Kev The Galaxybender Posted August 11, 2016 I have been playing the insanity mod test version and I notice when you empty the magazine for the super shotgun it doesn't auto reload. Using slade, how would I change this behavior to auto reload once the mag is empty? 0 Share this post Link to post
scifista42 Posted August 11, 2016 Could you post the weapon's DECORATE definition? 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:Could you post the weapon's DECORATE definition? Spoiler ACTOR SSGAmmo : Ammo { Inventory.Amount 0 Inventory.MaxAmount 2 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 2 Inventory.Icon "SGN2A0" } Actor SSGInHand : Inventory {inventory.maxamount 1} #include SSGUpgrade.txt // -------------------------------------------------------------------------- // // Super Shotgun // // -------------------------------------------------------------------------- ACTOR SSG : Doomweapon { Weapon.BobRangeX 0.3 Weapon.BobRangeY 0.5 Weapon.BobStyle InverseSmooth Weapon.BobSpeed 2.0 Game Doom SpawnID 33 Weapon.Kickback 50 Weapon.SelectionOrder 400 Weapon.AmmoGive1 8 Weapon.AmmoGive2 0 Weapon.AmmoType1 "Shell12g" Weapon.AmmoType2 "SSGAmmo" Weapon.AmmoUse1 0 Weapon.AmmoUse2 0 +WEAPON.NOAUTOAIM +WEAPON.NOAUTOFIRE +FORCEXYBILLBOARD +WEAPON.NO_AUTO_SWITCH Inventory.PickupMessage "You got the Super Shotgun!" tag "Super Shotgun" Obituary "%o was blasted by %k's Super Shotgun" Inventory.PickupSound "CLIPINSS" Scale 1 States { Steady: TNT1 A 1 Goto Ready Ready: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("UpgradeReplacementSystem")==1, "SkipUpgrade1") TNT1 A 0 A_JumpIfInventory("Quad_Shotgun", 1, "SelectUpgrade") SkipUpgrade1: SHT2 U 1 Offset(20,46) SHT2 V 1 Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("SGSLCT",7) SHT2 WX 1 SHT2 YZ 1 TNT1 A 0 A_PlaySound("CLIPINSS",6) TNT1 A 0 A_GiveInventory("SSGInHand", 1) TNT1 A 0 A_GiveInventory ("Pumping", 1) SHO9 DE 1 SHO9 FG 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun") SHT5 ABCD 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 AAA 0 RealReady: 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("Unloading",1,"Unload") TNT1 A 0 A_JumpIfInventory("ThrowPipeBomb",1,"ThrowPipeBomb")//DetonatePipeBomb TNT1 A 0 A_JumpIfInventory("DetonatePipeBomb",1,"DetonatePipeBomb")// TNT1 A 0 A_JumpIfInventory("GoEmergencyGunAbility", 1, "FireEmergency") TNT1 A 0 A_JumpIfInventory("GoSwitchAmmo", 1, "SwitchEmergency") SHT2 A 1 A_WeaponReady TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("UpgradeReplacementSystem")==1, "RealReady") TNT1 A 0 A_JumpIfInventory("Quad_Shotgun", 1, "SelectUpgrade") Goto RealReady SelectUpgrade: TNT1 A 0 TNT1 A 0 A_TakeInventory("SSGInHand", 1) TNT1 A 0 A_SelectWeapon("Quad_Shotgun") Goto DeselectNone Deselect: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("UpgradeReplacementSystem")==1, "SkipUpgrade2") TNT1 A 0 A_JumpIfInventory("Quad_Shotgun", 1, "SelectUpgrade") SkipUpgrade2: DeselectNone: TNT1 A 0 A_JumpIfInventory("SSGInHand", 1, "DeselectReal") 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_TakeInventory("ThrowPipeBomb", 1) TNT1 A 0 A_TakeInventory("DetonatePipeBomb", 1) TNT1 A 0 A_TakeInventory("Kicking", 1) TNT1 A 0 A_TakeInventory("Reloading", 1) TNT1 A 0 A_TakeInventory("GoSilencerAbility", 1) TNT1 A 0 A_TakeInventory("Salute1", 1) TNT1 A 0 A_TakeInventory("Salute2", 1) TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait DeselectReal: TNT1 A 0 TNT1 A 0 A_playsound("weapon/swap", 3) 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_TakeInventory("ThrowPipeBomb", 1) TNT1 A 0 A_TakeInventory("DetonatePipeBomb", 1) TNT1 A 0 A_TakeInventory("Kicking", 1) TNT1 A 0 A_TakeInventory("Reloading", 1) TNT1 A 0 A_TakeInventory("GoSilencerAbility", 1) TNT1 A 0 A_TakeInventory("Salute1", 1) TNT1 A 0 A_TakeInventory("Salute2", 1) TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) SHT5 DCBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower TNT1 A 1 Wait Select: TNT1 A 0 A_Takeinventory("FistsSelected",1) TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun") TNT1 A 0 A_Takeinventory("SawSelected",1) TNT1 A 0 A_Takeinventory("ShotgunSelected",1) TNT1 A 0 A_Giveinventory("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 AAAAAAAAAAAA 0 A_Raise Goto Ready NoAmmo: TNT1 A 0 A_JumpIfInventory("Shell12g", 1, "Reload") SHT2 A 1 A_PlaySound("weapons/empty", 2) TNT1 A 0 A_TakeInventory("SSGAlt",1) Goto RealReady RecoilFlash: TNT1 A 1 A_Setpitch(pitch-8) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) Stop RecoilFlash2: TNT1 A 1 A_Setpitch(pitch-4) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) Stop Fire: TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"AltFire") TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, 1) Goto NoAmmo //TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, 1) //Goto AltFire TNT1 A 0 A_TakeInventory("SSGAmmo", 2) TNT1 A 0 A_Recoil(6) SHO9 A 0 A_firebullets (0,0,1,15,"shotpuff",0,180) SHO9 A 1 BRIGHT A_playsound("ssg/fire/new", 7) //TNT1 A 0 A_playsound("weapons/sg",4) //TNT1 A 0 A_playsound("SSHFIR2", 6) //TNT1 A 0 A_playsound("ssg/fire/new", 5) TNT1 AAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-10,10), 0, -1, -12, 0, random(-5,5)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, 2, 0, 0, 0) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) //SHO9 B 1 BRIGHT TNT1 A 0 A_FireBullets (12, 6, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireBullets (12, 6, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0) SHO9 B 1 BRIGHT A_GunFlash("RecoilFlash") SHT2 A 1 Offset(0,62) SHT2 A 1 Offset(0,61) SHT2 A 1 Offset(0,60) TNT1 A 0 A_TakeInventory("SSGAlt",1) TNT1 A 0 A_TakeInventory("Reloading",1) SHT2 A 1 Offset(0,56) SHT2 A 1 Offset(0,42) SHT2 AAA 1 Offset(0,32) SHT2 A 0 A_Refire Goto RealReady Reload: TNT1 A 0 TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("SSGAlt", 1, "Reload2")//Check if still has a shell on left barrel TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, "RealReady")//Check if still has a shell on left barrel TNT1 A 0 A_JumpIfInventory("Shell12g", 1, 1)//Check if has any ammo left to reload Goto RealReady TNT1 A 0 A_JumpIfInventory("Shell12g", 2, 1)//Check if has ammo to reload 2 shells Goto Reload2 //Reload 2 barrels //SHT2 B 2 Offset(20,48) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) //SHT2 B 2 Offset(10,36) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) SHT2 BCDEF 1 SHT2 GH 1 SHT2 IJ 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/open",3) TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 3) TNT1 AA 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10) SHT2 K 1 SHT2 L 10 SHT2 MMNNOO 1 TNT1 A 0 A_playsound("ssg/load") SHT2 P 1 //Offset(10,36) //SHT2 P 1 Offset(20,46) SHT2 Q 1// Offset(30,56) //SHT2 Q 1 Offset(40,66) SHT2 R 1// Offset(50,76) SHT2 S 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) SHT2 T 1// Offset(30,56) SHT2 U 1// Offset(20,46) SHT2 V 1// Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/close",3) TNT1 A 0 A_TakeInventory("Shell12g", 2,TIF_NOTAKEINFINITE) TNT1 A 0 A_GiveInventory("SSGAmmo", 2) SHT2 WX 1 SHT2 YZ 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_TakeInventory("SSGAlt",1) SHO9 DE 1 SHO9 FG 1 TNT1 A 0 A_ReFire SHT2 A 2 Goto RealReady AltFire: TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("SSGAmmo",1,3) Goto NoAmmo TNT1 AAAAA 0 TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"AltFire2") TNT1 A 0 A_TakeInventory("SSGAmmo",1) TNT1 A 0 A_GiveInventory("SSGAlt",1) TNT1 A 0 A_Recoil(2) TNT1 A 0 A_ALertMonsters SHTA A 1 BRIGHT A_playsound("ssg/alt/fire/new", 7) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 2, 0, 0, 0) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) SHTA A 2 BRIGHT A_FireBullets (9, 6, 10, 7, "ShotgunPuff") TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -12, 0, random(-5,5)) //TNT1 A 0 A_SetPitch(-4.0 + pitch) //TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0) SHT2 A 1 Offset(0,50) A_GunFlash("RecoilFlash2") //TNT1 A 0 A_SetPitch(+1.0 + pitch) SHT2 A 1 Offset(0,60) //TNT1 A 0 A_SetPitch(+1.0 + pitch) SHT2 A 1 Offset(0,55) //TNT1 A 0 A_SetPitch(+1.0 + pitch) SHT2 A 1 Offset(0,50) //TNT1 A 0 A_SetPitch(+1.0 + pitch) SHT2 A 1 Offset(0,45) SHT2 A 1 Offset(0,35) TNT1 A 0 A_refire("AltFire") Goto RealReady AltFire2: TNT1 A 0 A_TakeInventory("SSGAmmo", 1) TNT1 A 0 A_Recoil(2) TNT1 A 0 A_ALertMonsters SHTA B 1 BRIGHT A_playsound("ssg/alt/fire/new", 6) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) SHTA B 2 BRIGHT A_FireBullets (9, 6, 10, 7, "ShotgunPuff") TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -12, 0, random(-5,5)) SHT2 A 1 Offset(0,50) A_GunFlash("RecoilFlash2") SHT2 A 1 Offset(0,60) SHT2 A 1 Offset(0,55) SHT2 A 1 Offset(0,50) SHT2 A 1 Offset(0,45) SHT2 A 1 Offset(0,35) TNT1 A 0 A_TakeInventory("SSGAlt", 1) TNT1 A 0 A_JumpIfInventory("Shell12g",1,"RealReady") TNT1 A 0 A_Refire("AltFire") Goto RealReady Reload2: TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("Shell12g",1,1) Goto NoAmmo TNT1 A 0 A_TakeInventory("SSGAlt",1) //SHT2 B 2 Offset(20,48) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) TNT1 A 0 TNT1 A 0 //SHT2 B 2 Offset(10,36) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) TNT1 