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AssaultShotgun.txt
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AssaultShotgun.txt
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ACTOR AssaultShotgun : BrutalWeapon
{
Weapon.AmmoUse1 0
Weapon.AmmoGive1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0
Weapon.SelectionOrder 350
Weapon.AmmoType1 "AmmoShell"
Weapon.AmmoType2 "AssaultShotgunAmmo"
Obituary "%o was shot down by %k's Assault Shotgun."
AttackSound "None"
Inventory.PickupSound "CLIPIN"
Inventory.Pickupmessage "$GOTASG"
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+WEAPON.NOALERT
+FORCEXYBILLBOARD
Scale 0.8
Tag "Assault Shotgun"
DropItem "AssaultShotgunSpawner"
States
{
SelectAnimation:
TNT1 AA 1 A_JumpIfInventory("GoFatality", 1, "Steady")
A12G A 0 A_GunFlash
A12G A 0 A_JumpIfInventory("AutoShotUnloaded", 1, "ReadyNoFuckingAmmo")
A12G A 0 A_PlaySound("CLIPIN")
A12S ABCD 1 BRIGHT
Ready:
Ready3:
A12G A 0
A12G A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
A12G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
A12G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
A12G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
A12G A 0 A_JumpIfInventory("Reloading",1,"Reload")
A12G A 0 A_JumpIfInventory("Unloading",1,"Unload")
A12G A 0 A_JumpIfInventory("StartDualWield",1,"ChangeShell")
A12G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
A12G A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
A12G A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12G A 0 A_JumpIfInventory("AutoShotUnloaded", 1, "ReadyNoFuckingAmmo")
Loop
Ready2:
A12G A 0
A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
A12G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
A12G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
A12G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
A12G A 0 A_JumpIfInventory("Reloading",1,"Reload")
A12G A 0 A_JumpIfInventory("Unloading",1,"Unload")
A12G A 0 A_JumpIfInventory("StartDualWield",1,"ChangeShell")
A12G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
A12G A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint2")
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
Loop
ReadyNoFuckingAmmo:
A12R Q 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",1,"RemoveBullets")
A12G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
A12G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
A12G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
A12G A 0 A_JumpIfInventory("Reloading",1,"Reload")
A12G A 0 A_JumpIfInventory("Unloading",1,"Unload")
A12G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
A12G A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
Loop
ChangeShell:
TNT1 A 0 A_TakeInventory("StartDualWield", 1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
RIFG A 0 A_SetCrosshair(0)
TNT1 A 0 A_JumpIfInventory("AmmoShell", 1, 1)
Goto Ready
TNT1 A 0 A_JumpIfInventory("SlugRoundsUpgrade", 1, "SlugMode")
Goto NoUpgrades
NoUpgrades:
TNT1 A 0 A_Print("You need the Slug Shells Upgrade for Alt-Fire mode.", 2)
A12G A 3 BRIGHT
Goto Ready
SlugMode:
A12R A 1 BRIGHT Offset(-32, 42)
A12R A 1 BRIGHT Offset(-24, 38)
A12R A 1 BRIGHT Offset(-12, 34)
A12R A 1 BRIGHT Offset(0, 32)
A12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12G A 0 A_PlaySound("AACL", 1)
A12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R G 1 BRIGHT Offset(3, 36)
