Raw model (for completeness)
{
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"sha1": "3cc6f58ec3e729e72c01a12b552222a0524d6eac",
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"filenames": [
"revolverdecaribu.pk3"
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"added": "2021-01-10 03:15:50",
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"added": "2021-01-10 03:15:50",
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{
"source": "pk3",
"name": "DoxsRevolver.txt",
"contents": "ACTOR BDRevolverAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 6\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 6\n Inventory.Icon REVOQ0\n}\n\nACTOR RevolverContinueAlt : Inventory //a token to skip the \"starting\" animation for alt fire\n{\n Inventory.MaxAmount 1\n}\n\nActor RevolverIsUnloaded : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR RevolverCaseSpawn : RifleCaseSpawn\n{\n Speed 1\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0 A_Jump(256,\"spawn1\",\"spawn2\",\"spawn3\")\n\t\tloop\n\tSpawn1:\n\tTNT1 A 1 A_CustomMissile(\"RevolverCasing\",0,0,random(-80,-100),2,-1)\n\tstop\n\n\tSpawn2:\n\tTNT1 A 1 A_CustomMissile(\"RevolverCasing2\",0,0,random(-80,-100),2,-1)\n\tstop\n\n\tSpawn3:\n\tTNT1 A 1 A_CustomMissile(\"RevolverCasing3\",0,0,random(-80,-100),2,-1)\n\tstop\n\t}\n}\n\nACTOR RevolverCasing: PistolCasing\n{\n Speed 1\n Scale 0.15\n BounceFactor 0.4\n SeeSound \"weapons/casing\"\n States\n {\n Spawn:\n\t TNT1 A 0\n\n C4S1 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1\n STOP\n\n Death:\n C4S1 I 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\")\n Goto Rest1\n Rest1:\n C4S1 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n C4S1 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n C4S1 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n C4S1 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n C4S1 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tSplash:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"UnderwaterEmptyBrass\")\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR RevolverCasing2: RevolverCasing\n{\n BounceFactor 0.5\n States\n {\n Spawn:\n\t TNT1 A 0\n\n C4S1 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFF 1\n STOP\n }\n}\n\nACTOR RevolverCasing3: RevolverCasing\n{\n BounceFactor 0.6\n States\n {\n Spawn:\n\t TNT1 A 0\n\n C4S1 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHHAABBCCDD 1\n STOP\n }\n}\n\nACTOR DoxsRevolver : 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 \"BDRevolverAmmo\"\n\tweapon.selectionorder 3800\n\tObituary \"%o was shot down by %k's revolver.\"\n AttackSound \"None\"\n Inventory.PickupSound \"REVDRY\"\n\tInventory.Pickupmessage \"You got the Revolver! Yee-haw! (slot 2)\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.WIMPY_WEAPON\n +FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Revolver\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\t TNT1 A 0 A_JumpIfinventory(\"RevolverIsUnloaded\",1, \"ReadyNoAmmo\")\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\tREVO A 1 A_WeaponReady(WRF_ALLOWRELOAD)\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\tReadyNoAmmo:\n\t 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\tREUF A 1 A_WeaponReady(WRF_ALLOWRELOAD)\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 TNT1 A 0 A_JumpIfinventory(\"RevolverIsUnloaded\",1, \"CheckSprintUnload\")\n\t\tREVO A 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\tREVO A 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\tREVO S 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tREVO S 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tREVO S 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tREVO S 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tREVO S 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tREVO S 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tREVO S 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\tREVO S 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tREVO S 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tREVO S 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tREVO S 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tREVO