute1\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Salute2\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"IsRunning\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Print(\"You can not perform any action when using the shield.\",1)\n\t\tGoto ReadyShield\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRSWG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n// Fire Mode Related\n\tAltFire:\n\t\tTNT1 A 0 A_PlaySound(\"CLIPINSS\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolBurstFire\",1,\"StopAlt\")\n\t\tTNT1 A 0 A_GiveInventory(\"PistolBurstFire\",1)\n\t\tTNT1 A 0 A_Print(\"Burst Fire\")\n\t\tGoto Ready\n\tStopAlt:\n\t\tTNT1 A 0 A_Takeinventory(\"PistolBurstFire\",1)\n\t\tTNT1 A 0 A_Print(\"Single Shot\")\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShieldModeA\",1,\"Shieldmelee\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolBurstFire\",1,\"BurstFire\")\n\t\tTNT1 A 0 A_PlaySound(\"FARSHT\", 6)\n TNT1 A 0 A_PlaySound(\"PFIRE\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tRSWG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tRSWF A 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"BDPistolAmmo\", 1)\n\t\tPIST F 0 A_TakeInventory(\"BDDualPistolAmmo\",1)\n\t\tRSWF B 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,16,-4)\n\t\tRSWF C 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"FireEndTactical\")\n\t\tRSWG A 2\n\t\tRSWG A 0 A_Refire\n\t\tRSWG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRSWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tRSWG A 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tRSWG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRSWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tRSWG A 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGoto Ready\n\n\tFireEndTactical:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\", 1, \"FireEndTactical2\")\n\t\tRSWF C 1 A_WeaponReady(1)\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tRSWG A 7 A_WeaponReady(1)\n\t\tGoto Ready\n\n\tFireEndTactical2:\n\t\tTNT1 A 0\n\t\tPLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 4)\n\t\tRSWF C 1 A_WeaponReady(1)\n\t\tRSWG A 5 A_WeaponReady(1)\n\t\tGoto Sprinting\n\n\tBurstFire:\n TNT1 A 0\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tRSWG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tRSWF A 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_TakeInventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,1)\n\t\tGoto NoAmmo\n RSWF B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,16,-4)\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tRSWG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tRSWF A 1 BRIGHT A_FireBullets (3, 2.25, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_TakeInventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,1)\n\t\tGoto NoAmmo\n RSWF B 1\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,16,-4)\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tRSWG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tRSWF A 1 BRIGHT A_FireBullets (4.5, 3, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_TakeInventory(\"BDDualPistolAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,1)\n\t\tGoto NoAmmo\n RSWF B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,16,-4)\n\t\tRSWF C 2\n\t\tRSWG AA 2\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tRSWG A 2 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGoto Ready\n\n// COD4-Like Shield Melee Function\n\tShieldMelee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT EBC 1\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"ShieldMeleeBerserk\")\n\t\tTNT1 A 0 A_Custompunch(random(28,28),1,0,\"KickAttack\")\n\t\tRSWT C 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT D 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT E 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT F 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT A 1 A_Weaponready(1)\n\t\tGoto ReadyShield\n\n\tShieldMeleeBerserk:\n\t\tTNT1 A 0 A_Custompunch(random(62,62),1,0,\"SuperKickAttack\")\n\t\tRSWT C 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT D 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT E 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT F 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWT A 1 A_Weaponready(1)\n\t\tGoto ReadyShield\n\n\tDualWield:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShieldModeA\",1,\"UnShield\")\n\t\tTNT1 A 0 A_Giveinventory(\"ShieldModeA\",1)\n RSWB ABCDEF 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n RSWT E 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n RSWT F 1\n\t\tGoto ReadyShield\n\n\tUnShield:\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n RSWT F 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n RSWT E 1\n\t\tTNT1 A 0 A_Takeinventory(\"ShieldModeA\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RiotShieldProtection\", 20, 0, 1, 0, 0, 0, 0,SXF_NOCHECKPOSITION)\n\t\tRSWB FEDCBA 1\n Goto Ready\n\n// New Reload Animation\n\tReload:\n\t\tRSWG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",16,\"Ready\")\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto NoAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n\t\tTNT1 A 0 A_PlaySound(\"Reload\")\n\t\tRSWF CB 1\n\t\tRSWR ABCDEFFF 1\n\t\tTNT1 A 0 A_PlaySound(\"prel\")\n\t\tRSWR F 8\n\t\tRSWR GHIJK 1\n\t\tRSWF BC 1\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"InsertBullets2\")//15+1 effect\n\n\tTurboReload:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tPISS BA 0\n\t\tGoto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",15,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Refire\n Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",16,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Refire\n Goto Ready\n\n\tUnload:\n\t\tRSWG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n\t\tGoto NoAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRSWF C 2\n\t\tRSWR ABCDEEFFFF 1\n\t\tTNT1 A 0 A_PlaySound(\"prel\")\n\t\tRSWR F 32\n\t\tRSWR EEDCB 1\n\t\tRSWR A 2\n\t\tRSWF BC 2\n\t\tTNT1 A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"RemoveBullets\")\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n\t\tGoto Ready\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tRSWG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tRSWG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tRSWG A 0 offset(-9,32)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 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\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tTNT1 A 0 offset(-9,32)\n\t\tRSWG A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tRSWG A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tRSWG A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tRSWG A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tRSWG A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tRSWG A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tRSWG A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tTNT1 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tRSWG A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tRSWG A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tRSWG A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tRSWG A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tRSWG A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tRSWG A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tRSWG A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tRSWG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRSWG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRSWG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRSWG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRSWG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRSWG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tRSWG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)\n\t\tGoto Ready\n\t}\n}\n\nActor ShieldModeA : Inventory //CS-Like Holding Riot Shield\n{\n Inventory.MaxAmount 1\n}\n\nactor RiotShieldProtection\n{\nSpeed 9\n+NOTARGET\nHealth 99999\nRadius 15\nHeight 55\nBloodType \"RiotShieldHit\"\nPainChance 0\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n-SOLID\n+NODAMAGETHRUST\n+NORADIUSDMG\n+NOPAIN\nStates\n{\nSpawn:\nXXXX A 3\nStop\n }\n}\n\nACTOR RiotShieldHit: HitPuff\n{\n renderstyle Translucent\n scale 0.15\n alpha 0.7\n +NOBLOCKMAP\n +NOGRAVITY\n +NOEXTREMEDEATH\n +FORCEXYBILLBOARD\n \tstates\n {\n\tSpawn:\n\tDeath:\n\tXDeath:\n\tMelee:\n\t\tTNT1 A 0 A_PlaySound (\"barrel/pain\")\n\t\tTNT1 A 0\n\t\tTNT1 AB 1 bright A_SpawnItem (\"YellowFlareSmall\", 0)\n\t\tTNT1 A 0 A_Jump (128,3)\n\t\tTNT1 A 0 A_SpawnItem (\"Sparks\", 0)\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n\t\tBPUF C 1 bright A_PlaySound(\"ricochet/hit\")\n\t\tBPUF D 1 bright\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Shotgun.txt",
"contents": "ACTOR Shot_Gun : BrutalWeapon\n{\n\tGame Doom\n\tSpawnID 27\n\tWeapon.SelectionOrder 1300\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"ShotgunAmmo\"\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n Inventory.PickupSound \"weapons/sgpump\"\n\tObituary \"$OB_MPSHOTGUN\"\n AttackSound \"None\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Shotgun\"\n\tStates\n\t{\n\n Spawn:\n\t\tSHTC A -1\n\t\tStop\n\n\tSelect:\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHTN A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSHTN A 0 A_Giveinventory(\"ShotgunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tSHTN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tTNT1 AAAA 1 A_Raise\n\n\tSelectAnimation:\n TNT1 AAAA 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n SHSS ABCD 1 BRIGHT A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tSHTN A 0 A_PlaySound(\"weapons/sgpump\")\n\t\tSHTN A 0 A_GunFlash\n\n\tReady3:\n\tReady:\n SHTN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSHTN A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Zoomed\",1,\"REady2\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\tOkToFire:\n\t\tSHTN A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n Goto Ready\n\n\tReady2:\n SHTN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSHTN A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tDeselect:\n\t\tSHTN A 0\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_Takeinventory(\"UseShotgunStrap\",1)\n\t\tSHTN A 0 A_TakeInventory(\"SlugMode\",1)\n SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHSS DCBA 1 BRIGHT\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n Fire:\n SHTN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire\")\n SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tSHTN A 0 A_ZoomFactor(0.96)\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n SHTN A 0 A_AlertMonsters\n SHTN A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHTN A 0\n\t\tSHTN A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tSHTN A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_FireBullets (5, 1, 4, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTN A 0 A_FireBullets (2.5, 2.5, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTN A 0 A_SetPitch(pitch-10)\n\t\tSHTA AB 1 BRIGHT\n\t\tSHTN A 0 A_SetPitch(-6.0 + pitch)\n\t\tSHTN A 0 A_ZoomFactor(1.00)\n\t\tSHTA C 1 BRIGHT A_SetPitch(+1.0 + pitch)\n\t\tSHTA DE 1 BRIGHT A_SetPitch(+1.0 + pitch)\n\t\tSHTN A 1 BRIGHT A_SetPitch(+3.0 + pitch)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, \"Pump1\")//Tactical Mode is slower to pump\n\t\tSHTN AAAAAA 1 BRIGHT A_SetPitch(pitch+0.6)\n\t\tGoto Pump1\n\n\tSlugFire:\n SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tSHTN A 0 A_ZoomFactor(0.96)\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"SlugPump2\")\n SHTN A 0 A_AlertMonsters\n SHTN A 0 A_PlaySound(\"SlugShot\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHTN A 0\n\t\tSHTN A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tSHTN A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_FireBullets (2.5, 1.25, -1, 120, \"ShotgunPuff\", FBF_NORANDOM,2048)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode has more