A12R GG 1 BRIGHT Offset(7, 38)
A12R G 1 BRIGHT Offset(3, 36)
A12R GGGG 1 BRIGHT Offset(0, 32)
TNT1 A 0 A_JumpIfInventory("ASGSlugMode", 1, "BuckShotMode")
A12R HIJKLLLLL 1 BRIGHT
A12G A 0 A_PlaySound("Reload", 1)
A12R MNSR 1 BRIGHT
A12G A 0 A_Giveinventory("HasUnloaded",1)
TNT1 A 0 A_GiveInventory("SlugMode", 1)
TNT1 A 0 A_GiveInventory("ASGSlugMode", 1)
TNT1 A 0 A_Print("Slug Shells Loaded", 2)
A12R QQQQ 5 BRIGHT A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_Takeinventory("Reloading",1)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_Takeinventory("Zoomed",1)
A12R VWTU 1 BRIGHT
A12R LUUUU 1 BRIGHT
A12R KJIHGGGG 1 BRIGHT
A12G A 0 A_PlaySound("AACL", 4)
A12R FEEEEEEEEDCBA 1 BRIGHT
A12G A 0 A_Takeinventory("AutoShotUnloaded",1)
A12G A 0 A_Takeinventory("HasUnloaded",1)
Goto InsertBullets
BuckShotMode:
A12R HIJKLLLLL 1 BRIGHT
A12G A 0 A_PlaySound("Reload", 1)
A12R MNWV 1 BRIGHT
A12G A 0 A_Giveinventory("HasUnloaded",1)
TNT1 A 0 A_TakeInventory("SlugMode", 1)
TNT1 A 0 A_TakeInventory("ASGSlugMode", 1)
TNT1 A 0 A_Print("Buckshot Shells Loaded", 2)
A12R QQQQ 5 BRIGHT A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_Takeinventory("Reloading",1)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_Takeinventory("Zoomed",1)
A12R RSTU 1 BRIGHT
A12R LUUUU 1 BRIGHT
A12R KJIHGGGG 1 BRIGHT
A12G A 0 A_PlaySound("AACL", 4)
A12R FEEEEEEEEDCBA 1 BRIGHT
A12G A 0 A_Takeinventory("AutoShotUnloaded",1)
A12G A 0 A_Takeinventory("HasUnloaded",1)
Goto InsertBullets
Deselect:
A12G A 0
A12G A 0 A_Takeinventory("Zoomed",1)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_TakeInventory("SlugMode", 1)
A12G A 0 A_ZoomFactor(1.0)
A12G A 0 A_SetCrosshair(0)
A12G A 0 A_JumpIfInventory("AutoShotUnloaded", 1, "DeSelectNoAmmo")
A12S DCBA 1 BRIGHT
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Wait
DeSelectNoAmmo:
A12R Q 1 BRIGHT A_Lower
Wait
Select:
A12G A 0 A_Giveinventory("GoSpecial",1)
A12G A 0 A_JumpIfInventory("ASGSlugMode",1,"SlugSelect")
TNT1 A 0 A_TakeInventory("FistsSelected", 1)
TNT1 A 0 A_TakeInventory("ShotgunSelected", 1)
TNT1 A 0 A_TakeInventory("MinigunSelected", 1)
TNT1 A 0 A_GiveInventory("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)
A12G A 0 A_Takeinventory("HasBarrel",1)
A12G A 0 A_TakeInventory("TossGrenade", 1)
A12G A 0 A_JumpIfInventory("AutoShotUnloaded", 1, "SelectsNoAmmo")
TNT1 A 1 A_Raise
TNT1 AAAAAAAAA 0 A_Raise
Goto SelectAnimation
SlugSelect:
A12G A 0 A_Giveinventory("SlugMode",1)
TNT1 A 0 A_TakeInventory("FistsSelected", 1)
TNT1 A 0 A_TakeInventory("ShotgunSelected", 1)
TNT1 A 0 A_TakeInventory("MinigunSelected", 1)
TNT1 A 0 A_GiveInventory("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)
A12G A 0 A_Takeinventory("HasBarrel",1)
A12G A 0 A_TakeInventory("TossGrenade", 1)
A12G A 0 A_JumpIfInventory("AutoShotUnloaded", 1, "SelectsNoAmmo")
TNT1 A 1 A_Raise
TNT1 AAAAAAAAA 0 A_Raise
Goto SelectAnimation
SelectsNoAmmo:
A12R QQQQQQ 1 BRIGHT A_Raise
Goto SelectAnimation
Fire:
TNT1 A 0
A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",1,1)
Goto NoAmmo
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ASGSlugMode",1,"SlugFire")
A12G A 0 A_PlaySound("A12FIR", 1)
RIFF A 0 A_FireCustomMissile("DistantFireSoundShotgun", random(-1,1), 0, 0, -12, 0, random(-1,1))
TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-12,12), 0, -1, 0, 0, random(-9,9))