S 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tREVO S 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tREVO S 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\tREVO A 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\tREVO A 1 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tREVO A 1 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tREVO A 1 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tREVO A 1 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tREVO A 1 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tREVO 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\tCheckSprintUnload:\n\t\tREUF A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPIST F 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprintUnload\")\n\t\tGoto Ready\n\n\tStartSprintUnload:\n\t\tREUF A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPIST F 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTiredUnload\")\n\n\tSprintingUnload:\n\t\tPISP A 0 offset(-9,32)\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"ReadyNoAmmo\")\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTiredUnload\")\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\tREVO R 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tREVO R 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tREVO R 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tREVO R 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tREVO R 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tREVO R 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tREVO R 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\tREVO R 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tREVO R 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tREVO R 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tREVO R 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tREVO R 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tREVO R 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tREVO R 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, \"SprintingUnload\")\n\n\t\tGoto StopSprintUnload\n\tStopSprintTiredUnload:\n\t\tREUF A 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\tREUF A 1 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tREUF A 1 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tREUF A 1 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tREUF A 1 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tREUF A 1 A_WeaponReady\n\t\tGoto Ready\n\tStopSprintUnload:\n\t\tREUF A 1\n\t\tPIST F 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTiredUnload\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t TNT1 A 0 A_TakeInventory(\"RevolverContinueAlt\",1)\n\t\tTNT1 A 0 A_JumpIfinventory(\"RevolverIsUnloaded\",1, \"DeselectUnloaded\")\n REVS ABC 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\tDeselectUnloaded:\n\t REUS ABC 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_Takeinventory(\"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 AAAAAAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1 A_JumpIfinventory(\"RevolverIsUnloaded\",1, \"SelectUnloaded\")\n\t PIST F 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n PIST F 0 A_PlaySound(\"REVCOCK\")\n REVS CBA 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n PIST F 0 A_GunFlash\n\t\tGoto Ready\n\n SelectUnloaded:\n\t\tTNT1 A 1\n\t PIST F 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n PIST F 0 A_PlaySound(\"REVCOCK\")\n REUS CBA 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n PIST F 0 A_GunFlash\n\t\tGoto ReadyNoAmmo\n\n Fire:\n\t TNT1 A 0 A_JumpIfinventory(\"RevolverIsUnloaded\",1, \"NoAmmoFire\")\n\t\tPIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t PIST F 0 A_PlaySound(\"REVFIRE1\")\n\t REVO KLL 1\n\t\tPIST F 0 A_AlertMonsters\n\n\t\t//RIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tREVO M 1 BRIGHT\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"REVFIRE2\", 1)\n\t\tSHTN A 0 A_FireBullets (2, 2, 1, 110 , \"ShotgunPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tTNT1 A 0 A_SetPitch(Pitch-5)\n\t\tREVO B 1 BRIGHT\n\t\tTNT1 AAAAA 