A 0 TNT1 A 0 SHT2 BCDEF 1 TNT1 A 0 TNT1 A 0 SHT2 GH 1 TNT1 A 0 TNT1 A 0 SHT2 IJ 1 TNT1 A 0 TNT1 A 0 TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/open",3) TNT1 A 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10) SHT2 K 1 SHT7 L 10 SHT7 MMNNOO 1 TNT1 A 0 A_playsound("ssg/load") SHT7 P 1 //Offset(10,36) //SHT7 P 1 Offset(20,46) SHT2 Q 1 //Offset(30,56) //SHT2 Q 1 Offset(40,66) SHT2 R 1 //Offset(50,76) TNT1 A 0 SHT2 S 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) SHT2 T 1 //Offset(30,56) SHT2 U 1 //Offset(20,46) SHT2 V 1 //Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/close",3) TNT1 A 0 A_TakeInventory("Shell12g", 1,TIF_NOTAKEINFINITE) TNT1 A 0 A_GiveInventory("SSGAmmo", 1) SHT2 WX 1 SHT2 YZ 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) SHO9 DE 1 SHO9 FG 1 TNT1 A 0 A_ReFire SHT2 A 2 Goto RealReady Spawn: SGN2 A -1 Stop DoKick: TNT1 A 0 A_PlaySound("KICK2",1) 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") InitializeNormalKick: TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0,1,0) SSGK ABCDEFG 1 //TNT1 A 0 A_Custompunch(4,0,1,"KickPuff") RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7) SSGK H 3 KICK A 0 A_Takeinventory("Kicking",1) SSGK IGFEDCBA 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 SetPlayerProperty(0,0,0) NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady BerserkerKick: TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0,1,0) SSGK ABCDEFG 1 RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7) SSGK H 3 KICK A 0 A_Takeinventory("Kicking",1) SSGK IGFEDCBA 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 SetPlayerProperty(0,0,0) NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady AirKick: TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SpartaKickFunny")==1,"SpartaAirKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil (-2) KICK JKLMNO 1 RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KICK P 3 KICK A 0 A_Takeinventory("Kicking",1) KICK QRST 2 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady SuperAirKick: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SpartaKickFunny")==1,"SuperSpartaAirKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil (-2) KICK JKLMNO 1 RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KICK P 3 KICK A 0 A_Takeinventory("Kicking",1) KICK QRST 2 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady SpartaFOV: TNT1 A 1 A_ZoomFactor(0.95) TNT1 A 1 A_ZoomFactor(0.9) TNT1 A 1 A_ZoomFactor(0.85) TNT1 A 1 A_ZoomFactor(0.8) TNT1 A 1 A_ZoomFactor(0.75) TNT1 A 1 A_ZoomFactor(0.7) TNT1 A 10 TNT1 A 1 A_ZoomFactor(0.8) TNT1 A 1 A_ZoomFactor(0.85) TNT1 A 1 A_ZoomFactor(0.9) TNT1 A 1 A_ZoomFactor(0.95) TNT1 A 0 A_ZoomFactor(1) Stop SpartaAirKick: TNT1 A 0 A_playsound("KICK2") TNT1 A 0 A_GiveInventory("PSeq6",1) TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperSpartaAirKick") TNT1 A 0 A_PlaySound("KICK",6) TNT1 A 0 A_Recoil (-20) TNT1 A 0 A_GunFlash("SpartaFOV") KRCK JKLMNO 1 KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KICK A 0 A_Takeinventory("Kicking",1) KRCK QQ 1 KRCK RRSSTTUU 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) TNT1 A 0 A_TakeInventory("PSeq1", 2) TNT1 A 0 A_TakeInventory("PSeq4", 2) TNT1 A 0 A_TakeInventory("PSeq3", 2) TNT1 A 0 A_TakeInventory("PSeq2", 2) TNT1 A 0 A_TakeInventory("PSeq5", 2) TNT1 A 0 A_TakeInventory("PSeq6", 2) Goto RealReady SuperSpartaAirKick: TNT1 A 0 A_PlaySound("SPARTA",6) TNT1 A 0 A_Recoil (-30) TNT1 A 0 A_GunFlash("SpartaFOV") KRCK JKLMNO 1 KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KICK A 0 A_Takeinventory("Kicking",1) KRCK QQ 1 KRCK RRSSTTUU 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) TNT1 A 0 A_TakeInventory("PSeq1", 2) TNT1 A 0 A_TakeInventory("PSeq4", 2) TNT1 A 0 A_TakeInventory("PSeq3", 2) TNT1 A 0 A_TakeInventory("PSeq2", 2) TNT1 A 0 A_TakeInventory("PSeq5", 2) TNT1 A 0 A_TakeInventory("PSeq6", 2) Goto RealReady 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) TNT1 A 0 A_JumpIf(CallACS("PlayerSoundsIB") == 2, "PostalFuck") TNT1 A 0 A_JumpIf(CallACS("PlayerSoundsIB") == 1,"FuckTauntNormal") NULL A 0 A_PlaySound("DFUCK", CHAN_VOICE) Goto FinishFuckTaunt PostalFuck: NULL A 0 A_Playsound("postal/fuck", CHAN_VOICE) Goto FinishFuckTaunt FuckTauntNormal: NULL A 0 A_PlaySound("FUCK", CHAN_VOICE) Goto FinishFuckTaunt FinishFuckTaunt: FUCK B 1 FUCK CD 1 A_AlertMonsters FUCK E 15 A_Takeinventory("Taunting",1) FUCK DCBA 1 TNT1 A 10 Goto RealReady 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+6 CheckDistanceGrab: TNT1 A 0 TNT1 A 0 A_JumpIfCloser(100, "Grab") Goto Ready+6 CheckIfCanGrab: TNT1 A 0 TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab") Goto Ready+6 Grab: PKUP ABC 2 TNT1 A 0 A_CustomMissile("PickupProjectile") PKUP DEF 2 Goto Ready PuristGun: TNT1 A 1 TNT1 A 0 A_GiveInventory("ClassicSSG", 1) TNT1 A 0 A_TakeInventory("SSG", 1) TNT1 A 10 Goto Ready TossGrenade: TNT1 A 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",1) GRTH EEFG 1 TNT1 A 0 A_PLaySound ("GRNTOSS") GRTH HI 1 TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1,TIF_NOTAKEINFINITE) TNT1 A 0 A_FireCustomMissile("TriggeredGrenade", 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 RealReady Unload: SHT5 A 1 A_WeaponReady 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_JumpIfInventory("SSGAmmo",1,3) Goto Ready TNT1 AAA 0 TNT1 A 0 A_Takeinventory("Zoomed",1) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_Takeinventory("Unloading",1) RemoveBullets: TNT1 AAAA 0 TNT1 A 0 A_JumpIfInventory("SSGAmmo",1,3) Goto FinishUnload TNT1 AAAAAA 0 TNT1 A 0 A_Takeinventory("SSGAmmo",1) TNT1 A 0 A_Giveinventory("Shell12g",1) Goto RemoveBullets FInishUnload: SHT2 B 2 Offset(20,48) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) SHT2 B 2 Offset(10,36) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) SHT2 BCDEF 1 SHT2 GH 1 TNT1 A 0 A_PlaySound("weapons/sshotc") SHT2 IJ 1 SHT2 K 2 TNT1 A 20 TNT1 A 0 A_GiveInventory("HasUnloaded", 1) TNT1 A 0 A_Takeinventory("Unloading",1) SHT2 U 1 Offset(20,46) SHT2 V 1 Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("weapons/sshotc") SHT2 WX 1 SHT2 YZ 1 TNT1 A 0 A_PlaySound("CLIPINSS") TNT1 A 0 A_GiveInventory ("Pumping", 1) SHO9 DE 1 SHO9 FG 1 Goto Ready Goto Ready SwitchEmergency: TNT1 A 0 A_TakeInventory("GoSwitchAmmo", 1) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1", 1, "SwitchingGauss") TNT1 A 0 A_GiveInventory("EmergencyAmmo1", 1) TNT1 A 0 A_Print("BuckShot Active") Goto RealReady SwitchingGauss: TNT1 A 0 A_TakeInventory("EmergencyAmmo1", 1) TNT1 A 0 A_Print("Gauss Rail Active") Goto RealReady FireEmergency: TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"AmmoCheckShell") AmmoCheckRocket: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("RocketAmmo2",1,"FireEmergencyReal") Goto NoEmergencyAmmo AmmoCheckShell: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("Shell12g",1,"FireEmergencyReal") Goto NoEmergencyAmmo FireEmergencyReal: TNT1 A 0 A_JumpIfInventory("NowFireRightActor", 1, "FireEmergencyRight") PANC A 1 A_ZoomFactor(0.95) PANC B 1 A_ZoomFactor(0.9) PANC C 1 A_ZoomFactor(0.85) PANC D 1 A_ZoomFactor(0.8) PANC E 1 PANF A 1 BRIGHT A_GunFlash("EmergencyFlash") PANC E 1 A_Giveinventory("NowFireRightActor", 1) PANC E 1 A_Setpitch(Pitch-3) PANC D 1 A_Setpitch(Pitch+1) PANC C 1 A_Setpitch(Pitch+1) PANC B 1 A_Setpitch(Pitch+1) PANC A 1 A_ZoomFactor(1.0) TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) PANC AAAAA 1 A_JumpIfInventory("GoEmergencyGunAbility",1,"FireEmergencyRight") TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) Goto Ready EmergencyFlash: TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0,0,0,0) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"EMFlashShell") TNT1 A 0 A_PlaySound("Weapons/OkudzhavaFire",6) TNT1 A 0 A_TakeInventory("RocketAmmo2", 1) XMFF A 0 A_FireCustomMissile("GaussProjectile", 0, 0, -12, -6, 0, random(-3,3))//GaussProjectile Stop EMFlashShell: TNT1 A 0 A_PlaySound("r6/sg/fire",6) TNT1 A 0 A_TakeInventory("Shell12g", 1) TNT1 AAAAAA 0 A_FireBullets (5, 5, -1, 45, "HitPuff") RIFF AAAAAA 0 A_FireCustomMissile("Tracer", 0, 0, Random(-12,-11), Random(-5,-6), 0, random(-3,3)) Stop FireEmergencyRight: TNT1 A 0 A_JumpIfInventory("RocketAmmo2",1,2) Goto NoEmergencyAmmo TNT1 AAAAA 0 PANC F 1 A_ZoomFactor(0.95) PANC G 1 A_ZoomFactor(0.9) PANC H 1 A_ZoomFactor(0.85) PANC I 1 A_ZoomFactor(0.8) PANC J 1 PANF B 1 BRIGHT A_GunFlash("EmergencyFlash2") PANC J 1 A_Takeinventory("NowFireRightActor") PANC J 1 A_Setpitch(Pitch-3) PANC I 1 A_Setpitch(Pitch+1) PANC H 1 A_Setpitch(Pitch+1) PANC G 1 A_Setpitch(Pitch+1) PANC F 1 A_ZoomFactor(1.0) TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) PANC FFFFF 1 A_JumpIfInventory("GoEmergencyGunAbility",1,"FireEmergency") Goto Ready EmergencyFlash2: TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0,0,0,0) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"EMFlashShell12g") TNT1 A 0 A_PlaySound("Weapons/OkudzhavaFire",6) TNT1 A 0 A_TakeInventory("RocketAmmo2", 1) XMFF A 0 A_FireCustomMissile("GaussProjectile", 0, 0, 12, -6, 0, random(-3,3))//GaussProjectile Stop EMFlashShell12g: TNT1 A 0 A_PlaySound("r6/sg/fire",6) TNT1 A 0 A_TakeInventory("Shell12g", 1) TNT1 AAAAAA 0 A_FireBullets (5, 5, -1, 45, "HitPuff") RIFF AAAAAA 0 A_FireCustomMissile("Tracer", 0, 0, Random(12,11), Random(-5,-6), 0, random(-3,3)) Stop NoEmergencyAmmo: TNT1 A 0 TNT1 A 0 A_Print("Find some ammo, peasant!!") Goto RealReady ThrowPipeBomb: TNT1 A 0 A_TakeInventory("ThrowPipeBomb", 1) TNT1 A 0 A_JumpIfInventory("PipeBombAmmo",1,"ThrowForReal") Goto NoEmergencyAmmo ThrowForReal: PIPE IJLKLMN 1 TNT1 A 0 A_Takeinventory("PipeBombAmmo",1,TIF_NOTAKEINFINITE) PIPE O 1 A_playsound("FRAGT", 3) PIPE P 1 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)//HomingRocket PIPE Q 1 A_FireCustomMissile("PipeBomb", 0, 1, 0, -10)//HomingRocket PIPE RSTU 1 Goto RealReady DetonatePipeBomb: TNT1 A 0 A_takeinventory("DetonatePipeBomb", 1) DETO AB 2 DETO C 1 A_PlaySound("FRGBEP",4) C4SP D 0 ACS_NamedExecuteAlways("DetonatePipeBomb",0,1,0,0) DETO C 1 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) DETO BA 2 Goto RealReady } } 0 Share this post Link to post
