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AmmoDroper.txt
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ACTOR AmmoDroper : BrutalWeapon
{
+WEAPON.NOAUTOFIRE
+WEAPON.DONTBOB
+WEAPON.NOALERT
+WEAPON.WIMPY_WEAPON
+WEAPON.NO_AUTO_SWITCH
Weapon.SelectionOrder 9999
States
{
Select:
TNT1 A 0
TNT1 A 0 A_SetCrosshair(41)
TNT1 A 1 A_Raise
TNT1 AAAAAAAAA 0 A_Raise
TNT1 A 0 A_GiveInventory("AmmoDropSlot", 1)
TNT1 A 0 A_GiveInventory("FistsSelected", 1)
TNT1 A 0 A_TakeInventory("ShotgunSelected", 1)
TNT1 A 0 A_TakeInventory("MinigunSelected", 1)
TNT1 A 0 A_TakeInventory("SSGSelected", 1)
TNT1 A 0 A_TakeInventory("RocketLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("PlasmaGunSelected", 1)
TNT1 A 0 A_TakeInventory("RailGunSelected", 1)
TNT1 A 0 A_TakeInventory("RevenantLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("SubMachineGunSelected", 1)
TNT1 A 0 A_TakeInventory("BFG10KSelected", 1)
TNT1 A 0 A_TakeInventory("BFGSelected", 1)
TNT1 A 0 A_TakeInventory("FlameCannonSelected", 1)
TNT1 A 0 A_TakeInventory("SawSelected", 1)
Goto Ready
Deselect:
TNT1 A 0
TNT1 A 0 A_SetCrosshair(0)
TNT1 A 0 A_TakeInventory("StartDualWield",1)
TNT1 A 0 A_TakeInventory("Unloading", 1)
TNT1 A 0 A_TakeInventory("AmmoDropSlot", 12)
TNT1 AAAAAAAAA 0 A_Lower
TNT1 AAAAAA 1 A_Lower
TNT1 A 0 A_TakeInventory("AmmoDroper", 1)
Stop
Ready3:
SelectAnimation:
Ready:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 ACS_NamedExecuteAlways("BDAmmoDroperHUD")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 12, "ReadyArmor")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 11, "ReadyHealth")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 10, "ReadyGrenade")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 9, "ReadyGas")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 8, "ReadyCell")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 7, "ReadyRocket")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 6, "ReadyMG42")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 5, "ReadyRifle")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 4, "ReadyShell")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 3, "ReadyMagnum")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 2, "ReadyMauser")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 1, "ReadyPistol")
ReadyPistol:
ADRO A 1 BRIGHT A_WeaponReady
Goto Ready
ReadyMauser:
ADRO B 1 BRIGHT A_WeaponReady
Goto Ready
ReadyMagnum:
ADRO C 1 BRIGHT A_WeaponReady
Goto Ready
ReadyShell:
ADRO D 1 BRIGHT A_WeaponReady
Goto Ready
ReadyRifle:
ADRO E 1 BRIGHT A_WeaponReady
Goto Ready
ReadyMG42:
ADRO F 1 BRIGHT A_WeaponReady
Goto Ready
ReadyRocket:
ADRO G 1 BRIGHT A_WeaponReady
Goto Ready
ReadyCell:
ADRO H 1 BRIGHT A_WeaponReady
Goto Ready
ReadyGas:
ADRO I 1 BRIGHT A_WeaponReady
Goto Ready
ReadyGrenade:
ADRO J 1 BRIGHT A_WeaponReady
Goto Ready
ReadyHealth:
ADRO L 1 BRIGHT A_WeaponReady
Goto Ready
ReadyArmor:
ADRO K 1 BRIGHT A_WeaponReady
Goto Ready
AltFire:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 10, 4)
TNT1 A 0 A_GiveInventory("AmmoDropSlot", 1)
Goto Ready
TNT1 AAA 0
TNT1 A 0 A_TakeInventory("AmmoDropSlot", 12)
TNT1 A 0 A_GiveInventory("AmmoDropSlot", 1)
Goto Ready
Reload:
TNT1 A 0
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 12, 4)//Removed a slot if already at 12
TTN1 A 0 A_JumpIfInventory("AmmoDropSlot", 11, 4)//Increment slot to 12
TNT1 A 0 A_TakeInventory("AmmoDropSlot", 12)
TNT1 A 0 A_GiveInventory("AmmoDropSlot", 11)
Goto Ready
TNT1 A 0 A_TakeInventory("AmmoDropSlot", 1)
Goto Ready
TNT1 A 0 A_GiveInventory("AmmoDropSlot", 1)
Goto Ready