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\tTNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\tPIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_Takeinventory(\"BDRevolverAmmo\",1)\n REVO CDEE 1\n\t\tREVO DC 1 A_SetPitch(Pitch+0.5)\n\t\tREVO FGHIJ 1 A_SetPitch(Pitch+0.8)\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tREVO A 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGoto Ready\n\n\tAltFire:\n\t TNT1 A 0 A_JumpIfinventory(\"RevolverIsUnloaded\",1, \"NoAmmoFire\")\n\t\tPIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t TNT1 A 0 A_JumpIfInventory(\"RevolverContinueAlt\",1, \"AltActualFire\")\n\t REVO NOP 1\n\t\tTNT1 A 0\n\t\tGoto AltActualFire\n\n\tAltActualFire:\n\t TNT1 A 0 A_GiveInventory(\"RevolverContinueAlt\",1)\n\t PIST F 0 A_PlaySound(\"REVFIRE1\")\n\t RE2F ABCC 1\n PIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tPIST F 0 A_AlertMonsters\n\t\tRE2F D 1 BRIGHT\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"REVFIRE2\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tSHTN A 0 A_FireBullets (5, 5, 1, 110 , \"ShotgunPuff\", FBF_NORANDOM)\n\t\tRE2F E 1\n\t\tTNT1 A 0 A_SetPitch(Pitch-3)\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 2, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 2, 0, random(-9,9))\n\t\tTNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -15, 0, random(-2,2))\n\t\tPIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_Takeinventory(\"BDRevolverAmmo\",1)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RE2F FGH 1 A_SetPitch(Pitch+1)\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_ReFire\n\t\tREVO PON 1\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverContinueAlt\",1)\n\t\tGoto Ready\n\n\tNoAmmoFire:\n\t PIST F 0 A_PlaySound(\"REVFIRE1\")\n\t REUF BC 1\n\t\tTNT1 A 0 A_PlaySound(\"REVDRY\", 4)\n\t\tTNT1 A 0 offset(0,34)\n\t\tREUF A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tTNT1 A 0 offset(0,33)\n\t\tREUF A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tTNT1 A 0 offset(0,32)\n\t\tREUF A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tGoto ReadyNoAmmo\n\n\tNoAmmo:\n\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\tNoAmmo2:\n\t PIST F 0 A_PlaySound(\"REVFIRE1\")\n\t REVO KLL 1\n\t\tTNT1 A 0 A_PlaySound(\"REVDRY\", 4)\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\tTNT1 A 0 offset(0,34)\n\t\tREVO A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tTNT1 A 0 offset(0,33)\n\t\tREVO A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tTNT1 A 0 offset(0,32)\n\t\tREVO A 1 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\",4,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tReloadUnloaded:\n\t PIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",6,\"Ready\")\n\t REU1 A 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\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\tTNT1 AA 0\n\t\tPIST F 0 A_Takeinventory(\"RevolverIsUnloaded\",1)\n\t\tREU1 CF 1\n REU1 GHIJKLL 1\n\t\tREU1 H 1\n\t\tPIST F 0 A_PlaySound(\"REVOPEN\")\n\t\tREU1 MNOPPQR 1\n\t\tREV2 EFGHHIIII 1\n\t\tPIST F 0 A_PlaySound(\"REVINSRT\")\n\t\tREV2 JKKKKJ 1\n\t\tREV2 LMNOOOO 1\n\t\tREV3 ABDF 1\n\t\tPIST F 0 A_PlaySound(\"REVCLOSE\")\n\t\tREV3 GHII 1\n\t\tREV3 JKLMN 1\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto InsertBullets\n\n Reload:\n\t PIST F 0 A_Takeinventory(\"Reloading\",1)\n\t TNT1 A 0 A_TakeInventory(\"RevolverContinueAlt\",1)\n\t\tPIST F 0 A_JumpIfinventory(\"RevolverIsUnloaded\", 1, \"ReloadUnloaded\")\n\t\tPIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",6,\"Ready\")\n\t\tREVR A 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n PIST F 0 A_JumpIfInventory(\"Clip1\",4,3)\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\tTNT1 AA 0\n\t\tPIST F 0 A_Takeinventory(\"RevolverIsUnloaded\",1)\n REVR CF 1\n REVR GHIJKLL 1\n\t\tREVR H 1\n\t\tPIST F 0 A_PlaySound(\"REVOPEN\")\n\t\tREVR MNOPP 1\n\t\tREVR QRSTTT 1\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"RevolverCaseSpawn\",random(70,90),0,1,-8)\n\t\tPIST F 0 A_PlaySound(\"REVFLY\")\n\t\tREVR WXYUUU 1\n\t\tREV2 ABCDDD 1\n\t\tREV2 EFGHHIIII 1\n\t\tPIST F 0 A_PlaySound(\"REVINSRT\")\n\t\tREV2 JKKKKJ 1\n\t\tREV2 LMNOOOO 1\n\t\tREV3 ABDF 1\n\t\tPIST F 0 A_PlaySound(\"REVCLOSE\")\n\t\tREV3 GHII 