TNT1 AAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles2", random(-12,12), 0, -1, 0, 0, random(-9,9))
TNT1 A 0 A_FireCustomMissile("Alerter",0,0)
A12G A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
A12F A 1 BRIGHT A_AlertMonsters
TNT1 A 0 A_ZoomFactor(0.98)
A12G A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
A12F A 0 BRIGHT A_FireBullets (2.9, 3.0, 9, 13, "MachineGunBulletPuff", FBF_NORANDOM)
RIFF AAAAAAAA 0 A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, 0, 0, random(-2,2))
A12G A 0
A12G A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 3)//Tactical Mode deals extra damage and recoil
SHTN A 0 A_FireBullets (2.5, 2.6, 5, 13, "ShotgunPuff2", FBF_NORANDOM)
A12G A 0 A_SetPitch(pitch-1.8)
A12G A 0 A_SetPitch(pitch-1.8)
A12G A 0
A12G A 0 A_Takeinventory("AssaultShotgunAmmo",1)
A12F B 1 BRIGHT A_FireCustomMissile("ShotCaseSpawn",5,0,6,-14)
TNT1 A 0 A_ZoomFactor(1.0)
A12F C 1 BRIGHT
A12F DEF 1 BRIGHT A_SetPitch(0.6 + pitch)
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHTZ A 0 A_Refire
A12G A 5 BRIGHT A_WeaponReady(1)
Goto Ready
SlugFire:
A12G A 0 A_PlaySound("SlugASG", 1)
SHO9 A 0 A_firebullets (0,0,1,40,"shotpuff",FBF_NORANDOM,300)
RIFF A 0 A_FireCustomMissile("DistantFireSoundShotgun", random(-1,1), 0, 0, -12, 0, random(-1,1))
TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-12,12), 0, -1, 0, 0, random(-9,9))
TNT1 AAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles2", random(-12,12), 0, -1, 0, 0, random(-9,9))
TNT1 A 0 A_FireCustomMissile("Alerter",0,0)
A12G A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
A12F A 1 BRIGHT A_AlertMonsters
TNT1 A 0 A_ZoomFactor(0.98)
A12G A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
A12F A 0 BRIGHT A_FireBullets (1.4, 1.5, -1, 120, "ShotgunPuff", FBF_NORANDOM)
RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, 0, 0, random(-1,1))
A12G A 0
A12G A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//Tactical Mode deals extra recoil
A12G A 0 A_SetPitch(pitch-1.8)
A12G A 0 A_SetPitch(pitch-1.8)
A12G A 0
A12G A 0 A_Takeinventory("AssaultShotgunAmmo",1)
A12F B 1 BRIGHT A_FireCustomMissile("SlugCaseSpawn",5,0,6,-14)
TNT1 A 0 A_ZoomFactor(1.0)
A12F C 1 BRIGHT
A12F DEF 1 BRIGHT A_SetPitch(0.6 + pitch)
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
SHTZ A 0 A_Refire
A12G A 5 BRIGHT A_WeaponReady(1)
Goto Ready
Fire2: //Aiming DOwn the Sights
TNT1 A 0 A_JumpIfInventory("ASGSlugMode",1,"SlugFire2")
A12A E 1 BRIGHT A_AlertMonsters
TNT1 A 0 A_ZoomFactor(1.29)
A12G A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
A12F A 0 BRIGHT A_FireBullets (2.4, 2.5, 9, 13, "MachineGunBulletPuff", FBF_NORANDOM)
RIFF AAAAAAAA 0 A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, 0, 0, random(-2,2))
A12G A 0
A12G A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 3)//Tactical Mode deals extra damage and recoil
SHTN A 0 A_FireBullets (2.0, 2.1, 5, 13, "ShotgunPuff2", FBF_NORANDOM)
A12G A 0 A_SetPitch(pitch-0.9)
A12G A 0 A_SetPitch(pitch-0.9)
A12G A 0
A12G A 0 A_Takeinventory("AssaultShotgunAmmo",1)
A12A F 1 BRIGHT A_FireCustomMissile("ShotCaseSpawn",5,0,6,0)
TNT1 A 0 A_ZoomFactor(1.3)
A12A G 1 BRIGHT
A12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)
A12G A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")//If still pressing alt fire, it means its holding aim
SHTZ A 0 A_Refire
Goto Ready2
SlugFire2: //Aiming Down the Sights
A12A E 1 BRIGHT A_AlertMonsters
TNT1 A 0 A_ZoomFactor(1.29)