recoil\n\t\tSHTN A 0 A_SetPitch(pitch-10)\n\t\tSHTA AB 1 BRIGHT\n\t\tSHTN A 0 A_SetPitch(-6.0 + pitch)\n\t\tSHTN A 0 A_ZoomFactor(1.00)\n\t\tSHTA C 1 BRIGHT A_SetPitch(+1.0 + pitch)\n\t\tSHTA DE 1 BRIGHT A_SetPitch(+1.0 + pitch)\n\t\tSHTN A 1 BRIGHT A_SetPitch(+3.0 + pitch)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, \"SlugPump\")//Tactical Mode is slower to pump\n\t\tSHTN AAAAAA 1 BRIGHT A_SetPitch(pitch+0.6)\n\t\tGoto SlugPump\n\n Pump1:\n\t SHTN A 0\n\t SHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t SHTN A 0 A_GiveInventory (\"GoSpecial\", 1)\n\n\t SHTN BCDEFG 1\n\t SHTN A 0 A_FireCustomMissile(\"ShotCaseSpawn\",40,0,-8,-26)\n\t SHTN A 0 A_WeaponReady(WRF_NOFIRE| WRF_NOBOB)//Allows quick switch\n\t SHTN H 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"PumpNoReload\")//Tactical Mode is slower to pump\n\t SHTN IJ 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,5)\n\t SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, 4)\n\t SHTN A 0 A_Giveinventory(\"ShotgunWasEmpty\",1)\n\t SHTN A 0 A_JumpIfInventory(\"NoAutoReload\", 1, 2)\n\t Goto InsertingShells\n\t TNT1 AA 0\n\t SHTN KL 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t SHTN KJIH 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t SHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t SHTN A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n\t SHTN GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n\t SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"TurboReload\")\n\t SHTN A 0\n\t Goto ReadyToFireAgain\n\n Pump2:\n\t SHTN A 0\n\t TNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"SlugPump2\")\n\t SHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t SHTN A 0 A_GiveInventory (\"GoSpecial\", 1)\n\t SHTN A 0 A_TakeInventory(\"Reloading\", 1)\n\t SHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t SHTN A 0 A_ZoomFactor(1.0)\n\t SHTN FG 1\n\t SHTN H 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t SHTN IJ 1\n\t SHTN KL 1\n\t SHTN KJIH 1\n\t SHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t SHTN A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n\t SHTN GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t Goto ReadyToFireAgain\n\n\tSlugPump:\n\t SHTN A 0\n\t SHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t SHTN A 0 A_GiveInventory (\"GoSpecial\", 1)\n\n\t SHTN BCDEFP 1\n\t SHTN A 0 A_FireCustomMissile(\"SlugCaseSpawn\",40,0,-8,-26)\n\t SHTN A 0 A_WeaponReady(WRF_NOFIRE| WRF_NOBOB)//Allows quick switch\n\t SHTN Q 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"PumpNoReload\")//Tactical Mode is slower to pump\n\t SHTN IJ 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,5)\n\t SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, 4)\n\t SHTN A 0 A_Giveinventory(\"ShotgunWasEmpty\",1)\n\t SHTN A 0 A_JumpIfInventory(\"NoAutoReload\", 1, 2)\n\t Goto InsertingShells\n\t TNT1 AA 0\n\t SHTN KL 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t SHTN KJIQ 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t SHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t SHTN A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n\t SHTN PFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n\t SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"TurboReload\")\n\t SHTN A 0\n\t Goto ReadyToFireAgain\n\n SlugPump2:\n\t SHTN A 0\n\t SHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t SHTN A 0 A_GiveInventory (\"GoSpecial\", 1)\n\t SHTN A 0 A_TakeInventory(\"Reloading\", 1)\n\t SHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t SHTN A 0 A_ZoomFactor(1.0)\n\t SHTN FP 1\n\t SHTN Q 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t SHTN IJ 1\n\t SHTN KL 1\n\t SHTN KJIQ 1\n\t SHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t SHTN A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n\t SHTN PFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t Goto ReadyToFireAgain\n\n\tReadyToFireAgain:\n\t\t//SHTN A 6 <-- Old frame\n SHTN A 1 BRIGHT Offset(10,36) // <-- New frames\n SHTN A 1 BRIGHT Offset(9,40) //\n SHTN A 1 BRIGHT Offset(4,40) //\n SHTN A 1 BRIGHT Offset(0,32) //\n SHTN A 0 A_Refire\n\t\tGoto Ready3\n\n\tFire2:\n\t\tSHTN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire2\")\n SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,1)\n Goto NoAmmo\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n SHTN A 0 A_AlertMonsters\n SHTN A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tSHTN A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tSHTN A 0 A_FireBullets (5, 1, 4, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTN A 0 A_FireBullets (2.5, 2.5, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTN A 0 A_SetPitch(pitch-10)\n\t\tSHTN A 0\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, 0, 0, random(-5,5))\n\t\tSHTN A 0 A_SetPitch(-10.0 + pitch)\n\t\tSHTN A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n SHT8 F 1 BRIGHT A_SetPitch(+2.0 + pitch)\n\t\tSHT8 GHIA 1 BRIGHT A_SetPitch(+2.0 + pitch)\n Pump3:\n\t\tSHT8 A 2 BRIGHT\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, 1)\n\t\tGoto NoAmmo3\n\t\tSHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTN A 0 A_PlaySound(\"weapons/sgpump\", 5)\n\t\tSHT8 JKLL 1 BRIGHT\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, 1)\n\t\tSHTN A 0 A_FireCustomMissile(\"ShotCaseSpawn\",40,0,14,0)\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunWasEmpty\", 1)\n\t\tSHT8 LKJ 1 BRIGHT\n\t\tSHT8 A 1 BRIGHT\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTN A 0 A_REfire\n\t\tGoto Ready2\n\n\tSlugFire2:\n SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,1)\n Goto NoAmmo\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"SlugPump2\")\n SHTN A 0 A_AlertMonsters\n SHTN A 0 A_PlaySound(\"SlugShot\", 1)\n\t\tSHTN A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tSHTN A 0 A_FireBullets (2.5, 1.25, -1, 120, \"ShotgunPuff\", FBF_NORANDOM,2048)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode has more recoil\n\t\tSHTN A 0 A_SetPitch(pitch-10)\n\t\tSHTN A 0\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, 0, 0, random(-5,5))\n\t\tSHTN A 0 A_SetPitch(-10.0 + pitch)\n\t\tSHTN A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n SHT8 F 1 BRIGHT A_SetPitch(+2.0 + pitch)\n\t\tSHT8 GHIA 1 BRIGHT A_SetPitch(+2.0 + pitch)\n SlugPump3:\n\t\tSHT8 A 2 BRIGHT\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, 1)\n\t\tGoto NoAmmo3\n\t\tSHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTN A 0 A_PlaySound(\"weapons/sgpump\", 5)\n\t\tSHT8 JKLL 1 BRIGHT\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, 1)\n\t\tSHTN A 0 A_FireCustomMissile(\"SlugCaseSpawn\",40,0,14,0)\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunWasEmpty\", 1)\n\t\tSHT8 LKJ 1 BRIGHT\n\t\tSHT8 A 1 BRIGHT\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTN A 0 A_REfire\n\t\tGoto Ready2\n\n\tPumpNoReload:\n\t SHTN IJ 1\n\t SHTN KL 1\n\t SHTN KJIH 1\n\t SHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t SHTN A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n\t SHTN GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n\t SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"TurboReload\")\n\t SHTN A 0\n\t Goto ReadyToFireAgain\n\n\tAltFire:\n SHTN A 0\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tSHTN A 0 A_Giveinventory(\"Zoomed\",1)\n SHTN A 0 A_ZoomFactor(1.2)\n\t\tSHTN A 0 A_Giveinventory(\"ADSmode\",1)\n SHT8 ED 1 BRIGHT\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump3\")\n SHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 2 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t SHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\tNoAim:\n TNT1 AAAAAA 0\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHT8 DE 1 BRIGHT\n Goto Ready\n\n\tCheckSprint:\n\t\tSHTN A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSHTN A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSTRN A 0 offset(-9,32)\n\t\tSHTN A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSHTN A 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\tSHTN A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tSHTN A 0 offset(-9,32)\n\t\tSTRN A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSHTN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSHTN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tSHTN A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSTRN A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSHTN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSHTN A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSHTN A 1 BRIGHT\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSHTN A 0 A_PlaySound(\"Tired\", 2)\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 BRIGHT A_WeaponReady\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 BRIGHT A_WeaponReady\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 BRIGHT A_WeaponReady\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 BRIGHT A_WeaponReady\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSTRN A 1\n\t\tSHTN A 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 ReloadWithNoAmmoLeft:\n Reload:\n\t SHTN A 0\n\t\tSHTN A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tSHTN A 0 A_JumpIfInventory(\"AmmoShell\", 1, 2)\n\t\tGoto Ready\n\t\tSHTN A 0\n\t SHTN A 0 A_Takeinventory(\"Zoomed\",1)\n SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 1 BRIGHT A_WeaponReady\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"OkToFire\")\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, \"ReloadNormally\")//Check if there is a shell in the chamber\n\t\tSHTN A 0 A_GiveInventory(\"ShotgunWasEmpty\", 1)//This means there is no shell in the chamber\n\n\tReloadNormally:\n SHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,1)//If there is no reserve ammo, don't reload, go back to Ready\n Goto Ready\n\t\tSHTN A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"TurboReload\")//Check if reloads are disabled.\n\t\tSHTN B 1 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTN CDE 1\n\n\t InsertingShells:\n\t\tSHTN A 0\n\t\tSHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,2)//if there are no more reserve shells, finish reload.\n Goto Pump2\n\t\tSHTN A 0\n\t\tSHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSSHR A 0 A_TakeInventory(\"Reloading\", 1)\n SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",8,\"CheckIfFinishReload\")\n SHTN A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"ReloadSlugs\")\n\n\tInsertShellAnimation:\n\t\tSHTN A 0\n\t\tSSHR AAABC 1\n SSHR D 1 A_PlaySound(\"insertshell\")\n SSHR EF 1 A_WeaponReady(WRF_NOBOB)\n SSHR A 0 A_JumpIfInventory(\"Reloading\", 1, \"Pump2\")\n SHTN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKickReloading\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"FinishedInsertingShells\")//If there are 8+1 shells, stop it immediately\n Goto InsertingShells\n\n\tCheckIfFinishReload:\n\t\tSSHR A 1\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"FinishedInsertingShells\")//If shotgun was empty,\n\t\t//Play the insert shell animation again, and insert the 9th shell\n\t\tSHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,1)//if there are no more reserve shells, finish reload.\n Goto Pump2\n\t\tSHTN A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"SlugMode\",1,\"ReloadSlugs\")\n Goto InsertShellAnimation\n\n\tFinishedInsertingShells:\n\t\tSHTN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n\t\tSHTN FEDCBA 1 A_WeaponReady\n\t\tSHTN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tGoto Ready\n\n\tReloadSlugs:\n SSHR AAAAJK 1\n SSHR D 1 A_PlaySound(\"insertshell\")\n SSHR EF 1 A_WeaponReady(WRF_NOBOB)\n SSHR A 0 A_JumpIfInventory(\"Reloading\", 1, \"Pump2\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKickReloading\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"FinishedInsertingShells\")//If there are 8+1 shells, stop it immediately\n Goto InsertingShells\n\n\tChangeShell:\n\t\tSHTN A 1 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugRoundsUpgrade\", 1, \"SlugMode\")\n\t\tGoto NoUpgrades\n\n\tNoUpgrades:\n\t\tTNT1 A 0 A_Print(\"You need the Slug Shells Upgrade for Alt-Fire mode.