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Mike800

Disabling reload problem

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I tried to disable reload on Brutal Doom and it worked but I ended up with unlimited ammo.
Here is the DECORATE code of the shotgun before the changes I made:

Spoiler

Actor Pumping : Inventory
{
inventory.maxamount 1
}

Actor ImpactMovesSling : Inventory
{
inventory.maxamount 1
}

Actor UseShotgunStrap : Inventory
{
inventory.maxamount 1
}


Actor ShotgunWasEmpty : Inventory
{
inventory.maxamount 1
}

// --------------------------------------------------------------------------
//
// Shotgun
//
// --------------------------------------------------------------------------

ACTOR Shot_Gun : Shotgun Replaces Shotgun
{
Game Doom
SpawnID 27
Weapon.SelectionOrder 1300
Weapon.AmmoUse1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive1 4
Weapon.AmmoGive2 0
Weapon.AmmoType1 "Shell"
Weapon.AmmoType2 "ShotgunAmmo"
Inventory.PickupMessage "$GOTSHOTGUN"
Inventory.PickupSound "weapons/sgpump"
Obituary "$OB_MPSHOTGUN"
AttackSound "None"
+WEAPON.NOALERT
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+FORCEXYBILLBOARD
+WEAPON.NO_AUTO_SWITCH
Scale 0.9
States
{

ShakeLeft:
TNT1 A 0
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("UseShotgunStrap", 1, 2)
Goto OkToFire
TNT1 A 0
SHTI GH 2 A_WeaponReady

TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
SHTI IJK 2 A_WeaponReady
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
ShakeRight:
TNT1 A 0
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("UseShotgunStrap", 1, 2)
Goto OkToFire
TNT1 A 0
SHTI ABC 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
SHTI DEF 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
SHTI GHK 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
SHTI ABEF 2 A_WeaponReady
Goto Ready+14

ShakeAiming:
TNT1 A 0
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("UseShotgunStrap", 1, 2)
Goto Ready2
TNT1 A 0
ST81 ABCBA 2 A_WeaponReady
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
ST81 DEFED 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
ST81 AB 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
ST81 DE 2 A_WeaponReady
Goto Ready2

Steady:
TNT1 A 1
Goto Ready
Ready:
TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
TNT1 A 0 A_JumpIfInventory("NeverSelectedShotgun",1,"WarmUp")
TNT1 A 4 A_PlaySound("weapons/sgpump")
SHTG CBA 0
SHSS ABCD 1 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto ShakeRight
TNT1 AAAAAAAAAAAAAAA 0
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
OkToFire:
SHTG A 1 A_WeaponReady

Goto Ready+14

Ready2:
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeAiming")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
SHT8 A 1 A_WeaponReady
Loop


Deselect:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_Takeinventory("UseShotgunStrap",1)
TNT1 A 0 A_ZoomFactor(1.0)
SHSS DCBA 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1
Wait

Select:
TNT1 A 0 A_Takeinventory("FistsSelected",1)
TNT1 A 0 A_Takeinventory("SawSelected",1)
TNT1 A 0 A_Giveinventory("ShotgunSelected",1)
TNT1 A 0 A_Takeinventory("SSGSelected",1)
TNT1 A 0 A_Takeinventory("MinigunSelected",1)
TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
TNT1 A 0 A_Takeinventory("BFGSelected",1)
TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
TNT1 A 0 A_Takeinventory("RailGunSelected",1)
TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
TNT1 A 0 A_Takeinventory("HasBarrel",1)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
Goto Ready

Fire:
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
//TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
//TNT1 A 0 A_SetAngle(random(2, -2) + angle)
//TNT1 A 0 A_SetPitch(random(2, -2) + pitch)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("weapons/sg", 1)
RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-5,5))
//RIFF AAAAAA 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
//TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
SHTG A 0 A_FireBullets (2.7, 2.7, 10, 8, "ShotgunPuff")
TNT1 A 0 A_SetPitch(-8.0 + pitch)
SHTF B 1 BRIGHT


SHTF C 1 A_SetPitch(+1.0 + pitch)

SHTF DE 1 A_SetPitch(+1.0 + pitch)


SHTG A 1 A_SetPitch(+3.0 + pitch)
SHTG AA 1 A_SetPitch(+1.0 + pitch)

//TNT1 A 0 A_Jump(128, "Pump1")
Goto Pump1

Pump1:
TNT1 A 0 A_GiveInventory ("Pumping", 1)

SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1 A_PlaySound("weapons/sgpump", 3)
//TNT1 A 0 A_SetPitch(+1 + pitch)
SHTG IJ 1
//TNT1 A 0 A_SetPitch(-1 + pitch)
SHTG KL 1
SHTG KJIH 1
TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
SHTG GFEDC 1 A_JumpIfInventory("Kicking",1,"DoKick")
Goto ReadyToFireAgain


Pump2:
TNT1 A 0 A_GiveInventory ("Pumping", 1)
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
SHTG FG 1
SHTG H 1 A_PlaySound("weapons/sgpump", 3)
//TNT1 A 0 A_SetPitch(+1 + pitch)
SHTG IJ 1
//TNT1 A 0 A_SetPitch(-1 + pitch)
SHTG KL 1
SHTG KJIH 1
TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
SHTG GFEDC 1 A_JumpIfInventory("Kicking",1,"DoKick")
Goto ReadyToFireAgain


ReadyToFireAgain:
//SHTG A 6 <-- Old frame
SHTG A 1 Offset(10,36) // <-- New frames
SHTG A 1 Offset(9,40) //
SHTG A 1 Offset(4,40) //
SHTG A 1 Offset(0,32) //
SHTG A 0 A_Refire
SHTG A 0 //A_Refire
Goto ShakeLeft

Fire2:
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
//TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_AlertMonsters
RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
TNT1 A 0 A_PlaySound("weapons/sg", 1)
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
SHTG A 0 A_FireBullets (1.7, 1.7, 10, 8, "ShotgunPuff")
//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, 0, 0, random(-5,5))
TNT1 A 0 A_SetPitch(-12.0 + pitch)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
SHT8 FF 1 BRIGHT A_SetPitch(+2.0 + pitch)
SHT8 GGAA 1 A_SetPitch(+2.0 + pitch)
TNT1 A 0 A_ZoomFactor(1.0)
SHT8 ADE 2
TNT1 A 0 A_GiveInventory ("Pumping", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1 A_PlaySound("weapons/sgpump")
SHTG IJKL 1
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SHTG KJIHGFEDCB 1
TNT1 A 0 A_ZoomFactor(1.2)
SHT8 ED 1
TNT1 A 0 A_Refire
Goto ShakeAiming




AltFire:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
TNT1 A 0 A_Giveinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.2)
TNT1 A 0 A_Giveinventory("ADSmode",1)
SHT8 E 1
Goto ShakeAiming
TNT1 AAAAAA 0
SHT8 D 1
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
Goto Ready+12

WarmUp:
TNT1 A 0
TNT1 A 0 A_TakeInventory ("NeverSelectedShotgun", 1)
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
SHSS EFGHIJKLM 1
SHTG FG 1
SHTG H 1 A_PlaySound("weapons/sgpump", 3)
//TNT1 A 0 A_SetPitch(+1 + pitch)
SHTG IJ 1
//TNT1 A 0 A_SetPitch(-1 + pitch)
SHTG KL 1
SHTG KJIH 1
TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
SHTG GFEDC 1 A_JumpIfInventory("Kicking",1,"DoKick")
Goto ReadyToFireAgain

Spawn:
SHTC A -1
Stop

DoKick:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
NULL A 0 A_JumpIf (momZ > 0, "AirKick")
NULL A 0 A_JumpIf (momZ < 0, "AirKick")
NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1")
Goto InitializeNormalKick

LowKickChecker1:
TNT1 A 0
NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick")
RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)

InitializeNOrmalKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
shki BCD 1
RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
shki H 5
KICK A 0 A_Takeinventory("Kicking",1)
shki I 1
shki GFEDCBA 1
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+14
BerserkerKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
shki BCD 1
RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
shki H 5
KICK A 0 A_Takeinventory("Kicking",1)
shki I 1
shki GFEDCBA 1
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+14

AirKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-6)
KICK JKLMN 1
RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
KICK O 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK PQRST 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+14

SuperAirKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-6)
KICK JKLMN 1
RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
KICK O 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK PQRST 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+14

Taunt:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Taunting",1)
TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab")
TNT1 A 10
FUCK A 1
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
FUCK B 1 A_PlaySound("FUCK", 2)
FUCK CD 1 A_AlertMonsters
FUCK E 15 A_Takeinventory("Taunting",1)
FUCK DCBA 1
TNT1 A 10
Goto Ready
Salute:
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_ALertMonsters
SALU ABCDEDCDEDCDEDCBA 4
TNT1 A 0 A_TakeInventory("Salute1",1)
TNT1 A 0 A_TakeInventory("Salute2",1)
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready

CheckGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
Goto Ready+14
CheckDistanceGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfCloser(100, "Grab")
Goto Ready+14
CheckIfCanGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
Goto Ready+14
Grab:
PKUP ABC 2
TNT1 A 0 A_CustomMissile("PickupProjectile")
PKUP DEF 2
Goto Ready


ReloadWithNoAmmoLeft:
Reload:
TNT1 A 0
TNT1 A 0
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
SHTG A 1 A_WeaponReady

TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",8,"OkToFire")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, "ReloadNormally")
TNT1 A 0 A_GiveInventory("ShotgunWasEmpty", 1)
ReloadNormally:
TNT1 A 0 A_JumpIfInventory("Shell",1,3)
Goto Ready+14
TNT1 AAA 0
SHTG B 1 //A_PlaySound("weapons/sgpump")
TNT1 A 0 A_GiveInventory ("Pumping", 1)
SHTG CDE 1

TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("Shell",1,2)
Goto Reload+53
TNT1 AAAAA 0


TNT1 A 0 A_GiveInventory ("Pumping", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",8,23)
//TNT1 A 0 A_JumpIfInventory("Shell",0,23)
TNT1 A 0
TNT1 A 0 A_Giveinventory("ShotgunAmmo",1)
TNT1 A 0 A_Takeinventory("Shell",1)


SSHR ABC 1
SSHR D 1 A_PlaySound("insertshell")
SSHR EFG 1
SSHR A 1 A_Refire
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")


Goto Reload+18
TNT1 AAAAA 0
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 AAAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
SHTG FEDCBA 1 A_WeaponReady
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 //A_Giveinventory("SGFullReloaded",1)
Goto ShakeLeft


//AltFire: Slam Fire Mode. Never used
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
Goto Reload
TNT1 AAAA 0
//TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_SetAngle(random(3, -3) + angle)
TNT1 A 0 A_SetPitch(random(3, -3) + pitch)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("weapons/sg", 1)
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -12, 0, random(-5,5))
//TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
SHTG A 0 A_FireBullets (2.0, 2.0, 8, 8, "ShotgunPuff")
TNT1 A 0 A_SetPitch(-8.0 + pitch)
SHTF B 1 BRIGHT

SHTF C 1 A_SetPitch(+1.0 + pitch)

SHTF DE 1 A_SetPitch(+1.0 + pitch)


SHTG A 1 A_SetPitch(+3.0 + pitch)
SHTG AA 1 A_SetPitch(+1.0 + pitch)

SHSL A 1
TNT1 A 0 A_PlaySound("weapons/sgpump", 3)
SHSL BC 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHSL DEDCBA 1
SHTG A 1
TNT1 A 0 A_Refire
Goto AltFire


PuristGun:
TNT1 A 1
TNT1 A 0 A_GiveInventory("ClassicShotgun", 1)
TNT1 A 0 A_TakeInventory("Shot_Gun", 1)
TNT1 A 10
Goto Ready2

TossGrenade:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
Goto NoGrenade
GRTH ABCD 1
TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
TNT1 A 0 A_PLaySound ("GRNPIN")
GRTH EEFG 1
TNT1 A 0 A_PLaySound ("GRNTOSS")
GRTH HI 1
TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
GRTH JKLM 1
TNT1 A 1
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
Goto Ready
NoGrenade:
TNT1 A 0
TNT1 A 0 A_Print("No Grenades Left.")
Goto OkToFire


Unload:
SHTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Unloading",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_GiveInventory("ShotgunWasEmpty", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,3)
Goto OkToFire
TNT1 AAA 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_GiveInventory ("Pumping", 1)
TNT1 A 0 A_Takeinventory("Unloading",1)
SHTG ABCDEF 1

RemoveBullets:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,3)
Goto FinishUnload
TNT1 AAAAAA 0
TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
TNT1 A 0 A_Giveinventory("Shell",1)

SHTG G 1
SHTG H 1 A_PlaySound("weapons/sgpump", 3)
//TNT1 A 0 A_SetPitch(+1 + pitch)
SHTG IJ 1
//TNT1 A 0 A_SetPitch(-1 + pitch)
SHTG KL 1
SHTG KJIH 1
TNT1 A 0 A_Giveinventory("ShotgunWasEmpty",1)
SHTG GF 1
Goto RemoveBullets