scifista42 Posted August 11, 2016 Next time, post code within "code" tags, and if the code is long, post it within "spoiler" tags too. You can quote my post to see how I did it: Spoiler Text within spoiler tags is shrinked by default, unless you click the spoiler button to view it.{ { { Spaces and tabs at the beginning of lines aren't stripped out within code tags. } } } To your issue, the code is complicated, and there's just one thing I can think of for now. Near the end of "AltFire2" state, there's this line:TNT1 A 0 A_JumpIfInventory("Shell12g",1,"RealReady") Remove or comment out this line, and see if it helps when you're using alt fire (it certainly wouldn't help if your had this issue while using normal fire too). 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:Next time, post code within "code" tags, and if the code is long, post it within "spoiler" tags too. You can quote my post to see how I did it: Spoiler Text within spoiler tags is shrinked by default, unless you click the spoiler button to view it.{ { { Spaces and tabs at the beginning of lines aren't stripped out within code tags. } } } To your issue, the code is complicated, and there's just one thing I can think of for now. Near the end of "AltFire2" state, there's this line:TNT1 A 0 A_JumpIfInventory("Shell12g",1,"RealReady") Remove or comment out this line, and see if it helps when you're using alt fire (it certainly wouldn't help if your had this issue while using normal fire too). sorry about that. I will take a look at this once I get home. the way the shotgun behaves is it has 4 barrels, and the alt fire allows you to change it to fire 1, 2, 3 or all 4 rounds at once. And I do believe when you fire it normally it does this as well. I'm not home to confirm it though. I won't be home for another 8 hours. 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 Voros said:Wheres RealReady and Reload2? i'm not sure exactly what you mean. Also this weapon has an upgrade to it. normally it just has 2 barrels, the upgrade gives it 4. here is the mod itself if someone wanted to look through it just in case i'm looking at the incorrect part, as I am new with messing around with iwads and such http://www.moddb.com/mods/brutal-doom/addons/insanitys-brutality 0 Share this post Link to post
scifista42 Posted August 11, 2016 The upgraded version of the weapon is apparently defined as a separate weapon actor (Quad_Shotgun), so if the reloading issue happens with the upgraded version, you should post the Quad_Shotgun's code. 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:The upgraded version of the weapon is apparently defined as a separate weapon actor (Quad_Shotgun), so if the reloading issue happens with the upgraded version, you should post the Quad_Shotgun's code. I believe it happens with the normal supershotgun as well as the quad. Here is what I found... SSG.txt Spoiler ACTOR SSGAmmo : Ammo { Inventory.Amount 0 Inventory.MaxAmount 2 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 2 Inventory.Icon "SGN2A0" } Actor SSGInHand : Inventory {inventory.maxamount 1} #include SSGUpgrade.txt // -------------------------------------------------------------------------- // // Super Shotgun // // -------------------------------------------------------------------------- ACTOR SSG : Doomweapon { Weapon.BobRangeX 0.3 Weapon.BobRangeY 0.5 Weapon.BobStyle InverseSmooth Weapon.BobSpeed 2.0 Game Doom SpawnID 33 Weapon.Kickback 50 Weapon.SelectionOrder 400 Weapon.AmmoGive1 8 Weapon.AmmoGive2 0 Weapon.AmmoType1 "Shell12g" Weapon.AmmoType2 "SSGAmmo" Weapon.AmmoUse1 0 Weapon.AmmoUse2 0 +WEAPON.NOAUTOAIM +WEAPON.NOAUTOFIRE +FORCEXYBILLBOARD +WEAPON.NO_AUTO_SWITCH Inventory.PickupMessage "You got the Super Shotgun!" tag "Super Shotgun" Obituary "%o was blasted by %k's Super Shotgun" Inventory.PickupSound "CLIPINSS" Scale 1 States { Steady: TNT1 A 1 Goto Ready Ready: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("UpgradeReplacementSystem")==1, "SkipUpgrade1") TNT1 A 0 A_JumpIfInventory("Quad_Shotgun", 1, "SelectUpgrade") SkipUpgrade1: SHT2 U 1 Offset(20,46) SHT2 V 1 Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("SGSLCT",7) SHT2 WX 1 SHT2 YZ 1 TNT1 A 0 A_PlaySound("CLIPINSS",6) TNT1 A 0 A_GiveInventory("SSGInHand", 1) TNT1 A 0 A_GiveInventory ("Pumping", 1) SHO9 DE 1 SHO9 FG 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun") SHT5 ABCD 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 AAA 0 RealReady: 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("Unloading",1,"Unload") TNT1 A 0 A_JumpIfInventory("ThrowPipeBomb",1,"ThrowPipeBomb")//DetonatePipeBomb TNT1 A 0 A_JumpIfInventory("DetonatePipeBomb",1,"DetonatePipeBomb")// TNT1 A 0 A_JumpIfInventory("GoEmergencyGunAbility", 1, "FireEmergency") TNT1 A 0 A_JumpIfInventory("GoSwitchAmmo", 1, "SwitchEmergency") SHT2 A 1 A_WeaponReady TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("UpgradeReplacementSystem")==1, "RealReady") TNT1 A 0 A_JumpIfInventory("Quad_Shotgun", 1, "SelectUpgrade") Goto RealReady SelectUpgrade: TNT1 A 0 TNT1 A 0 A_TakeInventory("SSGInHand", 1) TNT1 A 0 A_SelectWeapon("Quad_Shotgun") Goto DeselectNone Deselect: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("UpgradeReplacementSystem")==1, "SkipUpgrade2") TNT1 A 0 A_JumpIfInventory("Quad_Shotgun", 1, "SelectUpgrade") SkipUpgrade2: DeselectNone: TNT1 A 0 A_JumpIfInventory("SSGInHand", 1, "DeselectReal") 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_TakeInventory("ThrowPipeBomb", 1) TNT1 A 0 A_TakeInventory("DetonatePipeBomb", 1) TNT1 A 0 A_TakeInventory("Kicking", 1) TNT1 A 0 A_TakeInventory("Reloading", 1) TNT1 A 0 A_TakeInventory("GoSilencerAbility", 1) TNT1 A 0 A_TakeInventory("Salute1", 1) TNT1 A 0 A_TakeInventory("Salute2", 1) TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait DeselectReal: TNT1 A 0 TNT1 A 0 A_playsound("weapon/swap", 3) 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_TakeInventory("ThrowPipeBomb", 1) TNT1 A 0 A_TakeInventory("DetonatePipeBomb", 1) TNT1 A 0 A_TakeInventory("Kicking", 1) TNT1 A 0 A_TakeInventory("Reloading", 1) TNT1 A 0 A_TakeInventory("GoSilencerAbility", 1) TNT1 A 0 A_TakeInventory("Salute1", 1) TNT1 A 0 A_TakeInventory("Salute2", 1) TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) SHT5 DCBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower TNT1 A 1 Wait Select: TNT1 A 0 A_Takeinventory("FistsSelected",1) TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun") TNT1 A 0 A_Takeinventory("SawSelected",1) TNT1 A 0 A_Takeinventory("ShotgunSelected",1) TNT1 A 0 A_Giveinventory("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 AAAAAAAAAAAA 0 A_Raise Goto Ready NoAmmo: TNT1 A 0 A_JumpIfInventory("Shell12g", 1, "Reload") SHT2 A 1 A_PlaySound("weapons/empty", 2) TNT1 A 0 A_TakeInventory("SSGAlt",1) Goto RealReady RecoilFlash: TNT1 A 1 A_Setpitch(pitch-8) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) Stop RecoilFlash2: TNT1 A 1 A_Setpitch(pitch-4) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) TNT1 A 1 A_Setpitch(pitch+1) Stop Fire: TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"AltFire") TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, 1) Goto NoAmmo //TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, 1) //Goto AltFire TNT1 A 0 A_TakeInventory("SSGAmmo", 2) TNT1 A 0 A_Recoil(6) SHO9 A 0 A_firebullets (0,0,1,15,"shotpuff",0,180) SHO9 A 1 BRIGHT A_playsound("ssg/fire/new", 7) //TNT1 A 0 A_playsound("weapons/sg",4) //TNT1 A 0 A_playsound("SSHFIR2", 6) //TNT1 A 0 A_playsound("ssg/fire/new", 5) TNT1 AAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-10,10), 0, -1, -12, 0, random(-5,5)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, 2, 0, 0, 0) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) //SHO9 B 1 BRIGHT TNT1 A 0 A_FireBullets (12, 6, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireBullets (12, 6, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0) SHO9 B 1 BRIGHT A_GunFlash("RecoilFlash") SHT2 A 1 Offset(0,62) SHT2 A 1 Offset(0,61) SHT2 A 1 Offset(0,60) TNT1 A 0 A_TakeInventory("SSGAlt",1) TNT1 A 0 A_TakeInventory("Reloading",1) SHT2 A 1 Offset(0,56) SHT2 A 1 Offset(0,42) SHT2 AAA 1 Offset(0,32) SHT2 A 0 A_Refire Goto RealReady Reload: TNT1 A 0 TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("SSGAlt", 1, "Reload2")//Check if still has a shell on left barrel TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, "RealReady")//Check if still has a shell on left barrel TNT1 A 0 A_JumpIfInventory("Shell12g", 1, 1)//Check if has any ammo left to reload Goto RealReady TNT1 A 0 A_JumpIfInventory("Shell12g", 2, 1)//Check if has ammo to reload 2 shells Goto Reload2 //Reload 2 barrels //SHT2 B 2 Offset(20,48) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) //SHT2 B 2 Offset(10,36) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) SHT2 BCDEF 1 SHT2 GH 1 SHT2 IJ 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/open",3) TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 3) TNT1 AA 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10) SHT2 K 1 SHT2 L 10 SHT2 MMNNOO 1 TNT1 A 0 A_playsound("ssg/load") SHT2 P 1 //Offset(10,36) //SHT2 P 1 Offset(20,46) SHT2 Q 1// Offset(30,56) //SHT2 Q 1 Offset(40,66) SHT2 R 1// Offset(50,76) SHT2 S 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) SHT2 T 1// Offset(30,56) SHT2 U 1// Offset(20,46) SHT2 V 1// Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/close",3) TNT1 A 0 A_TakeInventory("Shell12g", 2,TIF_NOTAKEINFINITE) TNT1 A 0 A_GiveInventory("SSGAmmo", 2) SHT2 WX 1 SHT2 YZ 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_TakeInventory("SSGAlt",1) SHO9 DE 1 SHO9 FG 1 TNT1 A 0 A_ReFire SHT2 A 2 Goto RealReady AltFire: TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("SSGAmmo",1,3) Goto NoAmmo TNT1 AAAAA 0 TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"AltFire2") TNT1 A 0 A_TakeInventory("SSGAmmo",1) TNT1 A 0 A_GiveInventory("SSGAlt",1) TNT1 A 0 A_Recoil(2) TNT1 A 0 A_ALertMonsters SHTA A 1 BRIGHT A_playsound("ssg/alt/fire/new", 7) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 2, 0, 0, 0) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) SHTA A 2 BRIGHT A_FireBullets (9, 6, 10, 7, "ShotgunPuff") TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -12, 0, random(-5,5)) //TNT1 A 0 A_SetPitch(-4.0 + pitch) //TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0) SHT2 A 1 Offset(0,50) A_GunFlash("RecoilFlash2") //TNT1 A 0 A_SetPitch(+1.0 + pitch) SHT2 A 1 Offset(0,60) //TNT1 A 0 A_SetPitch(+1.0 + pitch) SHT2 A 1 Offset(0,55) //TNT1 A 0 A_SetPitch(+1.0 + pitch) SHT2 A 1 Offset(0,50) //TNT1 A 0 A_SetPitch(+1.0 + pitch) SHT2 A 1 Offset(0,45) SHT2 A 1 Offset(0,35) TNT1 A 0 A_refire("AltFire") Goto RealReady AltFire2: TNT1 A 0 A_TakeInventory("SSGAmmo", 1) TNT1 A 0 A_Recoil(2) TNT1 A 0 A_ALertMonsters SHTA B 1 BRIGHT A_playsound("ssg/alt/fire/new", 6) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) SHTA B 2 BRIGHT A_FireBullets (9, 6, 10, 7, "ShotgunPuff") TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -12, 0, random(-5,5)) SHT2 A 1 Offset(0,50) A_GunFlash("RecoilFlash2") SHT2 A 1 Offset(0,60) SHT2 A 1 Offset(0,55) SHT2 A 1 Offset(0,50) SHT2 A 1 Offset(0,45) SHT2 A 1 Offset(0,35) TNT1 A 0 A_TakeInventory("SSGAlt", 1) TNT1 A 0 A_JumpIfInventory("Shell12g",1,"RealReady") TNT1 A 0 A_Refire("AltFire") Goto RealReady Reload2: TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("Shell12g",1,1) Goto NoAmmo TNT1 A 0 A_TakeInventory("SSGAlt",1) //SHT2 B 2 Offset(20,48) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) TNT1 A 0 TNT1 A 0 //SHT2 B 2 Offset(10,36) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) TNT1 A 0 TNT1 A 0 SHT2 BCDEF 1 TNT1 A 0 TNT1 A 0 SHT2 GH 1 TNT1 A 0 TNT1 A 0 SHT2 IJ 1 TNT1 A 0 TNT1 A 0 TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/open",3) TNT1 A 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10) SHT2 K 1 SHT7 L 10 SHT7 MMNNOO 1 TNT1 A 0 A_playsound("ssg/load") SHT7 P 1 //Offset(10,36) //SHT7 P 1 Offset(20,46) SHT2 Q 1 //Offset(30,56) //SHT2 Q 1 Offset(40,66) SHT2 R 1 //Offset(50,76) TNT1 A 0 SHT2 S 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) SHT2 T 1 //Offset(30,56) SHT2 U 1 //Offset(20,46) SHT2 V 1 //Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/close",3) TNT1 A 0 A_TakeInventory("Shell12g", 1,TIF_NOTAKEINFINITE) TNT1 A 0 A_GiveInventory("SSGAmmo", 1) SHT2 WX 1 SHT2 YZ 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) SHO9 DE 1 SHO9 FG 1 TNT1 A 0 A_ReFire SHT2 A 2 Goto RealReady Spawn: SGN2 A -1 Stop DoKick: TNT1 A 0 A_PlaySound("KICK2",1) 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") InitializeNormalKick: TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0,1,0) SSGK ABCDEFG 1 //TNT1 A 0 A_Custompunch(4,0,1,"KickPuff") RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7) SSGK H 3 KICK A 0 A_Takeinventory("Kicking",1) SSGK IGFEDCBA 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 SetPlayerProperty(0,0,0) NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady BerserkerKick: TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0,1,0) SSGK ABCDEFG 1 RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7) SSGK H 3 KICK A 0 A_Takeinventory("Kicking",1) SSGK IGFEDCBA 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 SetPlayerProperty(0,0,0) NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady AirKick: TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SpartaKickFunny")==1,"SpartaAirKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil (-2) KICK JKLMNO 1 RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KICK P 3 KICK A 0 A_Takeinventory("Kicking",1) KICK QRST 2 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady SuperAirKick: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SpartaKickFunny")==1,"SuperSpartaAirKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil (-2) KICK JKLMNO 1 RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KICK P 3 KICK A 0 A_Takeinventory("Kicking",1) KICK QRST 2 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady SpartaFOV: TNT1 A 1 A_ZoomFactor(0.95) TNT1 A 1 A_ZoomFactor(0.9) TNT1 A 1 A_ZoomFactor(0.85) TNT1 A 1 A_ZoomFactor(0.8) TNT1 A 1 A_ZoomFactor(0.75) TNT1 A 1 A_ZoomFactor(0.7) TNT1 A 10 TNT1 A 1 A_ZoomFactor(0.8) TNT1 A 1 A_ZoomFactor(0.85) TNT1 A 1 A_ZoomFactor(0.9) TNT1 A 1 A_ZoomFactor(0.95) TNT1 A 0 A_ZoomFactor(1) Stop SpartaAirKick: TNT1 A 0 A_playsound("KICK2") TNT1 A 0 A_GiveInventory("PSeq6",1) TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperSpartaAirKick") TNT1 A 0 A_PlaySound("KICK",6) TNT1 A 0 A_Recoil (-20) TNT1 A 0 A_GunFlash("SpartaFOV") KRCK JKLMNO 1 KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KICK A 0 A_Takeinventory("Kicking",1) KRCK QQ 1 KRCK RRSSTTUU 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) TNT1 A 0 A_TakeInventory("PSeq1", 2) TNT1 A 0 A_TakeInventory("PSeq4", 2) TNT1 A 0 A_TakeInventory("PSeq3", 2) TNT1 A 0 A_TakeInventory("PSeq2", 2) TNT1 A 0 A_TakeInventory("PSeq5", 2) TNT1 A 0 A_TakeInventory("PSeq6", 2) Goto RealReady SuperSpartaAirKick: TNT1 A 0 A_PlaySound("SPARTA",6) TNT1 A 0 A_Recoil (-30) TNT1 A 0 A_GunFlash("SpartaFOV") KRCK JKLMNO 1 KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KICK A 0 A_Takeinventory("Kicking",1) KRCK QQ 1 KRCK RRSSTTUU 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) TNT1 A 0 A_TakeInventory("PSeq1", 2) TNT1 A 0 A_TakeInventory("PSeq4", 2) TNT1 A 0 A_TakeInventory("PSeq3", 2) TNT1 A 0 A_TakeInventory("PSeq2", 2) TNT1 A 0 A_TakeInventory("PSeq5", 2) TNT1 A 0 A_TakeInventory("PSeq6", 2) Goto RealReady 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) TNT1 A 0 A_JumpIf(CallACS("PlayerSoundsIB") == 2, "PostalFuck") TNT1 A 0 A_JumpIf(CallACS("PlayerSoundsIB") == 1,"FuckTauntNormal") NULL A 0 A_PlaySound("DFUCK", CHAN_VOICE) Goto FinishFuckTaunt PostalFuck: NULL A 0 A_Playsound("postal/fuck", CHAN_VOICE) Goto FinishFuckTaunt FuckTauntNormal: NULL A 0 A_PlaySound("FUCK", CHAN_VOICE) Goto FinishFuckTaunt FinishFuckTaunt: FUCK B 1 FUCK CD 1 A_AlertMonsters FUCK E 15 A_Takeinventory("Taunting",1) FUCK DCBA 1 TNT1 A 10 Goto RealReady 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+6 CheckDistanceGrab: TNT1 A 0 TNT1 A 0 A_JumpIfCloser(100, "Grab") Goto Ready+6 CheckIfCanGrab: TNT1 A 0 TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab") Goto Ready+6 Grab: PKUP ABC 2 TNT1 A 0 A_CustomMissile("PickupProjectile") PKUP DEF 2 Goto Ready PuristGun: TNT1 A 1 TNT1 A 0 A_GiveInventory("ClassicSSG", 1) TNT1 A 0 A_TakeInventory("SSG", 1) TNT1 A 10 Goto Ready TossGrenade: TNT1 A 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",1) GRTH EEFG 1 TNT1 A 0 A_PLaySound ("GRNTOSS") GRTH HI 1 TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1,TIF_NOTAKEINFINITE) TNT1 A 0 A_FireCustomMissile("TriggeredGrenade", 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 RealReady Unload: SHT5 A 1 A_WeaponReady 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_JumpIfInventory("SSGAmmo",1,3) Goto Ready TNT1 AAA 0 TNT1 A 0 A_Takeinventory("Zoomed",1) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_Takeinventory("Unloading",1) RemoveBullets: TNT1 AAAA 0 TNT1 A 0 A_JumpIfInventory("SSGAmmo",1,3) Goto FinishUnload TNT1 AAAAAA 0 TNT1 A 0 A_Takeinventory("SSGAmmo",1) TNT1 A 0 A_Giveinventory("Shell12g",1) Goto RemoveBullets FInishUnload: SHT2 B 2 Offset(20,48) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) SHT2 B 2 