\", 2)\n\t\tSHTN A 3 BRIGHT\n\t\tGoto Ready\n\n\tSlugMode:\n\t\tSHTN A 1 BRIGHT\n\t\tSHTN BCDE 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"BuckShotMode\")\n\t\tSSHR AAAJK 2\n\t\tSSHR D 1 A_PlaySound(\"insertshell\")\n\t\tSSHR EF 1\n\t\tTNT1 A 0 A_GiveInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Slug Shells Loaded\", 2)\n\t\tGoto Reload\n\n\tBuckShotMode:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SlugMode\", 1)\n\t\tSSHR AAABC 2\n\t\tSSHR D 1 A_PlaySound(\"insertshell\")\n\t\tSSHR EF 1\n\t\tTNT1 A 0 A_Print(\"Buckshot Shells Loaded\", 2)\n\t\tGoto Reload\n\n\t TurboReload:\n\t\tSHSS BC 0\n\tTurboBullets:\n\t\tSHTN A 0\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"FinishTurboReload\")\n SHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n Goto FinishTurboReload\n TNT1 AAAA 0\n SHTN A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto TurboBullets\n\tFinishTurboReload:\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunWasEmpty\", 1)\n\t\tSHTN A 1 BRIGHT\n\t\tSHTN A 1 BRIGHT A_Refire\n\t\tGoto Ready3\n\n\tTurboReload2:\n\t\tSHSS BC 0\n\tTurboBullets2:\n\t\tSHTN A 0\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"FinishTurboReload\")\n SHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n Goto FinishTurboReload2\n TNT1 AAAA 0\n SHTN A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto TurboBullets2\n\tFinishTurboReload2:\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunWasEmpty\", 1)\n\t\tSHT8 A 1 BRIGHT A_Refire\n\t\tGoto Ready2\n\n PuristGun:\n\t\tTNT1 A 1\n\t\tSHTN A 0 A_GiveInventory(\"ClassicShotgun\", 1)\n\t\tSHTN A 0 A_TakeInventory(\"Shot_Gun\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready2\n\n\tUnload:\n\t\tSHTN A 1 BRIGHT\n\t\tSHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTN A 0 A_GiveInventory(\"ShotgunWasEmpty\", 1)\n SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTN A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTN ABCDEF 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,3)\n\t\tGoto FinishUnload\n\t\tTNT1 AAAAAA 0\n\t\tSHTN A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"RemoveSlugBullets\")\n\t\tSHTN G 1\n\t\tSHTN H 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tSHTN IJ 1\n\t\tSHTN KL 1\n\t\tSHTN KJIH 1\n\t\tSHTN A 0 A_Giveinventory(\"ShotgunWasEmpty\",1)\n\t\tSHTN GF 1\n\t\tGoto RemoveBullets\n\n\tRemoveSlugBullets:\n\t\tSHTN P 1\n\t\tSHTN Q 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tSHTN IJKLKJIQ 1\n\t\tTNT1 A 0 A_Giveinventory(\"ShotgunWasEmpty\",1)\n\t\tSHTN PF 1\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHTN EDCBA 1\n\t\tSHTN A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTN A 0 A_GiveInventory(\"HasUnloaded\",1)\n\t\tGoto OkToFire\n\n\tDoKickReloading:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n SHTN A 0 A_PlaySound(\"KICK\")\n\t\tSHTN A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tSHTN A 0 SetPlayerProperty(0,0,0)\n\t\tGoto InsertingShells\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSHTN A 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tNoAmmo3:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSHT8 A 4 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo3\")\n\t\tGoto Ready3\n\n\t}\n}\n\nACTOR ShotgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 9\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 9\n Inventory.Icon \"SHTCA0\"\n}"
},
{
"source": "pk3",
"name": "SSG.txt",
"contents": "ACTOR SSG : BrutalWeapon\n{\n\tGame Doom\n\tSpawnID 33\n\tWeapon.Kickback 50\n\tWeapon.SelectionOrder 1200\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"SSGAmmo\"\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"$GOTSHOTGUN2\"\n\tObituary \"$OB_MPSSHOTGUN\"\n Inventory.PickupSound \"CLIPINSS\"\n\tScale 0.9\n\tTag \"Super Shotgun\"\n\tStates\n\t{\n\n SelectAnimation:\n\tReady:\n\tReady3:\n\t SHTZ A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n SHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tChangeShell:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugRoundsUpgrade\", 1, \"SlugMode\")\n\t\tGoto NoUpgrades\n\n\tNoUpgrades:\n\t\tTNT1 A 0 A_Print(\"You need the Slug Shells Upgrade for Alt-Fire mode.\", 2)\n\t\tSHTZ A 3\n\t\tGoto Ready\n\n\tSlugMode:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"BuckShotMode\")\n\t\tSHTZ B 2 Offset(20,48)\n\t\tSHTZ B 2 Offset(10,36)\n\t\tSHTZ BCDEFGHIJ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ KL 2//Unloaded\n\n\t\tSHTZ M 1\n\t\tSHTY NOO 1//Insert Slugs\n\t\tSHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHTY P 1 Offset(10,36)\n\t\tSHTY P 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Slug Shells Loaded\", 2)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\n\t\tQuickFillSlugs:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmo\",2,\"FinishSlugMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto FinishSlugMode\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"SSGAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"AmmoShell\",1,TIF_NOTAKEINFINITE)\n\t\tGoto QuickFillSlugs\n\n\tFinishSlugMode:\n\t\tSHTZ WXYZ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tSHO9 DEFG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\t\tGoto Ready\n\n\tBuckShotMode:\n\t\tSHTZ B 2 Offset(20,48)\n\t\tSHTZ B 2 Offset(10,36)\n\t\tSHTZ BCDEFGHIJ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ KL 2//Unloaded\n\n\t\tSHTZ MNOO 1//Insert Slugs\n\t\tSHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHTZ P 1 Offset(10,36)\n\t\tSHTZ P 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Buckshot Shells Loaded\", 2)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\n\t\tQuickFillBuckShot:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmo\",2,\"FinishBuckShotMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto FinishBuckShotMode\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"SSGAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"AmmoShell\",1,TIF_NOTAKEINFINITE)\n\t\tGoto QuickFillBuckShot\n\n\tFinishBuckShotMode:\n\t\tSHTZ WXYZ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tSHO9 DEFG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tSHTZ A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSHTZ A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSSRU A 0 offset(-9,32)\n\t\tSHTZ A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSHTZ A 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\tSHTZ A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSHTZ A 0 offset(-9,32)\n\t\tSSRU A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSHTZ A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n SHTZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTZ A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSHTZ A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSSRU A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSHTZ A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSHTZ A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSHTZ A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSHTZ A 0 A_PlaySound(\"Tired\", 2)\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSSRU A 1\n\t\tSHTZ A 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\tPuristGun:\n\t\tTNT1 A 1\n\t\tSHTZ A 0 A_GiveInventory(\"ClassicSSG\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SSG\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tDeselect:\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n SHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SlugMode\",1)\n\t\tSHT5 DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tSHTZ A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tSHTZ A 0 A_Giveinventory(\"SSGSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tSHTZ A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tSHTZ A 0 A_GunFlash\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 1, 1)\n\t\tGoto RaiseReloading\n\t\tSHT5 ABCD 1\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tGoto Ready\n\n\tRaiseReloading:\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\", 2, 1)\n\t\tGoto RaiseNoAmmo\n\t\tSHTZ A 0 A_JumpIfInventory(\"SlugMode\", 1, \"SlugRaiseReloading\")\n\t\tSHTZ M 1 Offset(0,38)\n\t\tSHTZ N 1 Offset(0,36)\n\t\tSHTZ O 1 Offset(0,34)\n\t\tSHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHTZ P 1 Offset(10,36)\n\t\tSHTZ P 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tSHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tSHTZ A 0 A_TakeInventory(\"HasUnloaded\",1)\n\t\tSHO9 DE 1\n\t\tSHO9 FG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\t\tGoto Ready\n\n\tSlugRaiseReloading:\n\t\tSHTZ M 1 Offset(0,38)\n\t\tSHTY N 1 Offset(0,36)\n\t\tSHTY O 1 Offset(0,34)\n\t\tSHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHTY P 1 Offset(10,36)\n\t\tSHTY P 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tSHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tSHTZ A 0 A_TakeInventory(\"HasUnloaded\",1)\n\t\tSHO9 DE 1\n\t\tSHO9 FG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\t\tGoto Ready\n\n\tRaiseNoAmmo:\n\t\tSHT5 ABCD 1\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tSHTZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSHTZ A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tSHTZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\t Fire:\n\t\tSHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAlt\",1,\"AltFire\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, 2)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 1, \"AltFire\")\n\t\tGoto NoAmmo\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(5)\n\t\tSHTZ A 0\n\t\tSHTZ A 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\", 1)\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\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tSHOF A 1 BRIGHT\n\t\tSHTZ A 0 A_FireBullets (10, 1, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_FireBullets (6, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tSHTZ A 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\tSHTZ A 0 A_SetPitch(pitch-20)\n\t\tTNT1 AA 0\n\t\tSHTZ A 0 A_SetPitch(pitch-12)\n SHOF B 1 BRIGHT\n\t\tSHTZ A 0 A_ZoomFactor(1.00)\n SHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n SHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tSHOF CDEFGI 1 A_SetPitch(pitch+2)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 15)//Tactical Mode takes more time\n\t\tSHTZ AAAAAAAAAA 1 A_SetPitch(pitch+0.5)\n\t\tSHTZ AA 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tSHTZ AAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTZ A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, 2)//Don't go to NoAmmo unless they try to fire again\n\t\tGoto NoAmmo2\n\t\tTNT1 AA 0\n\t\tGoto Ready\n\n\tSlugFire:\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, 2)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 1, \"SlugAltFire\")\n\t\tGoto NoAmmo\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(5)\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHO9 A 0 BRIGHT A_playsound(\"SlugSSG\", 1)\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\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",32,0,28)\n\t\tSHOF A 1 BRIGHT\n\t\tSHTZ A 0 A_FireBullets (5, 1.5, 2, 120, \"shotpuff\", FBF_NORANDOM, 2048)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode has more recoil\n\t\tSHTZ A 0 A_SetPitch(pitch-20)\n\t\tTNT1 AA 0\n\t\tSHTZ A 0 A_SetPitch(pitch-12)\n SHOF B 1 BRIGHT\n\t\tSHTZ A 0 A_ZoomFactor(1.00)\n SHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n SHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tSHOF CDEFGI 1 A_SetPitch(pitch+2)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 15)//Tactical Mode takes more time\n\t\tSHTZ AAAAAAAAAA 1 A_SetPitch(pitch+0.5)\n\t\tSHTZ AA 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tSHTZ AAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTZ A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, 2)//Don't go to NoAmmo unless they try to fire again\n\t\tGoto NoAmmo2\n\t\tTNT1 AA 0\n\t\tGoto Ready\n\n\tReload://Two barrels\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SlugMode\", 