FInishUnload:
SHTG EDCBA 1
TNT1 A 0 A_Takeinventory("Unloading",1)
Goto OkToFire
}
}

ACTOR ShotgunAmmo : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 8
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 8
Inventory.Icon "SHTCA0"
}



And here is the code after the changes:
Spoiler

Actor Pumping : Inventory
{
inventory.maxamount 1
}

Actor ImpactMovesSling : Inventory
{
inventory.maxamount 1
}

Actor UseShotgunStrap : Inventory
{
inventory.maxamount 1
}


Actor ShotgunWasEmpty : Inventory
{
inventory.maxamount 1
}

// --------------------------------------------------------------------------
//
// Shotgun
//
// --------------------------------------------------------------------------

ACTOR Shot_Gun : Shotgun Replaces Shotgun
{
Game Doom
SpawnID 27
Weapon.SelectionOrder 1300
Weapon.AmmoUse1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive1 4
Weapon.AmmoGive2 0
Weapon.AmmoType1 "Shell"
Weapon.AmmoType2 "ShotgunAmmo"
Inventory.PickupMessage "$GOTSHOTGUN"
Inventory.PickupSound "weapons/sgpump"
Obituary "$OB_MPSHOTGUN"
AttackSound "None"
+WEAPON.NOALERT
+WEAPON.NOAUTOFIRE
+FORCEXYBILLBOARD
+WEAPON.NO_AUTO_SWITCH
Scale 0.9
States
{

ShakeLeft:
TNT1 A 0
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("UseShotgunStrap", 1, 2)
Goto OkToFire
TNT1 A 0
SHTI GH 2 A_WeaponReady

TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
SHTI IJK 2 A_WeaponReady
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
ShakeRight:
TNT1 A 0
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("UseShotgunStrap", 1, 2)
Goto OkToFire
TNT1 A 0
SHTI ABC 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
SHTI DEF 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
SHTI GHK 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
SHTI ABEF 2 A_WeaponReady
Goto Ready+14

ShakeAiming:
TNT1 A 0
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("UseShotgunStrap", 1, 2)
Goto Ready2
TNT1 A 0
ST81 ABCBA 2 A_WeaponReady
TNT1 A 0 A_TakeInventory("ImpactMovesSling")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
ST81 DEFED 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
ST81 AB 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
ST81 DE 2 A_WeaponReady
Goto Ready2

Steady:
TNT1 A 1
Goto Ready
Ready:
TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
TNT1 A 0 A_JumpIfInventory("NeverSelectedShotgun",1,"WarmUp")
TNT1 A 4 A_PlaySound("weapons/sgpump")
SHTG CBA 0
SHSS ABCD 1 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto ShakeRight
TNT1 AAAAAAAAAAAAAAA 0
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
OkToFire:
SHTG A 1 A_WeaponReady

Goto Ready+14

Ready2:
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
//TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeAiming")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
SHT8 A 1 A_WeaponReady
Loop


Deselect:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_Takeinventory("UseShotgunStrap",1)
TNT1 A 0 A_ZoomFactor(1.0)
SHSS DCBA 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1
Wait

Select:
TNT1 A 0 A_Takeinventory("FistsSelected",1)
TNT1 A 0 A_Takeinventory("SawSelected",1)
TNT1 A 0 A_Giveinventory("ShotgunSelected",1)
TNT1 A 0 A_Takeinventory("SSGSelected",1)
TNT1 A 0 A_Takeinventory("MinigunSelected",1)
TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
TNT1 A 0 A_Takeinventory("BFGSelected",1)
TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
TNT1 A 0 A_Takeinventory("RailGunSelected",1)
TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
TNT1 A 0 A_Takeinventory("HasBarrel",1)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
Goto Ready

Fire:
//TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
//TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
//Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
//TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
//TNT1 A 0 A_SetAngle(random(2, -2) + angle)
//TNT1 A 0 A_SetPitch(random(2, -2) + pitch)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("weapons/sg", 1)
RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-5,5))
//RIFF AAAAAA 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
//TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
SHTG A 0 A_FireBullets (2.7, 2.7, 10, 8, "ShotgunPuff")
TNT1 A 0 A_SetPitch(-8.0 + pitch)
SHTF B 1 BRIGHT


SHTF C 1 A_SetPitch(+1.0 + pitch)

SHTF DE 1 A_SetPitch(+1.0 + pitch)