A12G A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
A12F A 0 BRIGHT A_FireBullets (0.9, 1.0, -1, 120, "ShotgunPuff", FBF_NORANDOM)
RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, 0, 0, random(-1,1))
A12G A 0
A12G A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//Tactical Mode deals extra recoil
A12G A 0 A_SetPitch(pitch-0.9)
A12G A 0 A_SetPitch(pitch-0.9)
A12G A 0
A12G A 0 A_Takeinventory("AssaultShotgunAmmo",1)
A12A F 1 BRIGHT A_FireCustomMissile("SlugCaseSpawn",5,0,6,0)
TNT1 A 0 A_ZoomFactor(1.3)
A12A G 1 BRIGHT
A12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)
A12G A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")//If still pressing alt fire, it means its holding aim
SHTZ A 0 A_Refire
Goto Ready2
AltFire:
A12G A 0
A12G A 0 A_Giveinventory("GoSpecial",1)
A12G A 0 A_JumpIfInventory("Zoomed",1,"NoAim")
A12G A 0 A_Giveinventory("Zoomed",1)
A12G A 0 A_ZoomFactor(1.3)
A12G A 0 A_Giveinventory("ADSmode",1)
A12G A 0 A_SetCrosshair(41)
A12A ABC 1 BRIGHT
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12A D 1 BRIGHT
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12A D 1 BRIGHT
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12A D 1 BRIGHT
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12A D 1 BRIGHT
A12G A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
Goto Ready2
HoldAim:
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
A12G A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
NoAim:
A12G A 0 A_Takeinventory("Zoomed",1)
A12G A 0 A_ZoomFactor(1.0)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_SetCrosshair(0)
A12A CBA 1 BRIGHT
Goto Ready3
NoAmmo:
RIFG A 0
RIFG A 0 A_ZoomFactor(1.0)
RIFG A 0 A_Takeinventory("Zoomed",1)
RIFG A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_SetCrosshair(0)
RIFG A 0 A_JumpIfInventory("TurboReload",1,"InsertBullets")
RIFG A 0 A_JumpIfInventory("AutoShotUnloaded",1,"NoAmmo3")
TNT1 A 0 A_PlaySound("weapons/empty", 4)
NoAmmo2:
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)
RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 0 A_JumpIfInventory("TurboReload",1,"InsertBullets")
TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
RIFG A 0 A_JumpIfInventory("AmmoShell",1,"Reload")
RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
Goto Ready3
NoAmmo3:
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
A12R Q 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)
RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 0 A_JumpIfInventory("TurboReload",1,"InsertBullets")
TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo3")
RIFG A 0 A_JumpIfInventory("AmmoShell",1,"Reload")
RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo3")
Goto ReadyNoFuckingAmmo
Reload:
SHTZ A 0
//A12G A 1 BRIGHT A_WeaponReady
A12G A 0 A_ZoomFactor(1.0)
A12G A 0 A_Takeinventory("Reloading",1)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_Takeinventory("Zoomed",1)
A12G A 0 A_SetCrosshair(0)
A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",20,"Ready")
A12G A 0 A_JumpIfInventory("AmmoShell",1,1)
Goto Ready
TNT1 AAA 0
A12G A 0 A_JumpIfInventory("AutoShotUnloaded", 1, "PutMag")
A12G A 0 A_JumpIfInventory("TurboReload", 1, "InsertBullets")
A12G A 0
A12R A 1 BRIGHT Offset(-32, 42)
A12R A 1 BRIGHT Offset(-24, 38)
A12R A 1 BRIGHT Offset(-12, 34)
A12R A 1 BRIGHT Offset(0, 32)
A12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_PlaySound("AACL", 1)