1, \"SlugReload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\", 1, 1)//Check if has any shells in inventory\n\t\tGoto Ready\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\", 2, 1)//Check if has two shells to reload both barrels\n\t\tGoto Reload2\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAlt\", 1, \"Reload2\")//Check if right shells has been fired\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, \"Ready\")//Check if both barrels are loaded\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 1, \"Reload2\")\n\n\t\t//Reload 2 barrels\n\t\tSHTZ B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ BCDEF 1\n\t\tSHTZ GH 1\n\t\tSHTZ IJ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10, -20)\n\t\tSHTZ K 2\n\t\tSHTZ L 2\n\t\tSHTZ MNOO 1\n\t\tSHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHTZ P 1 Offset(10,36)\n\t\tSHTZ P 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tSHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_TakeInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_TakeInventory (\"HasUnloaded\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tSHO9 DE 1\n\t\tSHO9 FG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\t\tGoto Ready\n\n\tSlugReload://Two barrels\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\", 1, 1)//Check if has any shells in inventory\n\t\tGoto Ready\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\", 2, 1)//Check if has two shells to reload both barrels\n\t\tGoto SlugReload2\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAlt\", 1, \"SlugReload2\")//Check if right shells has been fired\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, \"Ready\")//Check if both barrels are loaded\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 1, \"SlugReload2\")\n\n\t\t//Reload 2 barrels\n\t\tSHTZ B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ BCDEF 1\n\t\tSHTZ GH 1\n\t\tSHTZ IJ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGSlugCaseSpawner\",0,0,-10, -20)\n\t\tSHTZ K 2\n\t\tSHTZ L 2\n\t\tSHTZ M 1\n\t\tSHTY NOO 1\n\t\tSHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHTY P 1 Offset(10,36)\n\t\tSHTY P 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tSHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_TakeInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_TakeInventory (\"HasUnloaded\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tSHO9 DE 1\n\t\tSHO9 FG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\t\tGoto Ready\n\n\tAltFire:\n\t\tSHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugAltFire\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAAAA 0\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAlt\",1,\"AltFire2\")\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\",1)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAlt\",1)\n SHTZ A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n SHTU A 1 BRIGHT A_PlaySound(\"weapons/sg\",1)\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHTU A 1 BRIGHT A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_SetPitch(pitch-7)\n\t\tSHTZ A 0\n\n TNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, -12, 0, random(-5,5))\n\t\tSHTZ A 0 A_SetPitch(-5.0 + pitch)\n\t\tSHOF EFGHI 1 A_SetPitch(+1.0 + pitch)\n SHTZ A 0\n Goto Ready\n\n\tSlugAltFire:\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAAAA 0\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAlt\",1,\"AltFire2\")\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\",1)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAlt\",1)\n SHTZ A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n SHTU A 1 BRIGHT A_PlaySound(\"SlugShot\", 1)\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHTU A 1 BRIGHT A_FireBullets (2.5, 1.5, -1, 120, \"ShotPuff\", FBF_NORANDOM,2048)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode has more recoil\n\t\tSHTZ A 0 A_SetPitch(pitch-7)\n\t\tSHTZ A 0\n\n TNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, -12, 0, random(-5,5))\n\t\tSHTZ A 0 A_SetPitch(-5.0 + pitch)\n\t\tSHOF EFGHI 1 A_SetPitch(+1.0 + pitch)\n SHTZ A 0\n Goto Ready\n\n\tAltFire2:\n\t\tSHTZ A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugAltFire2\")\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\", 1)\n SHTZ A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n SHTU B 1 BRIGHT A_PlaySound(\"weapons/sg\",1)\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHTU B 1 BRIGHT A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_SetPitch(pitch-7)\n\t\tSHTZ A 0\n\n TNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, -12, 0, random(-5,5))\n\t\t SHTZ A 0 A_SetPitch(-4.0 + pitch)\n SHOF EFGHI 1 A_SetPitch(+1.0 + pitch)\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, 2)//Don't go to NoAmmo unless they try to fire again\n\t\tGoto Reload\n\t\tTNT1 AA 0\n\t\tGoto Ready\n\n\tSlugAltFire2:\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\", 1)\n SHTZ A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n SHTU B 1 BRIGHT A_PlaySound(\"SlugShot\", 1)\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n SHTU B 1 BRIGHT A_FireBullets (2.5, 1.5, -1, 120, \"ShotPuff\", FBF_NORANDOM,2048)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode has more recoil\n\t\tSHTZ A 0 A_SetPitch(pitch-7)\n\t\tSHTZ A 0\n\n TNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, -12, 0, random(-5,5))\n\t\t SHTZ A 0 A_SetPitch(-4.0 + pitch)\n SHOF EFGHI 1 A_SetPitch(+1.0 + pitch)\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, 2)//Don't go to NoAmmo unless they try to fire again\n\t\tGoto Reload\n\t\tTNT1 AA 0\n\t\tGoto Ready\n\n\tReload2://One barrel\n\t\tSHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"SlugReload2\")\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, \"Ready\")//Check if both barrels are loaded\n\n\t\tSHTZ B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ A 0\n\t SHTZ A 0\n SHTZ B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ A 0\n\t SHTZ A 0\n\t\tSHTZ BCDEF 1\n\t\tSHTZ A 0\n\t SHTZ A 0\n\t\tSHTZ GH 1\n\t\tSHTZ A 0\n\t SHTZ A 0\n\t\tSHTZ IJ 1\n\t\tSHTZ A 0\n\t SHTZ A 0\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10, -20)\n SHTZ K 2\n\t\tSHT7 L 2\n\t\tSHT7 MNOO 1\n SHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHT7 P 1 Offset(10,36)\n\t\tSHT7 P 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ A 0\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 1)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 1)\n SHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHO9 DE 1\n\t\tSHO9 FG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\n\t Goto Ready\n\n\tSlugReload2://One barrel\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, \"Ready\")//Check if both barrels are loaded\n\n\t\tSHTZ B 2 Offset(20,48)\n\t\tSHTZ A 0\n\t SHTZ A 0\n SHTZ B 2 Offset(10,36)\n\t\tSHTZ A 0\n\t SHTZ A 0\n\t\tSHTZ BCDEF 1\n\t\tSHTZ A 0\n\t SHTZ A 0\n\t\tSHTZ GH 1\n\t\tSHTZ A 0\n\t SHTZ A 0\n\t\tSHTZ IJ 1\n\t\tSHTZ A 0\n\t SHTZ A 0\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_FireCustomMissile(\"SSGSlugCaseSpawner\",0,0,-10, -20)\n SHTZ K 2\n\t\tSHT7 L 2\n\t\tSHT7 MABB 1\n SHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHT7 C 1 Offset(10,36)\n\t\tSHT7 C 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ A 0\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 1)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 1)\n SHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHO9 DE 1\n\t\tSHO9 FG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\n\t Goto Ready\n\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\n\tUnload:\n\t\tSHTZ A 1 A_WeaponReady\n\t\tSHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n SHTZ A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tSHTZ A 0 A_Takeinventory(\"SSGAmmo\",1)\n\t\tSHTZ A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHTZ B 2 Offset(20,48)\n SHTZ B 2 Offset(10,36)\n\t\tSHTZ BCDEF 1\n\t\tSHTZ GH 1\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ IJ 1\n SHTZ K 2\n\t\tTNT1 A 20\n\t\tSHTZ A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tSHTZ A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n SHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n SHO9 DE 1\n\t\tSHO9 FG 1\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "SubMachinegun.txt",
"contents": "ACTOR BrutalSMG : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDSMGAmmo\"\n\tObituary \"%o was shot down by %k's SMG.\"\n AttackSound \"None\"\n\tWeapon.SelectionOrder 1800\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the SMG!\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n +FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Sub-MachineGun\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\t\tSMGG A 0\n\t\tSMGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSMGG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tReady2:\n SMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\t AltFire:\n SMGG A 0\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tSMGG A 0 A_Giveinventory(\"Zoomed\",1)\n SMGG A 0 A_ZoomFactor(1.3)\n\t\tSMGG A 0 A_Giveinventory(\"ADSmode\",1)\n RIFZ ABC 1\n SMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t SMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n NoAim:\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFZ CBA 1\n Goto Ready3\n\n\tCheckSprint:\n\t\tSMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSMGG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSprinting:\n\t\tSMSP A 0 offset(-9,32)\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSMGG A 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\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSMGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tSMGG A 0 offset(-9,32)\n\t\tSMSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSMGG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tSMGG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSMSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSMGG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSMGG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSMGG A 0 A_PlaySound(\"Tired\", 2)\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSMSP A 1\n\t\tSMGG A 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 SMGS CBA 1\n\t\tSMGG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Zoomed\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tSMGG A 0 A_ZoomFactor(1.0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tSMGG A 0\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSMGG A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t SMGG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n SMGG A 0 A_PlaySound(\"CLIPIN\")\n SMGS ABC 1\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n SMGG A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n SMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tSMGG A 0 A_ALertMonsters\n\t\tSMGG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tSMGG A 0 A_PlaySound(\"FARSHT\", 6)\n SMGG A 0 A_PlaySound(\"SMGFIRE\", 1)\n\t\tSMGG A 0 A_ZoomFactor(0.99)\n\t\tSMGG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tSMGF A 1 BRIGHT A_FireBullets (3, 3, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSMGG A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n SMGF B 1\n\t\tSMGG A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\tSMGF C 1\n\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-1.0)\n\t\tRIFG A 0\n\n\t\tSMGG A 0 A_ReFire\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 7 A_WeaponReady(1)\n\t\tGoto Ready3\n\n\t Fire2:\n\t\tSMGG A 0 A_PlaySound(\"FARSHT\", 6)\n SMGG A 0 A_PlaySound(\"SMGFIRE\", 1)\n\t\tSMGG A 0 A_ZoomFactor(1.33)\n\t\tSMGG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tSMGA B 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSMGG A 0 A_ZoomFactor(1.3)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n SMGA C 1\n\t\tSMGG A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\tSMGA D 1\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-0.5)\n\t\tRIFG A 0\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSMGG A 0 A_ReFire\n\t\tSMGA A 1 A_WeaponReady(1)\n\t\tSMGA A 7 A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSMGG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",41,\"Ready\")\n\n SMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyPistolClipSpawn\",-5,0,8,-4)\n\t\tSMGG A 0 A_PlaySound(\"reload\")\n SMGR ABCDEEEFGHIJKKKKKKKKKK 1\n SMGR LMNOPQEEEDCBA 1\n\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,\"InsertBullets2\")//40+1 effect\n\n\tTurboReload:\n\t\tSMGG A 0 A_Takeinventory(\"HasUnloaded\",1)\n SMGS BA 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",40,15)\n\t\tSMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",41,15)\n\t\tSMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\n\t Unload:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,3)\n\t\tGoto NoAmmo\n TNT1 AAA 0\n\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_PlaySound(\"reload\")\n\t\tSMGG A 0 A_Giveinventory(\"HasUnloaded\",1)\n SMGR ABCDEEEFGHIJKKKKKKKKKK 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\n \tSpawn:\n\t\tSMGZ A -1\n\t\tStop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tDualWield:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tSMGG A 0 A_JumpIfInventory(\"DualSMG\", 1, \"GetDual\")\n\t\tSMGG A 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Kicking\",1)\n SMGG A 0 A_TakeInventory(\"Taunting\",1)\n SMGG A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSMGG A 0 A_TakeInventory(\"Unloading\",1)\n\t\tSMGG A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Salute2\", 1)\n SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_SelectWEapon(\"DualSMG\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Print(\"You can't dual wield smgs when playing in Tactical Mode.