Offset(10,36) //A_FireCustomMissile("SmokeSpawner",0,0,0,5) SHT2 BCDEF 1 SHT2 GH 1 TNT1 A 0 A_PlaySound("weapons/sshotc") SHT2 IJ 1 SHT2 K 2 TNT1 A 20 TNT1 A 0 A_GiveInventory("HasUnloaded", 1) TNT1 A 0 A_Takeinventory("Unloading",1) SHT2 U 1 Offset(20,46) SHT2 V 1 Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("weapons/sshotc") SHT2 WX 1 SHT2 YZ 1 TNT1 A 0 A_PlaySound("CLIPINSS") TNT1 A 0 A_GiveInventory ("Pumping", 1) SHO9 DE 1 SHO9 FG 1 Goto Ready Goto Ready SwitchEmergency: TNT1 A 0 A_TakeInventory("GoSwitchAmmo", 1) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1", 1, "SwitchingGauss") TNT1 A 0 A_GiveInventory("EmergencyAmmo1", 1) TNT1 A 0 A_Print("BuckShot Active") Goto RealReady SwitchingGauss: TNT1 A 0 A_TakeInventory("EmergencyAmmo1", 1) TNT1 A 0 A_Print("Gauss Rail Active") Goto RealReady FireEmergency: TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"AmmoCheckShell") AmmoCheckRocket: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("RocketAmmo2",1,"FireEmergencyReal") Goto NoEmergencyAmmo AmmoCheckShell: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("Shell12g",1,"FireEmergencyReal") Goto NoEmergencyAmmo FireEmergencyReal: TNT1 A 0 A_JumpIfInventory("NowFireRightActor", 1, "FireEmergencyRight") PANC A 1 A_ZoomFactor(0.95) PANC B 1 A_ZoomFactor(0.9) PANC C 1 A_ZoomFactor(0.85) PANC D 1 A_ZoomFactor(0.8) PANC E 1 PANF A 1 BRIGHT A_GunFlash("EmergencyFlash") PANC E 1 A_Giveinventory("NowFireRightActor", 1) PANC E 1 A_Setpitch(Pitch-3) PANC D 1 A_Setpitch(Pitch+1) PANC C 1 A_Setpitch(Pitch+1) PANC B 1 A_Setpitch(Pitch+1) PANC A 1 A_ZoomFactor(1.0) TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) PANC AAAAA 1 A_JumpIfInventory("GoEmergencyGunAbility",1,"FireEmergencyRight") TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) Goto Ready EmergencyFlash: TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0,0,0,0) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"EMFlashShell") TNT1 A 0 A_PlaySound("Weapons/OkudzhavaFire",6) TNT1 A 0 A_TakeInventory("RocketAmmo2", 1) XMFF A 0 A_FireCustomMissile("GaussProjectile", 0, 0, -12, -6, 0, random(-3,3))//GaussProjectile Stop EMFlashShell: TNT1 A 0 A_PlaySound("r6/sg/fire",6) TNT1 A 0 A_TakeInventory("Shell12g", 1) TNT1 AAAAAA 0 A_FireBullets (5, 5, -1, 45, "HitPuff") RIFF AAAAAA 0 A_FireCustomMissile("Tracer", 0, 0, Random(-12,-11), Random(-5,-6), 0, random(-3,3)) Stop FireEmergencyRight: TNT1 A 0 A_JumpIfInventory("RocketAmmo2",1,2) Goto NoEmergencyAmmo TNT1 AAAAA 0 PANC F 1 A_ZoomFactor(0.95) PANC G 1 A_ZoomFactor(0.9) PANC H 1 A_ZoomFactor(0.85) PANC I 1 A_ZoomFactor(0.8) PANC J 1 PANF B 1 BRIGHT A_GunFlash("EmergencyFlash2") PANC J 1 A_Takeinventory("NowFireRightActor") PANC J 1 A_Setpitch(Pitch-3) PANC I 1 A_Setpitch(Pitch+1) PANC H 1 A_Setpitch(Pitch+1) PANC G 1 A_Setpitch(Pitch+1) PANC F 1 A_ZoomFactor(1.0) TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) PANC FFFFF 1 A_JumpIfInventory("GoEmergencyGunAbility",1,"FireEmergency") Goto Ready EmergencyFlash2: TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0,0,0,0) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"EMFlashShell12g") TNT1 A 0 A_PlaySound("Weapons/OkudzhavaFire",6) TNT1 A 0 A_TakeInventory("RocketAmmo2", 1) XMFF A 0 A_FireCustomMissile("GaussProjectile", 0, 0, 12, -6, 0, random(-3,3))//GaussProjectile Stop EMFlashShell12g: TNT1 A 0 A_PlaySound("r6/sg/fire",6) TNT1 A 0 A_TakeInventory("Shell12g", 1) TNT1 AAAAAA 0 A_FireBullets (5, 5, -1, 45, "HitPuff") RIFF AAAAAA 0 A_FireCustomMissile("Tracer", 0, 0, Random(12,11), Random(-5,-6), 0, random(-3,3)) Stop NoEmergencyAmmo: TNT1 A 0 TNT1 A 0 A_Print("Find some ammo, peasant!!") Goto RealReady ThrowPipeBomb: TNT1 A 0 A_TakeInventory("ThrowPipeBomb", 1) TNT1 A 0 A_JumpIfInventory("PipeBombAmmo",1,"ThrowForReal") Goto NoEmergencyAmmo ThrowForReal: PIPE IJLKLMN 1 TNT1 A 0 A_Takeinventory("PipeBombAmmo",1,TIF_NOTAKEINFINITE) PIPE O 1 A_playsound("FRAGT", 3) PIPE P 1 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)//HomingRocket PIPE Q 1 A_FireCustomMissile("PipeBomb", 0, 1, 0, -10)//HomingRocket PIPE RSTU 1 Goto RealReady DetonatePipeBomb: TNT1 A 0 A_takeinventory("DetonatePipeBomb", 1) DETO AB 2 DETO C 1 A_PlaySound("FRGBEP",4) C4SP D 0 ACS_NamedExecuteAlways("DetonatePipeBomb",0,1,0,0) DETO C 1 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) DETO BA 2 Goto RealReady } } SSGUpgrade.txt Spoiler Actor QSGSpawner : CustomInventory { Scale 1.0 SpawnID 152 Radius 20 Height 16 Inventory.PickupMessage "You got the Quad Shotgun!" ActiveSound "SPIRACT" Renderstyle "Add" Alpha 0.75 Inventory.PickupSound "upgrade/pickup" +CountItem +FLOATBOB +FLOAT +INVENTORY.ALWAYSPICKUP states { Spawn: TNT1 A 0 A_LoopActiveSound QDSG AAAAAAAAAAAA 1 BRIGHT A_SpawnItem("RedFlareMedium",0,20) Loop DoNothing: TNT1 A 0 Stop Pickup: TNT1 A 0 TNT1 A 0 A_playsound("hf/pulse", 1) TNT1 A 0 A_SPawnitem("HellfestUnluckyPulse",0,0) TNT1 A 0 A_giveinventory("Shell12g", 8) TNT1 A 0 A_giveinventory("Quad_Shotgun", 1) Stop } } ACTOR QuadShotgunUpgradeSpawner : CustomInventory //Weapon Spawn { -COUNTITEM -INVENTORY.ALWAYSPICKUP Inventory.Amount 0 Inventory.MaxAmount 1 Inventory.PickupMessage "" States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("DisableUpgrade")==1,"SpawnNothing") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NoSSGUpgrade")==1,"SpawnNothing") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("IBStandardUpgradeToggle")==1,"SpawnNothing") Goto Spawn2 SpawnNothing: TNT1 A 0 A_SpawnItem("SSG") Goto Derp Spawn2: TNT1 A 0 A_SpawnItem("QSGSpawner") Goto Derp Derp: TNT1 A 0 //TNT1 A -1 Stop } } QSG.txt Spoiler ACTOR QuadShotgunAmmo : Ammo { Inventory.Amount 0 Inventory.MaxAmount 4 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 4 Inventory.Icon "SGN2A0" } Actor QSGFireIndicator : Inventory {inventory.maxamount 3} Actor QSGFireDummy1 : Inventory {inventory.maxamount 3} Actor QSGFireDummy2 : Inventory {inventory.maxamount 1} // -------------------------------------------------------------------------- // // Super Shotgun // // -------------------------------------------------------------------------- ACTOR Quad_Shotgun : Doomweapon { Weapon.BobRangeX 0.3 Weapon.BobRangeY 0.5 Weapon.BobStyle InverseSmooth Weapon.BobSpeed 2.0 Game Doom SpawnID 33 Weapon.Kickback 50 Weapon.SelectionOrder 400 Weapon.AmmoGive1 8 Weapon.AmmoGive2 0 Weapon.AmmoType1 "Shell12g" Weapon.AmmoType2 "QuadShotgunAmmo" Weapon.AmmoUse1 0 Weapon.AmmoUse2 0 +WEAPON.NOAUTOAIM +WEAPON.NOAUTOFIRE +FORCEXYBILLBOARD +WEAPON.NOALERT +WEAPON.NO_AUTO_SWITCH Inventory.PickupMessage "You got the Quad Shotgun!" tag "Quad Shotgun" Obituary "%o was blasted by %k's Super Shotgun" Inventory.PickupSound "SGSLCT" Scale 1 States { Steady: TNT1 A 1 Goto Ready Ready: TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun") SHT5 ABCD 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("UpgradeReplacementSystem")==1, "RealReady") TNT1 A 0 A_TakeInventory("SSG", 999) RealReady: 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("ThrowPipeBomb",1,"ThrowPipeBomb")//DetonatePipeBomb TNT1 A 0 A_JumpIfInventory("DetonatePipeBomb",1,"DetonatePipeBomb")// TNT1 A 0 A_JumpIfInventory("GoEmergencyGunAbility", 1, "FireEmergency") TNT1 A 0 A_JumpIfInventory("GoSwitchAmmo", 1, "SwitchEmergency") QSGG A 1 A_WeaponReady TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade") Goto RealReady Deselect: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("UpgradeReplacementSystem")==1, "SkipRemovingSSG") TNT1 A 0 A_TakeInventory("SSG", 999) SkipRemovingSSG: TNT1 A 0 A_playsound("weapon/swap", 3) 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_TakeInventory("ThrowPipeBomb", 1) TNT1 A 0 A_TakeInventory("DetonatePipeBomb", 1) TNT1 A 0 A_TakeInventory("Kicking", 1) TNT1 A 0 A_TakeInventory("Reloading", 1) TNT1 A 0 A_TakeInventory("GoSilencerAbility", 1) TNT1 A 0 A_TakeInventory("Salute1", 1) TNT1 A 0 A_TakeInventory("Salute2", 1) TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) SHT5 DCBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower TNT1 A 1 Wait Select: TNT1 A 0 A_Takeinventory("FistsSelected",1) TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun") TNT1 A 0 A_Takeinventory("SawSelected",1) TNT1 A 0 A_Takeinventory("ShotgunSelected",1) TNT1 A 0 A_Giveinventory("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 AAAAAAAAAAAA 0 A_Raise QSGR U 1 Offset(20,46) QSGR V 1 Offset(1,33) TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("SGSLCT",7) QSGR WX 1 QSGR YZ 1 TNT1 A 0 A_PlaySound("SGSLCT",6) TNT1 A 0 A_GiveInventory ("Pumping", 1) QHO9 DE 1 QHO9 FG 1 Goto Ready NoAmmo: TNT1 A 0 A_JumpIfInventory("Shell12g", 1, "Reload") SHT2 A 4 A_PlaySound("weapons/empty", 2) TNT1 A 0 A_TakeInventory("SSGAlt",1) Goto RealReady RecoilFlash4: TNT1 A 1 A_Setpitch(pitch-16) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) Stop RecoilFlash3: TNT1 A 1 A_Setpitch(pitch-12) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) Stop RecoilFlash2: TNT1 A 1 A_Setpitch(pitch-8) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) Stop RecoilFlash1: TNT1 A 1 A_Setpitch(pitch-4) TNT1 A 1 A_Setpitch(pitch+2) TNT1 A 1 A_Setpitch(pitch+2) Stop Fire: TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfinventory("QSGFireIndicator", 