Fire:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BDAmmoDroperHUD")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 12, "DropArmor")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 11, "DropHealth")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 10, "DropGrenade")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 9, "DropGas")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 8, "DropCell")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 7, "DropRocket")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 6, "DropMG42")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 5, "DropRifle")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 4, "DropShell")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 3, "DropMagnum")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 2, "DropMauser")
TNT1 A 0 A_JumpIfInventory("AmmoDropSlot", 1, "DropPistol")
DropPistol:
ADRO A 1 BRIGHT
ADRO A 1 BRIGHT A_JumpIFInventory("Clip1", 10, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("Clip1", 10)
ADRO A 10 BRIGHT A_SpawnItemEx("CLIP1Drop", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropMauser:
ADRO B 1 BRIGHT
ADRO B 1 BRIGHT A_JumpIFInventory("Mauser9mm", 32, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("Mauser9mm", 32)
ADRO B 10 BRIGHT A_SpawnItemEx("Mauser9mm", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropMagnum:
ADRO C 1 BRIGHT
ADRO C 1 BRIGHT A_JumpIFInventory("AmmoMagnum", 6, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("AmmoMagnum", 6)
ADRO C 10 BRIGHT A_SpawnItemEx("AmmoMagnum", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropShell:
ADRO D 1 BRIGHT
ADRO D 1 BRIGHT A_JumpIFInventory("AmmoSHell", 4, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("AmmoSHell", 4)
ADRO D 10 BRIGHT A_SpawnItemEx("AmmoSHell", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropRifle:
ADRO E 1 BRIGHT
ADRO E 1 BRIGHT A_JumpIFInventory("Clip2", 30, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("Clip2", 30)
ADRO E 10 BRIGHT A_SpawnItemEx("Clip2", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropMG42:
ADRO F 1 BRIGHT
ADRO F 1 BRIGHT A_JumpIFInventory("BuzzSawAmmo", 100, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("BuzzSawAmmo", 100)
ADRO F 10 BRIGHT A_SpawnItemEx("BuzzSawAmmo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropRocket:
ADRO G 1 BRIGHT
ADRO G 1 BRIGHT A_JumpIFInventory("AmmoRocket", 1, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("AmmoRocket", 1)
ADRO G 10 BRIGHT A_SpawnItemEx("AmmoRocket", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropCell:
ADRO H 1 BRIGHT
ADRO H 1 BRIGHT A_JumpIFInventory("AmmoCell", 20, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("AmmoCell", 20)
ADRO H 10 BRIGHT A_SpawnItemEx("AmmoCell", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropGas:
ADRO I 1 BRIGHT
ADRO I 1 BRIGHT A_JumpIFInventory("Gas", 50, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("Gas", 50)
ADRO I 10 BRIGHT A_SpawnItemEx("Gas", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropGrenade:
ADRO J 1 BRIGHT
ADRO J 1 BRIGHT A_JumpIFInventory("GrenadeAmmo", 1, 4)
TNT1 A 0 BRIGHT A_Print("Not enough ammo to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
ADRO J 10 BRIGHT A_SpawnItemEx("GrenadeAmmo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropHealth:
ADRO L 1 BRIGHT
ADRO L 1 BRIGHT A_JumpIf(health >= 105, 4)
TNT1 A 0 BRIGHT A_Print("Not enough bonus health to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 ACS_NamedExecuteAlways("BDMinusFiveHealth")//Decrease health by 5
ADRO L 10 BRIGHT A_SpawnItemEx("HealthPlusDropped", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
DropArmor:
ADRO K 1 BRIGHT
ADRO K 1 BRIGHT A_JumpIFInventory("BasicArmor", 5, 4)
TNT1 A 0 BRIGHT A_Print("Not enough armor to drop", 1)
Goto Ready
TNT1 AAAA 0
TNT1 A 0 A_TakeInventory("BasicArmor", 5)
ADRO K 10 BRIGHT A_SpawnItemEx("ArmorShardDroped", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
TNT1 A 0 A_Refire
Goto Ready
}
}
ACTOR AmmoDropSlot : Inventory
{
Inventory.Amount 0
Inventory.MaxAmount 12
}