\",1)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "WeaponSpawners.txt",
"contents": "ACTOR BasicWeaponPickup : Health\n{\n scale 0.8\n radius 24\n height 24\n +FORCEXYBILLBOARD\n -COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Inventory.Amount 0\n Inventory.MaxAmount 99999\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"none\"\n}\n\nACTOR RifleSpawner: CustomInventory Replaces Pistol\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTRIFLE\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tRIFL A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClipSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRifleSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Rifle\", 1, \"DualRifle\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"Rifle\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 30)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n\tDualRifle:\n\t\tTNT1 A 0 A_GiveInventory(\"DualRifles\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 30)\n\t\tStop\n }\n}\n\nACTOR FakeClipSprite: RifleSpawner\n{\n Scale 0.8\n VisibleToPlayerClass Purist\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\n\t Spawn:\n\t\tCLIP A 0\n\t\tCLIP A 2\n\t\tStop\n }\n}\n\nACTOR FakeRifleSprite: RifleSpawner\n{\n Scale 0.8\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\n\t Spawn:\n\t\tRIFL A 0\n\t\tRIFL A 2\n\t\tStop\n }\n}\n\nACTOR PistolSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTPISTOL\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tPIST G 1\n\t\tPIST G -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalPistol\", 1, \"DualPistol\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalPistol\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n\tDualPistol:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"DualPistols\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n }\n}\n\nACTOR MP40Spawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTMP40\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClipSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMP40Sprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40\", 1, \"Dual\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"MP40\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Mauser9mm\", 32)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_GiveInventory(\"DualMP40\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Mauser9mm\", 32)\n\t\tStop\n }\n}\n\nACTOR FakeMP40Sprite: RifleSpawner\n{\n Scale 0.8\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\n\t Spawn:\n\t\tMP40 I 0\n\t\tMP40 I 2\n\t\tStop\n }\n}\n\nACTOR ShotgunSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTSHOTGUN\"\n Inventory.PickupSound \"weapons/sgpump\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldSGSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNewSGSprite\")\n\t\tTNT1 A 2\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(\"Shot_Gun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicShotgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n }\n}\n\nACTOR ShotgunSpawnerDroped: ShotgunSpawner\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldSGSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNewSGSprite\")\n\t\tTNT1 A 2\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(\"Shot_Gun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicShotgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n }\n}\n\nactor ShotgunSpawnerReplacer: BasicWeaponPickup Replaces Shotgun\n{\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(1, \"Spawn2\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ShotgunSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Revolver\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeOldSGSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n {\n\n\t Spawn:\n\t\tSHTC B 0\n\t\tSHTC B 2\n\t\tStop\n }\n}\n\nACTOR FakeNewSGSprite: RifleSpawner\n{\n Scale 0.8\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\n\t Spawn:\n\t\tSHTC A 0\n\t\tSHTC A 2\n\t\tStop\n }\n}\n\nACTOR SSGSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"CLIPINSS\"\n Inventory.PickupMessage \"$GOTSHOTGUN2\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tSGN2 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tSGN2 A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"SSG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicSSG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n }\n}\n\nactor SSGSpawnerReplacer: BasicWeaponPickup Replaces SuperShotgun\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\")\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SSGSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AssaultShotgun\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"QSSGSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR ChaingunSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"CBOXPKUP\"\n Inventory.PickupMessage \"You got the Minigun!\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeChaingunSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMinigunSprite\")\n\t\tTNT1 A 2\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(\"Minigun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 100)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicChaingun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n }\n}\n\nACTOR SMGSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"CLIPIN\"\n Inventory.Pickupmessage \"You got the SMG!\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tSMGZ A 1\n\t\tSMGZ A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalSMG\", 1, \"Dual\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalSMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 40)\n\t\tStop\n\tDual:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_GiveInventory(\"DualSMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 40)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicSMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n }\n}\n\nACTOR MachinegunSpawner: CustomInventory\n{\n\tscale 1.0\n\tradius 24\n\theight 24\n\t+THRUACTORS +FORCEXYBILLBOARD\n\tInventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"You got the Machine Gun!\"\n\tMass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeChaingunSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMachinegunSprite\")\n\t\tTNT1 A 2\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(\"Machinegun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 100)\n\t\tStop\n\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicChaingun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n }\n}\n\nACTOR FakeMachinegunSprite: RifleSpawner\n{\n Scale 1.0\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tMGN1 Z 0\n\t\tMGN1 Z 2\n\t\tStop\n }\n}\n\nactor ChaingunSpawnerReplacer : BasicWeaponPickup Replaces Chaingun\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn5\")\n\t\tTNT1 A 0 A_Jump(16, \"Spawn4\")\n\t\tTNT1 A 0 A_Jump(64, \"Spawn2\", \"Spawn3\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ChaingunSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SMGSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MachinegunSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"CMGSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn5:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MP40Spawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeChaingunSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n {\n\n\t Spawn:\n\t\tMGUN B 0\n\t\tMGUN B 2\n\t\tStop\n }\n}\n\nACTOR FakeMinigunSprite: 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\tMGUN A 0\n\t\tMGUN A 2\n\t\tStop\n }\n}\n\nACTOR DropedChaingunSpawner: ChaingunSpawner\n{\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeChaingunSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMinigunSprite\")\n\t\tTNT1 A 2\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(\"Minigun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicChaingun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n }\n}\n\nACTOR RocketLauncherSpawner : CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTLAUNCHER\"\n Inventory.PickupSound \"ROCKPKUP\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRocketLauncherSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRL2Sprite\")\n\t\tTNT1 A 2\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(\"AmmoRocket\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"Rocket_Launcher\", 1)\n\t\tStop\n\tPurist:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoRocket\", 2)\n\t TNT1 A 0 A_GiveInventory(\"ClassicRocketLauncher\", 1)\n\t\tStop\n }\n}\n\nACTOR GrenadeLauncherSpawner: CustomInventory 2551\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTGL\"\n Inventory.PickupSound \"ROCKPKUP\"\n //$category Weapons\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tGLAP A 0\n\t\tGLAP A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRocketLauncherSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeGLSprite\")\n\t\tTNT1 A 2\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(\"GrenadeLauncher\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoRocket\", 2)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicRocketLauncher\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoRocket\", 2)\n\t\tStop\n }\n}\n\nactor RLSpawnerReplacer : BasicWeaponPickup Replaces RocketLauncher\n{\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(48, \"Spawn2\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketLauncherSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"GrenadeLauncherSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeRocketLauncherSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n {\n\n\t Spawn:\n\t\tRLAU B 0\n\t\tRLAU B 2\n\t\tStop\n }\n}\n\nACTOR FakeRL2Sprite: 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\tRLAU A 0\n\t\tRLAU A 2\n\t\tStop\n }\n}\n\nACTOR FakeGLSprite: 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\tGLAP A 0\n\t\tGLAP A 2\n\t\tStop\n }\n}\n\nACTOR PLasmagunSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"PLSDRAW\"\n Inventory.PickupMessage \"You picked up a plasma rifle!