3, "Fire3") TNT1 A 0 A_JumpIfinventory("QSGFireIndicator", 2, "Fire2") TNT1 A 0 A_JumpIfinventory("QSGFireIndicator", 1, "Fire1") Goto Fire4 Fire4: TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 4, 1) Goto Reload TNT1 AAAAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_TakeInventory("QuadShotgunAmmo", 4) TNT1 A 0 A_Recoil(20) QS2F A 0 A_firebullets (0,0,1,60,"shotpuff") QS1F A 1 BRIGHT A_playsound("quadssg/fire", 7) TNT1 AAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-10,10), 0, -1, -12, 0, random(-5,5)) TNT1 AAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, 1, -6, 0, random(-10,10)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, 2, 0, 0, 0) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) TNT1 A 0 A_FireBullets (12, 12, 20, 7, "ShotgunPuff") TNT1 A 0 A_FireBullets (12, 12, 20, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0) QS1F B 1 BRIGHT QST2 B 1 BRIGHT A_GunFlash("RecoilFlash4")//Offset(0,60) QST2 C 1 Offset(0,62) QSGG A 1 Offset(0,61) QSGG A 1 Offset(0,60) QSGG A 1 Offset(0,56) QSGG A 1 Offset(0,42) QSGG AAA 1 Offset(0,32) QSGG A 0 A_Refire Goto RealReady Fire3: TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 3, 1) Goto Fire1 TNT1 AAAAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_TakeInventory("QuadShotgunAmmo", 3) TNT1 A 0 A_GiveInventory("QSGFireDummy1", 3) TNT1 A 0 A_Recoil(15) QS2F A 0 A_firebullets (0,0,1,45,"shotpuff") QS2F A 1 BRIGHT A_playsound("ssg/fire/new", 7) TNT1 AAAAAA 0 A_FireCustomMissile("Tracer", random(-10,10), 0, -1, -12, 0, random(-5,5)) TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, 1, -6, 0, random(-10,10)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, 2, 0, 0, 0) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) TNT1 A 0 A_FireBullets (6, 6, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireBullets (12, 12, 20, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0) QS2F B 1 BRIGHT QST2 B 1 BRIGHT A_GunFlash("RecoilFlash3")//Offset(0,50) QST2 C 1 //Offset(0,62) QSGG A 1 Offset(0,61) QSGG A 1 Offset(0,60) QSGG A 1 Offset(0,56) QSGG A 1 Offset(0,42) QSGG AAA 1 Offset(0,32) QSGG A 0 A_Refire Goto RealReady Fire2: TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 2, 1) Goto Reload TNT1 AAAAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_JumpIfInventory("QSGFireDummy2", 1, "Fire21") TNT1 A 0 A_JumpIfInventory("QSGFireDummy1", 2, "Fire21") TNT1 A 0 A_TakeInventory("QuadShotgunAmmo", 2) TNT1 A 0 A_Recoil(10) TNT1 A 0 A_GiveInventory("QSGFireDummy2", 1) QS2F A 0 A_firebullets (0,0,1,30,"shotpuff") QS3F A 1 BRIGHT A_playsound("ssg/fire/new", 7) TNT1 A 0 A_playsound("ssg/alt/fire/new", 6) TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, 1, -6, 0, random(-10,10)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, 2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) TNT1 A 0 A_FireBullets (12, 12, 20, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0) QS4F A 1 BRIGHT QST2 B 1 BRIGHT A_GunFlash("RecoilFlash2")//Offset(0,50) QST2 C 1 //Offset(0,60) QSGG A 1 Offset(0,55) QSGG A 1 Offset(0,50) QSGG A 1 Offset(0,45) QSGG A 1 Offset(0,35) QSGG AAA 1 Offset(0,32) QSGG A 0 A_Refire("Fire21") Goto RealReady Fire21: TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 2, 1) Goto Reload TNT1 AAAAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_TakeInventory("QSGFireDummy1", 3) TNT1 A 0 A_TakeInventory("QSGFireDummy2", 3) TNT1 A 0 A_TakeInventory("QuadShotgunAmmo", 2) TNT1 A 0 A_Recoil(10) QS2F A 0 A_firebullets (0,0,1,30,"shotpuff") QS3F C 1 BRIGHT A_playsound("ssg/fire/new", 5) TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -6, 0, random(-10,10)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) TNT1 A 0 A_FireBullets (12, 12, 20, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0) QS4F B 1 BRIGHT QST2 B 1 BRIGHT A_GunFlash("RecoilFlash2")//Offset(0,50) QST2 C 1 //Offset(0,60) QSGG A 1 Offset(0,55) QSGG A 1 Offset(0,50) QSGG A 1 Offset(0,45) QSGG A 1 Offset(0,35) QSGG AAA 1 Offset(0,32) QSGG A 0 A_Refire("Fire2") Goto RealReady Fire1: TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 1, 2) Goto Reload TNT1 AAAAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_JumpIfInventory("QSGFireDummy1", 3, "Fire14") TNT1 A 0 A_JumpIfInventory("QSGFireDummy1", 2, "Fire13") TNT1 A 0 A_JumpIfInventory("QSGFireDummy1", 1, "Fire12") TNT1 A 0 A_TakeInventory("QuadShotgunAmmo", 1) TNT1 A 0 A_GiveInventory("QSGFireDummy1", 1) TNT1 A 0 A_Recoil(5) QS2F A 0 A_firebullets (0,0,1,15,"shotpuff") QS3F A 1 BRIGHT A_playsound("ssg/alt/fire/new", 7) TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, 1, -6, 0, random(-10,10)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, 2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) TNT1 A 0 A_FireBullets (12, 12, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) QSGG A 1 BRIGHT Offset(0,50) A_GunFlash("RecoilFlash1") QSGG A 1 Offset(0,60) QSGG A 1 Offset(0,55) QSGG A 1 Offset(0,50) QSGG A 1 Offset(0,45) QSGG A 1 Offset(0,35) QSGG AAA 1 Offset(0,32) QSGG A 0 A_Refire("Fire1") Goto RealReady Fire12: TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 1, 1) Goto Reload TNT1 AAAAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_GiveInventory("QSGFireDummy1", 1) TNT1 A 0 A_TakeInventory("QuadShotgunAmmo", 1) TNT1 A 0 A_Recoil(5) QS2F A 0 A_firebullets (0,0,1,15,"shotpuff") QS3F B 1 BRIGHT A_playsound("ssg/alt/fire/new", 6) TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, 1, -6, 0, random(-10,10)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, 2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) TNT1 A 0 A_FireBullets (12, 12, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) QSGG A 1 BRIGHT Offset(0,50) A_GunFlash("RecoilFlash1") QSGG A 1 Offset(0,60) QSGG A 1 Offset(0,55) QSGG A 1 Offset(0,50) QSGG A 1 Offset(0,45) QSGG A 1 Offset(0,35) QSGG AAA 1 Offset(0,32) QSGG A 0 A_Refire("Fire1") Goto RealReady Fire13: TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 1, 1) Goto Reload TNT1 AAAAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_TakeInventory("QuadShotgunAmmo", 1) TNT1 A 0 A_GiveInventory("QSGFireDummy1", 1) TNT1 A 0 A_Recoil(5) QS2F A 0 A_firebullets (0,0,1,15,"shotpuff") QS3F C 1 BRIGHT A_playsound("ssg/alt/fire/new", 5) TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -6, 0, random(-10,10)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, -2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) TNT1 A 0 A_FireBullets (12, 12, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) QSGG A 1 BRIGHT Offset(0,50) A_GunFlash("RecoilFlash1") QSGG A 1 Offset(0,60) QSGG A 1 Offset(0,55) QSGG A 1 Offset(0,50) QSGG A 1 Offset(0,45) QSGG A 1 Offset(0,35) QSGG AAA 1 Offset(0,32) QSGG A 0 A_Refire("Fire1") Goto RealReady Fire14: TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 1, 1) Goto Reload TNT1 AAAAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_TakeInventory("QuadShotgunAmmo", 1) TNT1 A 0 A_TakeInventory("QSGFireDummy1", 3) TNT1 A 0 A_Recoil(5) QS2F A 0 A_firebullets (0,0,1,15,"shotpuff") QS3F D 1 BRIGHT A_playsound("ssg/alt/fire/new", 4) TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -6, 0, random(-10,10)) TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0) RIFF AA 0 A_FireCustomMissile("GunFireSmokE", 0, 0, -2, 0, 0, 0) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27) TNT1 A 0 A_FireBullets (12, 12, 10, 7, "ShotgunPuff") TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) QSGG A 1 BRIGHT Offset(0,50) A_GunFlash("RecoilFlash1") QSGG A 1 Offset(0,60) QSGG A 1 Offset(0,55) QSGG A 1 Offset(0,50) QSGG A 1 Offset(0,45) QSGG A 1 Offset(0,35) QSGG AAA 1 Offset(0,32) QSGG A 0 A_Refire("Fire1") Goto RealReady Altfire: TNT1 A 0 TNT1 A 0 A_JumpIfinventory("QSGFireIndicator", 3, "TakeAlt") TNT1 A 0 A_JumpIfinventory("QSGFireIndicator", 2, "Use3Barrel") TNT1 A 0 A_JumpIfinventory("QSGFireIndicator", 1, "Use2Barrel") Use1Barrel: TNT1 A 0 TNT1 a 0 A_Print("Single Shot") TNT1 A 0 A_Giveinventory("QSGFireIndicator", 1) Goto RealReady Use2Barrel: TNT1 A 0 TNT1 a 0 A_Print("Double Shot") TNT1 A 0 A_Giveinventory("QSGFireIndicator", 1) Goto RealReady Use3Barrel: TNT1 A 0 TNT1 a 0 A_Print("Triple Shot") TNT1 A 0 A_Giveinventory("QSGFireIndicator", 1) Goto RealReady TakeAlt: Use4Barrel: TNT1 A 0 TNT1 a 0 A_Print("Quad Shot") TNT1 A 0 A_Takeinventory("QSGFireIndicator", 3) Goto RealReady Reload: TNT1 A 0 TNT1 A 0 A_TakeInventory("Reloading",1) TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 4, "RealReady")//Check if still has a shell on left barrel TNT1 A 0 A_JumpIfInventory("Shell12g", 1, 2) Goto NoAmmo TNT1 AAAAA 0 TNT1 A 0 A_TakeInventory("QSGFireDummy1", 3) TNT1 A 0 A_TakeInventory("QSGFireDummy2", 3) QSGR BCDEF 1 QSGR GH 1 QSGR IJ 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/open",3) QSGR K 1 //Here comes the extensive edgyness TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 3, "Load1Shells") TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 2, "Load2Shells") TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo", 1, "Load3Shells") Load4Shells: TNT1 A 0 TNT1 AAAA 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10) QS4R L 12 QS4R MMNNOOPP 1 Goto FillShells Load3Shells: TNT1 