SHTG A 1 A_SetPitch(+3.0 + pitch)
SHTG AA 1 A_SetPitch(+1.0 + pitch)

//TNT1 A 0 A_Jump(128, "Pump1")
Goto Pump1

Pump1:
TNT1 A 0 A_GiveInventory ("Pumping", 1)

SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1 A_PlaySound("weapons/sgpump", 3)
//TNT1 A 0 A_SetPitch(+1 + pitch)
SHTG IJ 1
//TNT1 A 0 A_SetPitch(-1 + pitch)
SHTG KL 1
SHTG KJIH 1
TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
SHTG GFEDC 1 A_JumpIfInventory("Kicking",1,"DoKick")
Goto ReadyToFireAgain


Pump2:
TNT1 A 0 A_GiveInventory ("Pumping", 1)
//TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
SHTG FG 1
SHTG H 1 A_PlaySound("weapons/sgpump", 3)
//TNT1 A 0 A_SetPitch(+1 + pitch)
SHTG IJ 1
//TNT1 A 0 A_SetPitch(-1 + pitch)
SHTG KL 1
SHTG KJIH 1
TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
SHTG GFEDC 1 A_JumpIfInventory("Kicking",1,"DoKick")
Goto ReadyToFireAgain


ReadyToFireAgain:
//SHTG A 6 <-- Old frame
SHTG A 1 Offset(10,36) // <-- New frames
SHTG A 1 Offset(9,40) //
SHTG A 1 Offset(4,40) //
SHTG A 1 Offset(0,32) //
SHTG A 0 A_Refire
SHTG A 0 //A_Refire
Goto ShakeLeft

Fire2:
//TNT1 A 0 A_Takeinventory("Reloading",1)
//TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
//Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
//TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_AlertMonsters
RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
TNT1 A 0 A_PlaySound("weapons/sg", 1)
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
SHTG A 0 A_FireBullets (1.7, 1.7, 10, 8, "ShotgunPuff")
//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, 0, 0, random(-5,5))
TNT1 A 0 A_SetPitch(-12.0 + pitch)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
SHT8 FF 1 BRIGHT A_SetPitch(+2.0 + pitch)
SHT8 GGAA 1 A_SetPitch(+2.0 + pitch)
TNT1 A 0 A_ZoomFactor(1.0)
SHT8 ADE 2
TNT1 A 0 A_GiveInventory ("Pumping", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1 A_PlaySound("weapons/sgpump")
SHTG IJKL 1
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SHTG KJIHGFEDCB 1
TNT1 A 0 A_ZoomFactor(1.2)
SHT8 ED 1
TNT1 A 0 A_Refire
Goto ShakeAiming




AltFire:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
TNT1 A 0 A_Giveinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.2)
TNT1 A 0 A_Giveinventory("ADSmode",1)
SHT8 E 1
Goto ShakeAiming
TNT1 AAAAAA 0
SHT8 D 1
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
Goto Ready+12

WarmUp:
TNT1 A 0
TNT1 A 0 A_TakeInventory ("NeverSelectedShotgun", 1)
//TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
SHSS EFGHIJKLM 1
SHTG FG 1
SHTG H 1 A_PlaySound("weapons/sgpump", 3)
//TNT1 A 0 A_SetPitch(+1 + pitch)
SHTG IJ 1
//TNT1 A 0 A_SetPitch(-1 + pitch)
SHTG KL 1
SHTG KJIH 1
TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
SHTG GFEDC 1 A_JumpIfInventory("Kicking",1,"DoKick")
Goto ReadyToFireAgain

Spawn:
SHTC A -1
Stop

DoKick:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
NULL A 0 A_JumpIf (momZ > 0, "AirKick")
NULL A 0 A_JumpIf (momZ < 0, "AirKick")
NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1")
Goto InitializeNormalKick

LowKickChecker1:
TNT1 A 0
NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick")
RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)

InitializeNOrmalKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
shki BCD 1
RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
shki H 5
KICK A 0 A_Takeinventory("Kicking",1)
shki I 1
shki GFEDCBA 1
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+14
BerserkerKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
shki BCD 1
RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
shki H 5
KICK A 0 A_Takeinventory("Kicking",1)
shki I 1
shki GFEDCBA 1
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+14

AirKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-6)
KICK JKLMN 1
RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
KICK O 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK PQRST 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+14

SuperAirKick:
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_Recoil (-6)
KICK JKLMN 1
RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
KICK O 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK PQRST 2
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
Goto Ready+14