1\n\t\tREV3 JKLMN 1\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\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(\"BDRevolverAmmo\",6,15)\n\t\tPIST F 0 A_JumpIfInventory(\"Clip1\",4,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Giveinventory(\"BDRevolverAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"Clip1\",4)\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(\"BDRevolverAmmo\",6,15)\n\t\tPIST F 0 A_JumpIfInventory(\"Clip1\",4,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Giveinventory(\"BDRevolverAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"Clip1\",4)\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\tREVO Q -1\n\t\tStop\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 PIST F 0 A_Takeinventory(\"Unloading\",1)\n\t PIST F 0 A_JumpIfinventory(\"RevolverIsUnloaded\",1, \"ReadyNoAmmo\")\n\t\tPIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",1,2)\n\t\tGoto UnloadNoReload\n\t\tTNT1 A 0\n\t\tPIST F 0 A_Takeinventory(\"Unloading\",1)\n\t\tPIST F 0 A_Giveinventory(\"RevolverIsUnloaded\",1)\n\t\tREVO A 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"Unloading\",1)\n REVR CF 1\n REVR GHIJKLL 1\n\t\tREVR H 1\n\t\tPIST F 0 A_PlaySound(\"REVOPEN\")\n\t\tREVR MNOPP 1\n\t\tREVR QRSTTT 1\n\t\tPIST F 0 A_PlaySound(\"REVFLY\")\n\t\tREVR WXYUUU 1 //after this start unload frames\n\t\tREU2 ABCD 1\n\t\tPIST F 0 A_PlaySound(\"REVCLOSE\")\n\t\tREU2 EFFF 1\n\t\tREU2 GHIJ 1\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",1,\"RemoveBullets\")\n\t\tGoto RemoveBullets\n\n UnloadNoReload:\n\t PIST F 0 A_Giveinventory(\"RevolverIsUnloaded\",1)\n\t\tREVO A 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"Unloading\",1)\n REVR CF 1\n REVR GHIJKLL 1\n\t\tREVR H 1\n\t\tPIST F 0 A_PlaySound(\"REVOPEN\")\n\t\tREVR MNOPP 1\n\t\tREVR QRSTTT 1\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"RevolverCaseSpawn\",random(70,90),0,1,-8)\n\t\tPIST F 0 A_PlaySound(\"REVFLY\")\n\t\tREVR WXYUUU 1 //after this start unload frames\n\t\tREU2 ABCD 1\n\t\tPIST F 0 A_PlaySound(\"REVCLOSE\")\n\t\tREU2 EFFF 1\n\t\tREU2 GHIJ 1\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",1,\"RemoveBullets\")\n\t\tGoto ReadyNoAmmo\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDRevolverAmmo\",1,3)\n\t\tGoto ReadyNoAmmo\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"BDRevolverAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"Clip1\",4)\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 ReadyNoAmmo\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto ReadyNoAmmo\n\n\t//UnloadNoReload:\n\n\tDualWield:\n\tTNT1 A 0\n\tGoto Ready\n\t\tREV3 OPQRSTT 1\n\t\tREV3 UVWXXXXXX 1\n\t\tRLNG A 0 A_PlaySound (\"DSRFIRE\")\n\t\tREV4 B 1 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tRLNG A 0 A_FireCustomMissile(\"Rocket2\", 0, 1, 0, -6)\n\t\tRLNG A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tREV4 HI 1\n\t\tRLNG A 0 A_PlaySound (\"DSRFIRE\")\n\t\tREV4 C 1 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tRLNG A 0 A_FireCustomMissile(\"Rocket2\", 0, 1, 0, -6)\n\t\tRLNG A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tREV4 HI 1\n\t\tRLNG A 0 A_PlaySound (\"DSRFIRE\")\n\t\tREV4 D 1 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tRLNG A 0 A_FireCustomMissile(\"Rocket2\", 0, 1, 0, -6)\n\t\tRLNG A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tREV4 HI 1\n\t\tRLNG A 0 A_PlaySound (\"DSRFIRE\")\n\t\tREV4 E 1 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tRLNG A 0 A_FireCustomMissile(\"Rocket2\", 0, 1, 0, -6)\n\t\tRLNG A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tREV4 HI 1\n\t\tRLNG A 0 A_PlaySound (\"DSRFIRE\")\n\t\tREV4 F 1 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tRLNG A 0 A_FireCustomMissile(\"Rocket2\", 0, 1, 0, -6)\n\t\tRLNG A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tREV4 HI 1\n\t\tRLNG A 0 A_PlaySound (\"DSRFIRE\")\n\t\tREV4 G 1 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tRLNG A 0 A_FireCustomMissile(\"Rocket2\", 0, 1, 0, -6)\n\t\tRLNG A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tREV4 HI 1\n\t\tREV3 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 1\n\n\t\tGoto Ready\n\n\t}\n}"
}
]
},
"maps": []
}