A12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R G 1 BRIGHT Offset(3, 36)
A12R GG 1 BRIGHT Offset(7, 38)
A12R G 1 BRIGHT Offset(3, 36)
A12R GGGG 1 BRIGHT Offset(0, 32)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
A12R HIJKLLLLL 1 BRIGHT
A12G A 0 A_PlaySound("Reload", 1)
A12R MNOP 1 BRIGHT
A12G A 0 A_Giveinventory("HasUnloaded",1)
A12G A 0 A_GiveInventory("AutoShotUnloaded",1)
A12G A 0 A_FireCustomMissile("EmptyDrumSpawn",0,0,0,-20)
PutMag:
TNT1 A 0 A_JumpIfInventory("ASGSlugMode", 1, "SlugPutMag")
A12R Q 10 BRIGHT A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_Takeinventory("Reloading",1)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_Takeinventory("Zoomed",1)
A12G A 0 A_Takeinventory("HasUnloaded",1)
A12G A 0 A_Takeinventory("AutoShotUnloaded",1)
A12R RSTU 1 BRIGHT
A12R LUUUU 1 BRIGHT
A12R KJIHGGGG 1 BRIGHT
A12G A 0 A_PlaySound("AACL", 4)
A12R FEEEEEEEEDCBA 1 BRIGHT
Goto InsertBullets
SlugPutMag:
A12R Q 10 BRIGHT A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_Takeinventory("Reloading",1)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_Takeinventory("Zoomed",1)
A12G A 0 A_Takeinventory("HasUnloaded",1)
A12G A 0 A_Takeinventory("AutoShotUnloaded",1)
A12R VWTU 1 BRIGHT
A12R LUUUU 1 BRIGHT
A12R KJIHGGGG 1 BRIGHT
A12G A 0 A_PlaySound("AACL", 4)
A12R FEEEEEEEEDCBA 1 BRIGHT
InsertBullets:
TNT1 AAAA 0
A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",20,15)
A12G A 0 A_JumpIfInventory("AmmoShell",1,1)
Goto Ready
TNT1 AAAAAA 0
A12G A 0 A_Takeinventory("HasUnloaded",1)
A12G A 0 A_Takeinventory("AutoShotUnloaded",1)
A12G A 0 A_Giveinventory("AssaultShotgunAmmo",1)
A12G A 0 A_Takeinventory("AmmoShell",1)
Goto InsertBullets
TNT1 AAAAAAAAAA 0
A12G A 1 A_Takeinventory("Reloading",1)
A12G A 0 A_Refire
Goto Ready
TNT1 AAAA 0
A12G A 1 A_Takeinventory("Reloading",1)
A12G A 0 A_Refire
Goto Ready
Unload:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("AutoShotUnloaded",1,"UnloadCancel")
A12G A 1 A_WeaponReady
A12G A 0 A_Takeinventory("Unloading",1)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_Takeinventory("Zoomed",1)
A12G A 0 A_ZoomFactor(1.0)
A12G A 0 A_SetCrosshair(0)
A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",1,1)
Goto ReadyNoFuckingAmmo
TNT1 AAA 0
A12G A 0 A_GiveInventory ("Pumping", 1)
A12G A 0
A12R A 1 BRIGHT Offset(-32, 42)
A12R A 1 BRIGHT Offset(-24, 38)
A12R A 1 BRIGHT Offset(-12, 34)
A12R A 1 BRIGHT Offset(0, 32)
A12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12G A 0 A_PlaySound("AACL", 1)
A12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R G 1 BRIGHT Offset(3, 36)
A12R GG 1 BRIGHT Offset(7, 38)
A12R G 1 BRIGHT Offset(3, 36)
A12R GGGG 1 BRIGHT Offset(0, 32)
A12R HIJKLLLLL 1 BRIGHT
A12G A 0 A_PlaySound("Reload", 1)
A12R MNOPQ 1 BRIGHT
A12G A 0 A_TakeInventory ("Pumping", 1)
RemoveBullets:
TNT1 AAAA 0
A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",1,1)
Goto FinishUnload
TNT1 AAAA 0
A12G A 0 A_Takeinventory("AssaultShotgunAmmo",1)
A12G A 0 A_Giveinventory("AmmoShell",1)
Goto RemoveBullets
FInishUnload:
A12G A 0
A12G A 0 A_Giveinventory("HasUnloaded",1)
A12G A 0 A_Giveinventory("AutoShotUnloaded",1)
A12G A 0 A_Takeinventory("Unloading",1)
Goto ReadyNoFuckingAmmo
UnloadCancel:
A12R Q 1 A_WeaponReady
A12G A 0 A_Takeinventory("Unloading",1)
A12G A 0 A_Takeinventory("ADSmode",1)
A12G A 0 A_Takeinventory("Zoomed",1)