\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tPLAS A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tPLAS A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Plasma_Gun\", 1, \"DualPlasma\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"Plasma_Gun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 40)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 40)\n\t\tStop\n\tDualPlasma:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"DUalPlasmaRifles\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 40)\n\t\tStop\n }\n}\n\nactor PlasmagunReplacer : BasicWeaponPickup Replaces PLasmaRifle\n{\n States\n {\n\n\t Spawn:\n\t\tPLAS A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tPLAS A 2\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\")\n\n\tVanilla:\n\tSpawn1:\n\t\tPLAS A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"PLasmagunSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tPLAS A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"RailgunSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n}}\n\nACTOR RailgunSpawner: CustomInventory 2552\n{\n scale 0.8\n radius 24\n height 24\n //$category \"Weapons\"\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.Pickupmessage \"You got the Railgun!\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakePlasmagunSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRailgunSprite\")\n\t\tTNT1 A 2\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(\"Railgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 40)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 40)\n\t\tStop\n }\n}\nACTOR FakeRailgunSprite: 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\tSRCG A 0\n\t\tSRCG A 2\n\t\tStop\n }\n}\n\nACTOR FakePlasmagunSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n {\n\n\t Spawn:\n\t\tPLAS A 0\n\t\tPLAS A 2\n\t\tStop\n }\n}\n\nACTOR DropedPlasmaGun: PlasmagunSpawner\n{\n States\n {\n\n\t Pickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Plasma_Gun\", 1, \"DualPlasma\")\n\t\tTNT1 A 0 A_GiveInventory(\"Plasma_Gun\", 1)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tStop\n\tDualPlasma:\n\t\tTNT1 A 0 A_GiveInventory(\"DUalPlasmaRifles\", 1)\n\t\tStop\n\n }\n}\n\nactor BFGReplacer : BasicWeaponPickup Replaces BFG9000\n{\n States\n {\n\n\t Spawn:\n\t\tBFUG A 0\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(1, \"Nuke\")\n\t\tTNT1 A 0 A_Jump(2, \"MG42\", \"Flamethrower\")\n\t\tTNT1 A 0 A_Jump(4, \"Unmaker\")\n\t\tTNT1 A 0 A_Jump(16, \"BFG10K\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFG9000Spawner\",0,0,0,0,0,0,0,0,0)\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\",0,0,0,0,0,0,0,0,0)\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\",0,0,0,0,0,0,0,0,0)\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\",0,0,0,0,0,0,0,0,0)\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\", 0)\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, 0)\n\t\tStop\n\n\tNuke:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"NukeLauncher\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR BFG9000Spawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"BFGREADY\"\n Inventory.PickupMessage \"You got the BFG-9000! FUCK YEAH!\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeBFGSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldBFGSprite\")\n\t\tTNT1 A 2\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(\"BIG_FUCKING_GUN\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"VanillaBFG9000\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n }\n}\n\nACTOR BFG10KSpawner: CustomInventory 2553\n{\n scale 0.8\n radius 24\n height 24\n //$category \"Weapons\"\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.Pickupmessage \"You got the BFG10000! HELL YES!\"\n Inventory.PickupSound \"BFGREADY\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeBFG10KSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldBFGSprite\")\n\t\tTNT1 A 2\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(\"BFG10K\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"VanillaBFG9000\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n }\n}\n\nACTOR UnmakerSpawner: CustomInventory 8845\n{\n //$category \"Weapons\"\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"BFGREADY\"\n Inventory.PickupMessage \"You got the sinister Unmaker, the power of hell itself. (Slot 8)\"\n Mass 1\n\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeUnmakerSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldBFGSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Unmaker\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SoulAmmo\", 100)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"VanillaBFG9000\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n }\n}\n\nACTOR FakeBFG10KSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tBFG2 A 0\n\t\tBFG2 A 4\n\t\tStop\n }\n}\n\nACTOR FakeUnmakerSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tUNHW A 0\n\t\tUNHW A 4\n\t\tStop\n }\n}\n\nACTOR FakeBFGSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tBFUG A 0\n\t\tBFUG A 4\n\t\tStop\n }\n}\n\nACTOR FakeOLDBFGSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n {\n\n\t Spawn:\n\t\tBFUG B 0\n\t\tBFUG B 4\n\t\tStop\n }\n}\n\nACTOR ChainsawSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n inventory.pickupsound \"weapons/chainsaw/draw\"\n Inventory.PickupMessage \"$GOTCHAINSAW\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tCSAW A 1\n\t\tCSAW A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Chain_Saw\", 1)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicSaw\", 1)\n\t\tStop\n }\n}\n\nactor ChainsawSpawnerReplacer : BasicWeaponPickup Replaces Chainsaw\n{\n States\n {\n\t Spawn:\n\t\tCSAW A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"EvidenceCheckerChainsaw\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tCSAW A 2\n\t\tTNT1 A 0 A_Jump(1, \"Spawn3\")\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ChainsawSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"BrutalAxe\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"DSweap\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// EWM Spawners\n\nACTOR CMGSpawner: CustomInventory\n{\n scale 0.6\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"CMGSEL\"\n Inventory.PickupMessage \"You picked up the Compact Machinegun! (Slot 2)\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeSMGSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeCMGSprite\")\n\t\tTNT1 A 2\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(\"CompactMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPurist:\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicSMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n }\n}\n\nActor SilencerSpawner : CustomInventory\n{\n Game Doom\n Radius 20\n Scale 0.8\n +COUNTITEM +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"You picked up a silencer for the CompactMG!\"\n Inventory.PickupSound \"CMGATCH\"\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n Inventory.ForbiddenTo Purist\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tCMGI B 1\n\t\tCMGI B -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerUpgrade\", 1, \"AmmoOnly\")\n\t\tTNT1 A 0 A_GiveInventory(\"CompactMGSilencer\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tAmmoOnly:\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n }\n}\n\nACTOR QSSGSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupSound \"CLIPINSS\"\n Inventory.PickupMessage \"You picked up the Quad-Barrel Shotgun! (Slot 3)\"\n Mass 1\n States\n {\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeSSGSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeQSSGSprite\")\n\t\tTTN1 A 2\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(\"Quad_Shotgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n\tPurist:\n\t\tTNT1 A 0 A_GiveInventory(\"ClassicSSG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n }\n}\n\nACTOR RiotShieldSpawner: CustomInventory\n{\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"You picked up a Riot Shield! (Slot 2)\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n States\n {\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakePistolSprite\", 8)\n\t\tTNT1 A 0 A_SpawnItem(\"FakeShieldSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\") // Purist Players can't use Riot Shield\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualPistols\", 1, \"PickupShield\") // Detects if you have two pistols\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalPistol\", 1, \"DualPistol\") // Detect if you have one pistol\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"RiotShield\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalPistol\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPickupShield:\n\t\tTNT1 A 0 A_GiveInventory(\"RiotShield\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n\tDualPistol:\n\t\tTNT1 A 0 A_GiveInventory(\"RiotShield\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"DualPistols\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n }\n}\n\n// Special Spawners for Monster Expansion\nACTOR RiotShieldDrop : RiotShieldSpawner\n{\n\tHealth 1000000000000\n\tMass 5\n\tRadius 4\n\tHeight 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\tFly:\n\t\t5L1D ABCDEFGH 3 A_CheckFloor(\"Ground\")\n\t\tLoop\n\tGround:\n\t\tTNT1 A 0 A_PlaySound (\"barrel/pain\")\n\t\tTNT1 A 0 A_SPawnItem(\"RiotShieldSpawner2\")\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nACTOR RiotShieldSpawner2: CustomInventory\n{\n scale 1.0\n radius 24\n height 24\n +THRUACTORS\n Inventory.PickupMessage \"You picked up a Riot Shield! (Slot 2)\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n States\n {\n\tSpawn:\n\t\t5L1D I 1\n\t\t5L1D I -1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\") // Purist Players can't use Riot Shield\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"RiotShield\", 1)\n\t\tStop\n\tPurist:\n\t\tTNT1 A 0 A_GiveInventory(\"ArmorShardDroped\", 1)\n\t\tStop\n }\n}\n\n// Fake Sprites\nACTOR FakeCMGSprite: CustomInventory\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tCMGI A 0\n\t\tCMGI A 2\n\t\tStop\n }\n}\n\nACTOR FakeSMGSprite: CustomInventory\n{\n scale 0.8\n VisibleToPlayerClass Purist\n States\n {\n\n\t Spawn:\n\t\tSMGZ A 0\n\t\tSMGZ A 2\n\t\tStop\n }\n}\n\nACTOR FakeSSGSprite: CustomInventory\n{\n Scale 0.8\n VisibleToPlayerClass Purist\n States\n {\n\n\t Spawn:\n\t\tSGN2 A 0\n\t\tSGN2 A 2\n\t\tStop\n }\n}\n\nACTOR FakeQSSGSprite: CustomInventory\n{\n Scale 0.8\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tQGN2 A 0\n\t\tQGN2 A 2\n\t\tStop\n }\n}\n\nACTOR FakeShieldSprite: CustomInventory\n{\n Scale 1.3\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\t5L1D J 0\n\t\t5L1D J 2\n\t\tStop\n }\n}\n\nACTOR FakePistolSprite: CustomInventory\n{\n Scale 0.8\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer, Purist\n States\n {\n\n\t Spawn:\n\t\tPIST G 0\n\t\tPIST G 2\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Ammo.txt",