A 0 TNT1 AAA 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10) QS3R L 11 QS3R MMNNOOPP 1 Goto FillShells Load2Shells: TNT1 A 0 TNT1 AA 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10) QS2R L 10 QS2R MMNNOOPP 1 Goto FillShells Load1Shells: TNT1 A 0 TNT1 A 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10) QS1R L 9 QS1R MMNNOOPP 1 Goto FillShells FillShells: TNT1 AAAA 0 TNT1 A 0 A_JumpIfInventory("QuadShotgunAmmo",4,"FinishReload") TNT1 A 0 A_JumpIfInventory("Shell12g",1,3) Goto FinishReload TNT1 AAAAAA 0 TNT1 A 0 A_Giveinventory("QuadShotgunAmmo",1) TNT1 A 0 A_Takeinventory("Shell12g",1,TIF_NOTAKEINFINITE) Goto FillShells FinishReload: TNT1 A 0 TNT1 A 0 A_playsound("ssg/load") QSGR QQRS 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) QSGR TUV 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) TNT1 A 0 A_PlaySound("ssg/close",3) QSGR WXYZ 1 TNT1 A 0 A_GiveInventory ("Pumping", 1) QHO9 DE 1 QHO9 FG 1 TNT1 A 0 A_ReFire QSGG A 2 Goto RealReady Spawn: QGN2 A -1 Stop DoKick: TNT1 A 0 A_PlaySound("KICK2",1) 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") InitializeNormalKick: TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0,1,0) QSGK ABCDEFG 1 //TNT1 A 0 A_Custompunch(4,0,1,"KickPuff") RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7) QSGK H 3 KICK A 0 A_Takeinventory("Kicking",1) QSGK IGFEDCBA 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 SetPlayerProperty(0,0,0) NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady BerserkerKick: TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0,1,0) QSGK ABCDEFG 1 RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7) QSGK H 3 KICK A 0 A_Takeinventory("Kicking",1) QSGK IGFEDCBA 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 SetPlayerProperty(0,0,0) NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady AirKick: TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SpartaKickFunny")==1,"SpartaAirKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil (-2) KICK JKLMNO 1 RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KICK P 3 KICK A 0 A_Takeinventory("Kicking",1) KICK QRST 2 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady SuperAirKick: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SpartaKickFunny")==1,"SuperSpartaAirKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil (-2) KICK JKLMNO 1 RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KICK P 3 KICK A 0 A_Takeinventory("Kicking",1) KICK QRST 2 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) Goto RealReady SpartaFOV: TNT1 A 1 A_ZoomFactor(0.95) TNT1 A 1 A_ZoomFactor(0.9) TNT1 A 1 A_ZoomFactor(0.85) TNT1 A 1 A_ZoomFactor(0.8) TNT1 A 1 A_ZoomFactor(0.75) TNT1 A 1 A_ZoomFactor(0.7) TNT1 A 10 TNT1 A 1 A_ZoomFactor(0.8) TNT1 A 1 A_ZoomFactor(0.85) TNT1 A 1 A_ZoomFactor(0.9) TNT1 A 1 A_ZoomFactor(0.95) TNT1 A 0 A_ZoomFactor(1) Stop SpartaAirKick: TNT1 A 0 A_playsound("KICK2") TNT1 A 0 A_GiveInventory("PSeq6",1) TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperSpartaAirKick") TNT1 A 0 A_PlaySound("KICK",6) TNT1 A 0 A_Recoil (-20) TNT1 A 0 A_GunFlash("SpartaFOV") KRCK JKLMNO 1 KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8) KICK A 0 A_Takeinventory("Kicking",1) KRCK QQ 1 KRCK RRSSTTUU 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) TNT1 A 0 A_TakeInventory("PSeq1", 2) TNT1 A 0 A_TakeInventory("PSeq4", 2) TNT1 A 0 A_TakeInventory("PSeq3", 2) TNT1 A 0 A_TakeInventory("PSeq2", 2) TNT1 A 0 A_TakeInventory("PSeq5", 2) TNT1 A 0 A_TakeInventory("PSeq6", 2) Goto RealReady SuperSpartaAirKick: TNT1 A 0 A_PlaySound("SPARTA",6) TNT1 A 0 A_Recoil (-30) TNT1 A 0 A_GunFlash("SpartaFOV") KRCK JKLMNO 1 KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KRCK P 1 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8) KICK A 0 A_Takeinventory("Kicking",1) KRCK QQ 1 KRCK RRSSTTUU 1 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") NULL A 0 A_TakeInventory("KickHasHit",1) TNT1 A 0 A_TakeInventory("PSeq1", 2) TNT1 A 0 A_TakeInventory("PSeq4", 2) TNT1 A 0 A_TakeInventory("PSeq3", 2) TNT1 A 0 A_TakeInventory("PSeq2", 2) TNT1 A 0 A_TakeInventory("PSeq5", 2) TNT1 A 0 A_TakeInventory("PSeq6", 2) Goto RealReady 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) TNT1 A 0 A_JumpIf(CallACS("PlayerSoundsIB") == 2, "PostalFuck") TNT1 A 0 A_JumpIf(CallACS("PlayerSoundsIB") == 1,"FuckTauntNormal") NULL A 0 A_PlaySound("DFUCK", CHAN_VOICE) Goto FinishFuckTaunt PostalFuck: NULL A 0 A_Playsound("postal/fuck", CHAN_VOICE) Goto FinishFuckTaunt FuckTauntNormal: NULL A 0 A_PlaySound("FUCK", CHAN_VOICE) Goto FinishFuckTaunt FinishFuckTaunt: FUCK B 1 FUCK CD 1 A_AlertMonsters FUCK E 15 A_Takeinventory("Taunting",1) FUCK DCBA 1 TNT1 A 10 Goto RealReady 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+6 CheckDistanceGrab: TNT1 A 0 TNT1 A 0 A_JumpIfCloser(100, "Grab") Goto Ready+6 CheckIfCanGrab: TNT1 A 0 TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab") Goto Ready+6 Grab: PKUP ABC 2 TNT1 A 0 A_CustomMissile("PickupProjectile") PKUP DEF 2 Goto Ready PuristGun: TNT1 A 1 TNT1 A 0 A_GiveInventory("ClassicSSG", 1) TNT1 A 0 A_TakeInventory("SSG", 1) TNT1 A 10 Goto Ready TossGrenade: TNT1 A 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",1) GRTH EEFG 1 TNT1 A 0 A_PLaySound ("GRNTOSS") GRTH HI 1 TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1,TIF_NOTAKEINFINITE) TNT1 A 0 A_FireCustomMissile("TriggeredGrenade", 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 RealReady SwitchEmergency: TNT1 A 0 A_TakeInventory("GoSwitchAmmo", 1) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1", 1, "SwitchingGauss") TNT1 A 0 A_GiveInventory("EmergencyAmmo1", 1) TNT1 A 0 A_Print("BuckShot Active") Goto RealReady SwitchingGauss: TNT1 A 0 A_TakeInventory("EmergencyAmmo1", 1) TNT1 A 0 A_Print("Gauss Rail Active") Goto RealReady FireEmergency: TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"AmmoCheckShell") AmmoCheckRocket: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("RocketAmmo2",1,"FireEmergencyReal") Goto NoEmergencyAmmo AmmoCheckShell: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("Shell12g",1,"FireEmergencyReal") Goto NoEmergencyAmmo FireEmergencyReal: TNT1 A 0 A_JumpIfInventory("NowFireRightActor", 1, "FireEmergencyRight") PANC A 1 A_ZoomFactor(0.95) PANC B 1 A_ZoomFactor(0.9) PANC C 1 A_ZoomFactor(0.85) PANC D 1 A_ZoomFactor(0.8) PANC E 1 PANF A 1 BRIGHT A_GunFlash("EmergencyFlash") PANC E 1 A_Giveinventory("NowFireRightActor", 1) PANC E 1 A_Setpitch(Pitch-3) PANC D 1 A_Setpitch(Pitch+1) PANC C 1 A_Setpitch(Pitch+1) PANC B 1 A_Setpitch(Pitch+1) PANC A 1 A_ZoomFactor(1.0) TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) PANC AAAAA 1 A_JumpIfInventory("GoEmergencyGunAbility",1,"FireEmergencyRight") TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) Goto Ready EmergencyFlash: TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0,0,0,0) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"EMFlashShell") TNT1 A 0 A_PlaySound("Weapons/OkudzhavaFire",6) TNT1 A 0 A_TakeInventory("RocketAmmo2", 1) XMFF A 0 A_FireCustomMissile("GaussProjectile", 0, 0, -12, -6, 0, random(-3,3))//GaussProjectile Stop EMFlashShell: TNT1 A 0 A_PlaySound("r6/sg/fire",6) TNT1 A 0 A_TakeInventory("Shell12g", 1) TNT1 AAAAAA 0 A_FireBullets (5, 5, -1, 45, "HitPuff") RIFF AAAAAA 0 A_FireCustomMissile("Tracer", 0, 0, Random(-12,-11), Random(-5,-6), 0, random(-3,3)) Stop FireEmergencyRight: TNT1 A 0 A_JumpIfInventory("RocketAmmo2",1,2) Goto NoEmergencyAmmo TNT1 AAAAA 0 PANC F 1 A_ZoomFactor(0.95) PANC G 1 A_ZoomFactor(0.9) PANC H 1 A_ZoomFactor(0.85) PANC I 1 A_ZoomFactor(0.8) PANC J 1 PANF B 1 BRIGHT A_GunFlash("EmergencyFlash2") PANC J 1 A_Takeinventory("NowFireRightActor") PANC J 1 A_Setpitch(Pitch-3) PANC I 1 A_Setpitch(Pitch+1) PANC H 1 A_Setpitch(Pitch+1) PANC G 1 A_Setpitch(Pitch+1) PANC F 1 A_ZoomFactor(1.0) TNT1 A 0 A_TakeInventory("GoEmergencyGunAbility", 1) PANC FFFFF 1 A_JumpIfInventory("GoEmergencyGunAbility",1,"FireEmergency") Goto Ready EmergencyFlash2: TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0,0,0,0) TNT1 A 0 A_JumpIfInventory("EmergencyAmmo1",1,"EMFlashShell12g") TNT1 A 0 A_PlaySound("Weapons/OkudzhavaFire",6) TNT1 A 0 A_TakeInventory("RocketAmmo2", 1) XMFF A 0 A_FireCustomMissile("GaussProjectile", 0, 0, 12, -6, 0, random(-3,3))//GaussProjectile Stop EMFlashShell12g: TNT1 A 0 A_PlaySound("r6/sg/fire",6) TNT1 A 0 A_TakeInventory("Shell12g", 1) TNT1 AAAAAA 0 A_FireBullets (5, 5, -1, 45, "HitPuff") RIFF AAAAAA 0 A_FireCustomMissile("Tracer", 0, 0, Random(12,11), Random(-5,-6), 0, random(-3,3)) Stop NoEmergencyAmmo: TNT1 A 0 TNT1 A 0 A_Print("Find some ammo, peasant!!") Goto RealReady ThrowPipeBomb: TNT1 A 0 A_TakeInventory("ThrowPipeBomb", 1) TNT1 A 0 A_JumpIfInventory("PipeBombAmmo",1,"ThrowForReal") Goto NoEmergencyAmmo ThrowForReal: PIPE IJLKLMN 1 TNT1 A 0 A_Takeinventory("PipeBombAmmo",1,TIF_NOTAKEINFINITE) PIPE O 1 A_playsound("FRAGT", 3) PIPE P 1 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)//HomingRocket PIPE Q 1 A_FireCustomMissile("PipeBomb", 0, 1, 0, -10)//HomingRocket PIPE RSTU 1 Goto RealReady DetonatePipeBomb: TNT1 A 0 A_takeinventory("DetonatePipeBomb", 1) DETO AB 2 DETO C 1 A_PlaySound("FRGBEP",4) C4SP D 0 ACS_NamedExecuteAlways("DetonatePipeBomb",0,1,0,0) DETO C 1 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) DETO BA 2 Goto RealReady } } 0 Share this post Link to post