Taunt:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Taunting",1)
TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab")
TNT1 A 10
FUCK A 1
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
FUCK B 1 A_PlaySound("FUCK", 2)
FUCK CD 1 A_AlertMonsters
FUCK E 15 A_Takeinventory("Taunting",1)
FUCK DCBA 1
TNT1 A 10
Goto Ready
Salute:
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_ALertMonsters
SALU ABCDEDCDEDCDEDCBA 4
TNT1 A 0 A_TakeInventory("Salute1",1)
TNT1 A 0 A_TakeInventory("Salute2",1)
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready

CheckGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
Goto Ready+14
CheckDistanceGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfCloser(100, "Grab")
Goto Ready+14
CheckIfCanGrab:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
Goto Ready+14
Grab:
PKUP ABC 2
TNT1 A 0 A_CustomMissile("PickupProjectile")
PKUP DEF 2
Goto Ready


//AltFire: Slam Fire Mode. Never used
//TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
//TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
//Goto Reload
TNT1 AAAA 0
//TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_SetAngle(random(3, -3) + angle)
TNT1 A 0 A_SetPitch(random(3, -3) + pitch)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("weapons/sg", 1)
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -12, 0, random(-5,5))
//TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
//TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
SHTG A 0 A_FireBullets (2.0, 2.0, 8, 8, "ShotgunPuff")
TNT1 A 0 A_SetPitch(-8.0 + pitch)
SHTF B 1 BRIGHT

SHTF C 1 A_SetPitch(+1.0 + pitch)

SHTF DE 1 A_SetPitch(+1.0 + pitch)


SHTG A 1 A_SetPitch(+3.0 + pitch)
SHTG AA 1 A_SetPitch(+1.0 + pitch)

SHSL A 1
TNT1 A 0 A_PlaySound("weapons/sgpump", 3)
SHSL BC 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHSL DEDCBA 1
SHTG A 1
TNT1 A 0 A_Refire
Goto AltFire


PuristGun:
TNT1 A 1
TNT1 A 0 A_GiveInventory("ClassicShotgun", 1)
TNT1 A 0 A_TakeInventory("Shot_Gun", 1)
TNT1 A 10
Goto Ready2

TossGrenade:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
Goto NoGrenade
GRTH ABCD 1
TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
TNT1 A 0 A_PLaySound ("GRNPIN")
GRTH EEFG 1
TNT1 A 0 A_PLaySound ("GRNTOSS")
GRTH HI 1
TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
GRTH JKLM 1
TNT1 A 1
TNT1 A 0 A_TakeInventory("TossGrenade", 1)
Goto Ready
NoGrenade:
TNT1 A 0
TNT1 A 0 A_Print("No Grenades Left.")
Goto OkToFire


Unload:
SHTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("Unloading",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_GiveInventory("ShotgunWasEmpty", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,3)
Goto OkToFire
TNT1 AAA 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_GiveInventory ("Pumping", 1)
TNT1 A 0 A_Takeinventory("Unloading",1)
SHTG ABCDEF 1

RemoveBullets:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,3)
Goto FinishUnload
TNT1 AAAAAA 0
TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
TNT1 A 0 A_Giveinventory("Shell",1)

SHTG G 1
SHTG H 1 A_PlaySound("weapons/sgpump", 3)
//TNT1 A 0 A_SetPitch(+1 + pitch)
SHTG IJ 1
//TNT1 A 0 A_SetPitch(-1 + pitch)
SHTG KL 1
SHTG KJIH 1
TNT1 A 0 A_Giveinventory("ShotgunWasEmpty",1)
SHTG GF 1
Goto RemoveBullets

FInishUnload:
SHTG EDCBA 1
TNT1 A 0 A_Takeinventory("Unloading",1)
Goto OkToFire
}
}

ACTOR ShotgunAmmo : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 8
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 8
Inventory.Icon "SHTCA0"
}



I disabled all the lines with the word "Reloading", lines 3 and 4 from Fire state, lines 2 and 3 from Fire2 state and the Reload states.
What did I do wrong?

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Notice the line with "A_TakeInventory("Shell",1)" in the Reload state, and the line with "A_GiveInventory("Shell",1)" in the RemoveBullets state. These two are apparently intended to balance out each other, but by deleting the Reload state, you broke the balance.

The code is rather elaborate, so I'm not sure how much elaborate changes need to be done to fix the issue properly. Simply deleting the line with "A_GiveInventory("Shell",1)" might or might not be sufficient.

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