"contents": "ACTOR BasicAmmoPickup : Health\n{\n scale 1.0\n radius 8\n height 16\n +FORCEXYBILLBOARD\n -COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Inventory.Amount 0\n Inventory.MaxAmount 99999\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"none\"\n}\n\n// Backpack ---------------------------------------------------------------\n\nACTOR AmmoSupply : BackpackItem Replaces Backpack\n{\n\tGame Doom\n\tSpawnID 144\n\tHeight 26\n\tInventory.PickupMessage \"$GOTBACKPACK\"\n\tInventory.PickupSound \"BACKPACK\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tBPAK A -1\n\t\tStop\n\t}\n}\n\nACTOR Clip2 : Ammo\n{\n\tGame Doom\n\tSpawnID 11\n\tInventory.PickupMessage \"Picked up a Rifle Magazine.\"\n\tInventory.Amount 30\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 30\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CLIPA0\"\n\tInventory.PickupSound \"CLIPICK2\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR DoubleRifleAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 62\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 62\n Inventory.Icon \"RIFLB0\"\n}\n\nACTOR Clip1 : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Pistol Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPC0\"\n\tInventory.PickupSound \"CLIPICK\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP C -1\n\t\tStop\n\t}\n}\n\nACTOR Mauser9mm : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Mauser 9mm Magazine for the MP40.\"\n\tInventory.Amount 32\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 160\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPB0\"\n\tInventory.PickupSound \"CLIPICK\"\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP B -1\n\t\tStop\n\t}\n}\n\nActor ClipSpawner : BasicAmmoPickup Replaces Clip\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn4\") //CompactMG Silencer\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\") // Mauser 9mm\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\") // Pistol Ammo\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Clip2\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Clip1\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Mauser9mm\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SilencerSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n }\n}\n\nACTOR Clip1Drop: CustomInventory\n{\n scale 0.9\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a Pistol Magazine\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tCLIP C 1\n\t\tCLIP C -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 10)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n }\n}\n\nACTOR ClipBox2 : Clip2\n{\n\tGame Doom\n\tSpawnID 139\n\tInventory.PickupMessage \"Picked up a box of rifle ammunition.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 100\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO A -1\n\t\tStop\n\t}\n}\n\nACTOR BuzzSawAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a belt of MG42 ammo.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 100\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"HBUSE0\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tHBUS E -1\n\t\tStop\n\t}\n}\n\nActor ClipBoxSpawnerReplacer : BasicAmmoPickup Replaces ClipBox\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\") // Buzzsaw ammo\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\") // Pistol Ammo Box\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ClipBox2\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"PistolAmmoBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"BuzzSawAmmo\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n }\n}\n\nACTOR BDSMGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 41\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 41\n Inventory.Icon SMGZA0\n}\n\nACTOR BDDualSMGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 82\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 82\n Inventory.Icon SMGZB0\n}\n\nACTOR AmmoRocket : Ammo\n{\n\tGame Doom\n\tSpawnID 140\n\tInventory.PickupMessage \"$GOTROCKET\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"ROCKA0\"\n\tInventory.Pickupsound \"RCKCLIP\"\n\tScale 0.9\n\t+NOTAUTOAIMED\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+FORCERADIUSDMG\n\n\tdamagefactor \"Shrapnel\", 0.0 damagefactor \"Trample\", 0.0\n\tdamagefactor \"Head\", 0.0\tdamagefactor \"FriendBullet\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0\n\tdamagefactor \"CancelTeleportFog\", 0.0\tdamagefactor \"BHFTOnBarrel\", 0.0\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\tdamagefactor \"TeleportRemover\", 0.0\tdamagefactor \"MinorHead\", 0.0\n\tdamagefactor \"Decaptate\", 0.0\tdamagefactor \"MonsterKnocked\", 0.0\n\tDamageFactor \"CauseSplash\", 0.0 DamageFactor \"CauseObjectsToSplashSlime\", 0.0 DamageFactor \"CauseObjectsToSplashNukage\", 0.0\n\tDamageFactor \"CauseObjectsToSplashBlood\", 0.0 DamageFactor \"CauseObjectsToSplashLava\", 0.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\tdamagefactor \"Leg\", 0.0\n\tDamageFactor \"KillMeBot\", 0.0\n\tHealth 20\n\tStates\n\t{\n\tSpawn:\n\t\tROCK A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDShootableAmmo\")//Checks if shootable ammo is enabled\n\t\tROCK A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\", 1, \"NoShootable\")\n\t\tROCK A -1\n\t\tStop\n\n\tNoShootable:\n\t\tROCK A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tROCK A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\t//TNT1 AA 0 A_SpawnItem(\"SuperExpensiveParticleSpawner\")\n\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Explode(100, 100)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AAAAA 4 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\n// Rocket box --------------------------------------------------------------\n\nACTOR AmmoRocketBox : AmmoRocket Replaces RocketBox\n{\n\tGame Doom\n\tSpawnID 141\n\tInventory.PickupMessage \"$GOTROCKBOX\"\n\tInventory.Amount 3\n\tScale 0.9\n\tInventory.Pickupsound \"RCKCLIP2\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDShootableAmmo\")//Checks if shootable ammo is enabled\n\t\tBROK A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\", 1, \"NoShootable\")\n\t\tBROK A -1\n\t\tStop\n\n\tNoShootable:\n\t\tBROK A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBROK A -1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\t//TNT1 AA 0 A_SpawnItem(\"SuperExpensiveParticleSpawner\")\n\t\tEXPL AAA 0 A_CustomMissile (\"BarrelKaboom\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_Explode(150, 300)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AAAAA 4 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR AmmoRocketReplacer : BasicAmmoPickup Replaces RocketAmmo\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Grenade Ammo\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoRocket\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"GrenadeAmmo\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Cell --------------------------------------------------------------------\n\nACTOR AmmoCell : Ammo Replaces Cell\n{\n\tGame Doom\n\tSpawnID 75\n\tInventory.PickupMessage \"$GOTCELL\"\n\tInventory.Amount 20\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CELLA0\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\n// Cell pack ---------------------------------------------------------------\n\nACTOR AmmoCellPack : AmmoCell\n{\n\tGame Doom\n\tSpawnID 142\n\tInventory.PickupMessage \"$GOTCELLBOX\"\n\tInventory.Amount 100\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCELP A -1\n\t\tStop\n\t}\n}\n\n//Nuclear Missile\n\nACTOR Nuke : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a nuclear missile.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n\tInventory.Icon \"NKLAA0\"\n\tInventory.PickupSound \"RCKCLIP\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tBNUK A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoNukeBox : Nuke\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a nuclear missile.\"\n\tInventory.PickupSound \"RCKCLIP2\"\n\tInventory.Amount 1\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tBNUK A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoCellPackReplacer : BasicAmmoPickup Replaces CellPack\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn2\") // Nuclear Missile\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Gas\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoCellPack\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gas\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoNukeBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Shells ------------------------------------------------------------------\n\nACTOR AmmoShell : Ammo\n{\n\tGame Doom\n\tSpawnID 12\n\tInventory.PickupMessage \"$GOTSHELLS\"\n\tInventory.Amount 4\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 4\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"SHELA0\"\n\tInventory.Pickupsound \"SHELPK1\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSHEL A -1\n\t\tStop\n\t}\n}\n\n// Shell box ---------------------------------------------------------------\n\nACTOR AmmoShellBox : AmmoShell\n{\n\tGame Doom\n\tSpawnID 143\n\tInventory.PickupMessage \"$GOTSHELLBOX\"\n\tInventory.Amount 20\n\tInventory.Pickupsound \"SHELPK2\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSBOX A -1\n\t\tStop\n\t}\n}\n\n//Magnum Rounds\n\nACTOR AmmoMagnum : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up some magnum rounds.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 6\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 6\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"MAGAA0\"\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tMAGA A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoMagnumBox : AmmoMagnum\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a box of magnum rounds.\"\n\tInventory.Amount 18\n\tInventory.Pickupsound \"CBOXPICK\"\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tMBOX A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoShellReplacer : BasicAmmoPickup Replaces Shell\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn2\") // Magnum Ammo\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoShell\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoMagnum\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoShellBoxReplacer : BasicAmmoPickup Replaces ShellBox\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn3\") // Magnum Ammo Box\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Slug Rounds Upgrade\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoShellBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SlugRounds\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoMagnumBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR SSGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 2\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 2\n Inventory.Icon \"SGN2A0\"\n}\n\nACTOR PlasmaAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 50\n Inventory.Icon \"PLASA0\"\n}\n\nACTOR GLAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 1\n Inventory.Icon \"GLAPA0\"\n}\n\nACTOR DoublePlasmaAmmo : Ammo //Your weapon's magazine ammo.\n{\n Inventory.Amount 0\n Inventory.MaxAmount 100 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n Inventory.Icon \"PLASB0\"\n}\n\nACTOR MiniHellRocketAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n Inventory.Icon \"HMLRA0\"\n}\n\nACTOR SoulAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 300\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 600\n Inventory.Icon \"BDSLA0\"\n}\n\nACTOR Gas : Ammo\n{\n Inventory.Amount 50\n Inventory.MaxAmount 300\n Ammo.BackpackAmount 50\n Ammo.BackpackMaxAmount 600\n Inventory.Icon \"GSLNA0\"\n Inventory.PickupMessage \"You picked up a jug of Gasoline.\"\n Scale 0.9\n States\n {\n\tSpawn:\n\t\tGSLN A -1\n\t\tStop\n }\n}\n\nACTOR MP40Ammo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 32\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 32\n Inventory.Icon \"MP40I0\"\n\n}\n\nACTOR DualMP40Ammo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 64\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 64\n Inventory.Icon \"MP40J0\"\n}\n\nACTOR RailgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 0\n Inventory.Icon \"SRCGA0\"\n Ammo.BackpackMaxAmount 50\n}\n\nACTOR GrenadeAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Grenade.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 3\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 6\n\tInventory.Icon \"GRNDA\"\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tGRND H -1\n\t\tStop\n\t}\n}\n\nACTOR GrenadeBox : GrenadeAmmo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a box of grenades.\"\n\tInventory.Amount 3\n\tStates\n\t{\n\tSpawn:\n\t\tGRND H -1\n\t\tStop\n\t}\n}\n\nACTOR TankCannon10Ammo : Ammo\n{\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 20\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HeavyMachinegunAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 5700\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 5700\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR Autocannon2Ammo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 500\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 500\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR Autocannon2Ammo2 : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 1000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1000\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MissileAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 120\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 120\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR SRMAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR BDPistolAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 16\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 16\n Inventory.Icon PISTG0\n}\n\nACTOR BDDualPistolAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 32\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 32\n Inventory.Icon PISTH0\n}"