A12G A 0 A_ZoomFactor(1.0)
A12G A 0 A_SetCrosshair(0)
Goto ReadyNoFuckingAmmo
CheckSprint:
A12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
A12G A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
A12G A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
Goto Ready3
CheckSprint2:
A12A D 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
A12G A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready2")
A12G A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
Goto Ready2
StartSprint:
A12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_ZoomFactor(1.0)
SHTN A 0 A_Takeinventory("ADSmode",1)
RIFG A 0 A_SetCrosshair(0)
SHTN A 0 A_Giveinventory("GoSpecial",1)
TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, 2)
A12G A 0 A_JumpIfInventory("UsedStamina", 90, "StopSprintTired")
Sprinting:
A1SP A 0 offset(-9,32)
A12G A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, 2)
A12G A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
PLAY A 0 offset(-9,32) ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
A1SP A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)
A1SP A 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 2)
A1SP A 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)
A1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 2)
A1SP A 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)
A1SP A 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 2)
A1SP A 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)
A12G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
A12G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
A12G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
A12G A 0 A_JumpIfInventory("Reloading",1,"Reload")
A12G A 0 offset(-9,32)
A12G A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
A1SP A 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 2)
A1SP A 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)
A1SP A 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 2)
A1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)
A1SP A 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 2)
A1SP A 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)
A1SP A 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 2)
A12G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
A12G A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
Goto StopSprint
StopSprintTired:
A12G A 0
PLAY A 0 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
A12G A 0 A_PlaySound("Tired", 2)
A1SP A 4 BRIGHT A_WeaponReady
A12G A 0 A_TakeInventory("UsedStamina", 1)
A1SP A 4 BRIGHT A_WeaponReady
A12G A 0 A_TakeInventory("UsedStamina", 1)
A1SP A 4 BRIGHT A_WeaponReady
A12G A 0 A_TakeInventory("UsedStamina", 1)
A1SP A 4 BRIGHT A_WeaponReady
A12G A 0 A_TakeInventory("UsedStamina", 1)
A1SP A 4 BRIGHT A_WeaponReady
A12G A 0 A_TakeInventory("UsedStamina", 1)
A1SP A 4 BRIGHT A_WeaponReady
A12G A 0 A_TakeInventory("UsedStamina", 1)
Goto Ready3
StopSprint:
A1SP A 1 BRIGHT
TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, 2)
A12G A 0 A_JumpIfInventory("UsedStamina", 90, "StopSprintTired")
PLAY A 0 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
Goto Ready3
Spawn:
A12P A -1
Stop
}
}
ACTOR AssaultShotgunAmmo : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 20
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 20
Inventory.Icon "A12PA0"
}
ACTOR ASGSlugMode : Inventory
{
Inventory.MaxAmount 1
}