},
{
"source": "pk3",
"name": "Health2.txt",
"contents": "// Armor bonus --------------------------------------------------------------\n\nActor ArmorShard : ArmorBonus Replaces ArmorBonus\n{\n\tGame Doom\n\tSpawnID 22\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"$GOTARMBONUS\"\n\tInventory.Icon \"BON2A0\"\n\tArmor.Savepercent 50.1\n\tArmor.Saveamount 2\n\tArmor.Maxsaveamount 300\n\t+COUNTITEM\n\t+INVENTORY.NEVERRESPAWN\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 A 0\n\t\tBON2 A 0 ACS_NamedExecuteAlways(\"BDCheckDecorations\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\tSpawn2:\n TNT1 A 0 A_CheckSight (\"Spawn3\")\n\t\tBON2 ABCDCB 2 BRIGHT A_SpawnItem(\"GreenFlareSmall2\",0,5)\n\t\tLoop\n\tSpawn3:\n\t\tBON2 A 9 BRIGHT\n\t\tGoto Spawn2\n\tVanilla:\n\t\tBON2 ABCDCB 2 BRIGHT\n\t\tLoop\n\t}\n}\n\nActor ArmorShardNoCount: ArmorShard\n{\n-COUNTITEM\n}\n\nActor ArmorShardDroped : ArmorShard\n{\n\tGame Doom\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"$GOTARMBONUS\"\n\tInventory.Icon \"BON2A0\"\n\tArmor.Savepercent 50.1\n\tArmor.Saveamount 5\n\tArmor.Maxsaveamount 300\n\t-COUNTITEM\n\t+INVENTORY.NEVERRESPAWN\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 ABCDCB 2 bright A_SpawnItem(\"GreenFlareSmall2\",0,5)\n\t\tLoop\n\t}\n}\n\nActor GiveArmor : BasicArmorBonus\n{\n\tGame Doom\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"$GOTARMBONUS\"\n\tInventory.Icon \"BON2A0\"\n\tArmor.Savepercent 50.1\n\tArmor.Saveamount 1\n\tArmor.Maxsaveamount 9999\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 AAABBBCCCDDDCCCBBB 2 bright\n\t\tloop\n\t}\n}\n\n// Green armor --------------------------------------------------------------\n\nActor LightArmor : BasicArmorPickup\n{\n\tGame Doom\n //Scale 0.8\n\tScale 1.3\n\tSpawnID 68\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"Picked up the Light armor\"\n\tInventory.Icon \"ARM1A0\"\n\tArmor.SavePercent 50.1\n\tArmor.SaveAmount 100\n Inventory.PickupSound \"ARMOR\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tARM1 AAAA 2 bright A_SpawnItem(\"GreenFlareMedium\",0,10)\n\t\tloop\n\tSpawn2:\n\t\tARM1 A 16 BRIGHT\n\t\tGoto Spawn\n\t}\n}\n\nactor LightArmorSpawnerReplacer : BasicArmorPickup Replaces Greenarmor\n{\n States\n {\n\t Spawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\")// RiotShield Spawner\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"LightArmor\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"RiotShieldSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Blue armor ---------------------------------------------------------------\n\nActor HeavyArmor : BasicArmorPickup Replaces BlueArmor\n{\n\tGame Doom\n //Scale 0.8\n\tSpawnID 69\n\tScale 1.3\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"Picked up the Heavy Combat armor\"\n\tInventory.Icon \"ARM2A0\"\n\tArmor.Savepercent 80.1\n\tArmor.Saveamount 200\n Inventory.PickupSound \"ARMOR\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tARM2 AAAA 2 bright A_SpawnItem(\"BlueFlareMedium3\",0,10)\n\t\tloop\n\tSpawn2:\n\t\tARM2 A 16 BRIGHT\n\t\tGoto Spawn\n\t}\n}\n\n// Health bonus -------------------------------------------------------------\n\nACTOR GiveHealth : Health\n{\n\tGame Doom\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 1\n\tInventory.MaxAmount 9999\n\tInventory.PickupMessage \"$GOTHTHBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON1 AAABBBCCCDDDCCCBBB 2 A_SpawnItem(\"BlueFlareSmallItem\",0,5)\n\t\tLoop\n\t}\n}\n\nACTOR HealthPlus : Health Replaces HealthBonus\n{\n\tGame Doom\n\tSpawnID 152\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.NEVERRESPAWN\n\tInventory.Amount 2\n\tInventory.MaxAmount 300\n\tTag \"Health Bonus\"\n\tInventory.PickupMessage \"$GOTHTHBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON1 A 0\n\t\tBON1 A 0 ACS_NamedExecuteAlways(\"BDCheckDecorations\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\tSpawn2:\n TNT1 A 0 A_CheckSight (\"Spawn3\")\n\t\tBON1 ABCDCB 2 BRIGHT A_SpawnItem(\"BlueFlareSmallItem\",0,5)\n\t\tLoop\n\tSpawn3:\n\t\tBON1 A 9 BRIGHT\n\t\tGoto Spawn2\n\tVanilla:\n\t\tBON1 ABCDCB 2 BRIGHT\n\t\tLoop\n\t}\n}\n\nActor HealthPlusNoCount : HealthPlus\n{\n\t-COUNTITEM\n}\n\nACTOR HealthPlusDropped : HealthPlus\n{\n\tInventory.Amount 5\n\t-COUNTITEM\n}\n\n// Medikit -----------------------------------------------------------------\n\nACTOR Medikit2 : Health Replaces Medikit\n{\n\tGame Doom\n\tSpawnID 24\n\tInventory.Amount 25\n\tInventory.PickupMessage \"$GOTMEDIKIT\"\n\tHealth.LowMessage 25, \"$GOTMEDINEED\"\n\tInventory.PickupSound \"GOTHPB\"\n\tStates\n\t{\n\tSpawn:\n MEDK A 1\n\t\tMEDK A -1\n\t\tStop\n\t}\n}\n\nACTOR Stimpack2 : Health Replaces Stimpack\n{\n\tGame Doom\n\tSpawnID 23\n\tInventory.Amount 10\n\tInventory.PickupMessage \"$GOTSTIM\"\n\tInventory.PickupSound \"GOTHPS\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEDK B 2\n\t\tMEDK B -1\n\t\tStop\n\t}\n}\n\n//Cruelty & Fatality Bonus-----------------------------------------------------\n\nActor ArmorCrueltyBonus : ArmorBonus\n{\n\tArmor.Saveamount 5\n\tArmor.Maxsaveamount 300\n\tInventory.PickupMessage \"*** Cruelty Bonus! +5 Armor ***\"\n\t-COUNTITEM\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 E 0\n\t\tBON2 E 0 ACS_NamedExecuteAlways(\"BDCheckDecorations\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\tSpawn2:\n TNT1 A 0 A_CheckSight (\"Spawn3\")\n\t\tBON2 EFGHGF 2 BRIGHT A_SpawnItem(\"RedFlareSmallItem\",0,5)\n\t\tLoop\n\tSpawn3:\n\t\tBON2 E 9 BRIGHT\n\t\tGoto Spawn2\n\tVanilla:\n\t\tBON2 EFGHGF 2 BRIGHT\n\t\tLoop\n\t}\n}\n\nActor ArmorCrueltyBonus2 : ArmorCrueltyBonus\n{\n\tScale 0.75\n\tArmor.Saveamount 2\n\tInventory.PickupMessage \"*** Cruelty Bonus! +2 Armor ***\"\n}\n\nActor HealthCrueltyBonus : Health\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 300\n\tInventory.PickupMessage \"*** Cruelty Bonus! +5 Health ***\"\n\t-COUNTITEM\n\tStates\n\t{\n\tSpawn:\n\t\tBON1 E 0\n\t\tBON1 E 0 ACS_NamedExecuteAlways(\"BDCheckDecorations\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\tSpawn2:\n TNT1 A 0 A_CheckSight (\"Spawn3\")\n\t\tBON1 EFGHGF 2 BRIGHT A_SpawnItem(\"RedFlareSmallItem\",0,5)\n\t\tLoop\n\tSpawn3:\n\t\tBON1 E 9 BRIGHT\n\t\tGoto Spawn2\n\tVanilla:\n\t\tBON1 EFGHGF 2 BRIGHT\n\t\tLoop\n\t}\n}\n\nActor HealthCrueltyBonus2 : HealthCrueltyBonus\n{\n\tScale 0.75\n\tInventory.Amount 2\n\tInventory.PickupMessage \"*** Cruelty Bonus! +2 Health ***\"\n}"
},
{
"source": "pk3",
"name": "Upgrades.txt",
"contents": "Actor SlugMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SlugRoundsUpgrade : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SilencerUpgrade : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SlugRounds: Custominventory\n{\n Game Doom\n Radius 20\n Height 16\n Scale 0.9\n +INVENTORY.ALWAYSPICKUP\n +COUNTITEM\n Inventory.PickupMessage \"You picked up a box of Slugs.\"\n Inventory.PickupSound \"weapons/sgpump\"\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n Inventory.ForbiddenTo Purist\n States\n {\n Spawn:\n SLSU A 1\n SLSU A -1\n Stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"SlugRoundsUpgrade\", 1)\n TNT1 A 0 A_GiveInventory(\"AmmoShell\", 20)\n Stop\n }\n}\n\nActor CompactMGSilencer: Custominventory\n{\n Game Doom\n Radius 20\n Height 16\n +INVENTORY.ALWAYSPICKUP\n Inventory.PickupMessage \"You picked up a silencer for the CompactMG!\"\n Inventory.PickupSound \"CMGATCH\"\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n Inventory.ForbiddenTo Purist\n Scale 0.8\n States\n {\n Spawn:\n CMGI B 1\n\tCMGI B -1\n Stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"SilencerUpgrade\", 1)\n Stop\n }\n}\n\nACTOR PistolAmmoBox: CustomInventory\n{\n Game Doom\n Scale 0.9\n Radius 20\n Height 16\n Inventory.PickupMessage \"You picked up a pistol ammo box!\"\n Inventory.PickupSound \"items/pammo\"\n States\n {\n Spawn:\n 4M0K A 1\n 4M0K A -1\n Stop\n\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Clip1\", 100)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "UpgradeSystem.txt",
"contents": "// Upgrade Spawner Based on Dead Marines from Tomtefar's Extension\nactor BD_EWM_UpgradeSystem: DeadMarine Replaces DeadMarine\n{\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0\n\tdamagefactor \"Shrapnel\", 100.0\n\tdamagefactor \"GibRemoving\", 990.0\n\t+NOTAUTOAIMED\n\t+CLIENTSIDEONLY\n\t+FLOORCLIP\n\tRadius 0\n\tGame Doom\n\tStates\n\t{\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 10, 0, random (0, 360), 2, random (5, 40))\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"Brutal_BloodSpot\",random(64, -64),random(64, -64))\n\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_Jump(128,\"Spawn3\") // Chance of Spawning\n\t \tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\t// Riot Shield\n\t\tTNT1 A 0 A_JumpIfInventory(\"ClassicPistol\",1,5,AAPTR_PLAYER1) // Purist Players\n\t\tTNT1 A 0 A_JumpIfInventory(\"RiotShield\",1,4,AAPTR_PLAYER1)\n\t\tTNT1 A 0 A_SpawnItem(\"RiotShieldSpawner\",40)\n\t \tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tTNT1 A 0 A_Jump(256,\"Spawn3\")\n\t\t// Slug Rounds\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugRoundsUpgrade\",1,5,AAPTR_PLAYER1)\n\t\tTNT1 A 0 A_SpawnItem(\"AmmoShellBoxReplacer\",25)\n\t\tTNT1 A 0 A_SpawnItem(\"SlugRounds\",40)\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tTNT1 A 0 A_Jump(256,\"Spawn3\")\n\t\t// Super Shotgun for Ultimate DOOM\n\t\tTNT1 A 0 A_JumpIfInventory(\"ClassicSSG\",1,5,AAPTR_PLAYER1) // Purist Players\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSG\",1,4,AAPTR_PLAYER1)\n\t\tTNT1 A 0 A_SpawnItem(\"SSGSpawnerReplacer\",25)\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tTNT1 A 0 A_Jump(256,\"Spawn3\")\n\t\t// Compact Machine Gun Silencer\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\",1,6,AAPTR_PLAYER1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerUpgrade\",1,5,AAPTR_PLAYER1)\n\t\tTNT1 A 0 A_SpawnItem(\"CMGSpawner\",35)\n\t\tTNT1 A 0 A_SpawnItem(\"CompactMGSilencer\",40)\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tTNT1 A 0 A_Jump(256,\"Spawn3\")\n\t\t// Quad-Shotgun\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\",1,5,AAPTR_PLAYER1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Quad_Shotgun\",1,4,AAPTR_PLAYER1)\n\t\tTNT1 A 0 A_SpawnItem(\"QSSGSpawner\",40)\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tTNT1 A 0 A_Jump(256,\"Spawn3\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"CurbstompedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"AteMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"DeadRippedOffMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"FuckedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine2\")\n\t\tGoto Death\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine\")\n\t\tStop\n\n Spawn3:\n\t \tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"CurbstompedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"AteMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"DeadRippedOffMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"FuckedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine2\")\n\t\tGoto Death\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine\")\n\t\tStop\n Spawn2:\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"CurbstompedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"AteMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"DeadRippedOffMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"FuckedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine2\")\n\t\tGoto Death\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}"
}
]
},
"maps": []
}