Voros Posted August 11, 2016 Is there a main DECORATE file that contains extra/essential DECORATE lines? I still can't find the RealReady line. Almost everything ends with GoTo RealReady. 0 Share this post Link to post
scifista42 Posted August 11, 2016 Voros said:I still can't find the RealReady line. Use Ctrl+F. @Toph Bei Fong: The Quad_Shotgun code looks like the weapon should be reloading automatically. When exactly does the reloading issue happen? 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 Voros said:Is there a main DECORATE file that contains extra/essential DECORATE lines? I still can't find the RealReady line. Almost everything ends with GoTo RealReady. the only other files I can find that have anything to so with the SSG are these... DECORATE.sgspawn Spoiler ACTOR ShotgunLuckSpawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==1, "SpawnDefault") TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==2, "SpawnDoom2016") TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==3, "ArsenalSpawn") TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==4, "SpawnDoom2016SG") TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==5, "JRMYXDClassicSpawn") TNT1 A 0 A_Jump(196, "ArsenalSpawn") SpawnDefault: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgrade") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgrade: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop ArsenalSpawn: TNT1 A 0 TNT1 A 0 A_SpawnItem("ArsenalSpawnerShotgun",0,0) Stop SpawnDoom2016: TNT1 A 0 TNT1 A 0 A_Jump(50, "SpawnHARUpgrade1") TNT1 A 0 A_Jump(50, "SpawnHARUpgrade2") TNT1 A 0 A_Jump(176, "SpawnOnlyHAR") SpawnDoom2016SG: TNT1 A 0 A_Jump(80,"SpawnUpgrade22016") TNT1 A 0 A_Jump(40,"SpawnUpgrade2016") TNT1 A 0 A_SpawnItem("SpawnedDoom2016SG",0,0) Stop SpawnUpgrade2016: TNT1 A 0 TNT1 A 0 A_SpawnItem("Doom2016ShotgunUpgradeSpawner",0,0) Stop SpawnUpgrade22016: TNT1 A 0 TNT1 A 0 A_SpawnItem("Doom2016ChargeBurstSpawner", 0,0) Stop SpawnOnlyHAR: TNT1 A 0 TNT1 A 0 A_SpawnItem("HeavyAR",0,0) Stop SpawnHARUpgrade1: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("NoHARScopeUpgrade")==1,"SpawnOnlyHAR") TNT1 A 0 A_SpawnITem("Doom2016HARUpgradeSpawner", 0,0) Stop SpawnHARUpgrade2: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("NoHARMissileUpgrade")==1,"SpawnOnlyHAR") TNT1 A 0 A_SpawnITem("Doom2016HARUpgradeSpawner2", 0,0) Stop JRMYXDClassicSpawn: TNT1 A 0 A_Jump(98, "SpawnX1212Upgrade") TNT1 A 0 A_SpawnItem("X1212",0,0) Stop SpawnX1212Upgrade: TNT1 A 0 TNT1 A 0 A_spawnitem("X1212UpgradeSpawner", 0,0) Stop } } Actor ShotgunVariant : RandomSpawner replaces Shotgun { dropitem "ShotgunLuckSpawner" } //----------------------------------------------------------------------------// // // Arsenal Funnys. // //----------------------------------------------------------------------------// ACTOR ArsenalSpawnerShotgun { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==3, "ArsenalSpawnForReal") //TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("DisableAllArsenalSpawnings")==1,"SpawnOnlyShotgun") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("DisableAllArsenalShotgunSpawn")==1,"SpawnOnlyShotgun") ArsenalSpawnForReal: TNT1 A 0 TNT1 A 0 A_Jump(25, "SpawnG36C") TNT1 A 0 A_jump(50, "SpawnX1212") TNT1 A 0 A_Jump(91, "SpawnR870") TNT1 A 0 A_Jump(45, "SpawnACR") TNT1 A 0 A_Jump(60, "SpawnMP5") TNT1 A 0 A_Jump(10, "SpawnDoom2016HAR") TNT1 A 0 A_Jump(60, "SpawnDoom3SG") TNT1 A 0 A_Jump(30, "SpawnDoom2016SG") TNT1 A 0 A_Jump(192, "SpawnMP7A1") TNT1 A 0 A_Jump(15, "SpawnMP7A2") TNT1 A 0 A_Jump(60, "SpawnS94") TNT1 A 0 A_Jump(30, "SpawnAK47") TNT1 A 0 A_Jump(15, "SpawnARK50") TNT1 A 0 A_Jump(200, "SpawnM50") Goto SpawnOnlyShotgun SpawnM50: TNT1 A 0 TNT1 A 0 A_SpawnItem("M50Spawner", 0,0) Stop SpawnR870: TNT1 A 0 TNT1 A 0 A_SpawnItem("RemingtonSpawn", 0,0) Stop SpawnS94: //Was gonna be SpawnS-94, but ZDoom hates dashes in it's state names and stuff... TNT1 A 0 TNT1 A 0 A_SpawnItem("SaigaS-94Spawner",0,0) Stop SpawnMP7A1: //Was gonna be SpawnMP7-A1, but ZDoom hates dashes in it's state names and stuff... TNT1 A 0 TNT1 A 0 A_SpawnItem("MP7A1Spawner",0,0) Stop SpawnMP7A2: TNT1 A 0 TNT1 A 0 A_SpawnItem("MP7A2Spawner",0,0) Stop SpawnACR: TNT1 A 0 TNT1 A 0 A_SpawnItem("ACRSpawn",0,0) Stop SpawnMP5: TNT1 A 0 TNT1 A 0 A_SpawnItem("MP5Spawn",0,0) Stop SpawnG36C: TNT1 A 0 TNT1 A 0 A_SpawnItem("G36CSpawner",0,0) Stop SpawnAK47: TNT1 A 0 TNT1 A 0 A_SpawnItem("AK-47Spawner",0,0) Stop SpawnARK50: TNT1 A 0 TNT1 A 0 A_SpawnItem("ARK-50Spawner",0,0) Stop SpawnDoom3SG: TNT1 A 0 TNT1 A 0 A_SpawnItem("Doom3SGSpawn",0,0) Stop SpawnDoom2016SG: TNT1 A 0 TNT1 A 0 A_SpawnItem("Doom2016SGSpawn",0,0) Stop SpawnDoom2016HAR: TNT1 A 0 TNT1 A 0 A_SpawnItem("Doom2016HARSpawn", 0,0) Stop SpawnX1212: TNT1 A 0 TNT1 A 0 A_SpawnItem("X1212Spawn", 0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } ACTOR SaigaS-94Spawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Saiga94Spawn")==1,"SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("S-94",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunLuckSpawner",0,0) Stop } } ACTOR M50Spawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("M50Spawn")==1,"SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("M50",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor MP7A1Spawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("MP7-A1Spawn")==1,"SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("MP7-A1",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor MP7A2Spawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("MP7-A2Spawn")==1,"SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("SpawnedMP7-A2",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor G36CSpawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("G36CSpawn")==1,"SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("G36C",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor AK-47Spawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("AK-47Spawn")==1,"SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("SpawnedAK-47",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor ARK-50Spawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("ARK-50Spawn")==1,"SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("SpawnedARK-50",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor Doom3SGSpawn { +ThruActors Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Doom3ShotgunSpawn")==1, "SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("Doom3SG",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor Doom2016SGSpawn { +ThruActors Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Doom2016ShotgunSpawn")==1, "SpawnOnlyShotgun") TNT1 A 0 A_Jump(80,"SpawnUpgrade2") TNT1 A 0 A_Jump(40,"SpawnUpgrade") TNT1 A 0 A_SpawnItem("SpawnedDoom2016SG",0,0) Stop SpawnUpgrade: TNT1 A 0 TNT1 A 0 A_SpawnItem("Doom2016ShotgunUpgradeSpawner",0,0) Stop SpawnUpgrade2: TNT1 A 0 TNT1 A 0 A_SpawnItem("Doom2016ChargeBurstSpawner", 0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor ACRSpawn { +ThruActors Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("ACRSpawn")==1, "SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("ACR",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor MP5Spawn { +ThruActors Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("MP5Spawn")==1, "SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("MP5",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor Doom2016HARSpawn { +ThruActors Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Doom2016HeavyARSpawn")==1, "SpawnOnlyShotgun") TNT1 A 0 A_Jump(60, "SpawnHARUpgrade") SpawnOnlyHAR: TNT1 A 0 A_SpawnItem("HeavyAR",0,0) Stop SpawnHARUpgrade: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("NoHARScopeUpgrade")==1,"SpawnOnlyHAR") TNT1 A 0 A_SpawnITem("Doom2016HARUpgradeSpawner", 0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor RemingtonSpawn { +ThruActors Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("RemingtonSpawn")==1, "SpawnOnlyShotgun") TNT1 A 0 A_SpawnItem("Remington 870",0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } Actor X1212Spawn { +THRUACTORS radius 8 height 8 States { Spawn: TNT1 A 0 TNT1 A 0 A_JUmpIf(ACS_NamedExecuteWithResult("X1212Spawn")==1, "SpawnOnlyShotgun") TNT1 A 0 A_Jump(98, "SpawnX1212Upgrade") TNT1 A 0 A_SpawnItem("X1212",0,0) Stop SpawnX1212Upgrade: TNT1 A 0 TNT1 A 0 A_spawnitem("X1212UpgradeSpawner", 0,0) Stop SpawnOnlyShotgun: TNT1 A 0 TNT1 A 0 A_Jump(40,"SpawnUpgradeSG") TNT1 A 0 A_SpawnItem("Shot_Gun",0,0) Stop SpawnUpgradeSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("ShotgunUpgradeSpawner1",0,0) Stop } } DECORATE.ssgspawn Spoiler ACTOR SSGLuckSpawner { +THRUACTORS Radius 18 Height 48 States { SpawnDoom2016: TNT1 A 0 TNT1 A 0 A_SpawnItem("Doom2016SSG",0,0) Stop JRMYXDClassicSpawn: TNT1 A 0 TNT1 A 0 A_SpawnItem("COBRA",0,0) Stop Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==1, "SpawnDefault") TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==2, "SpawnDoom2016") TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==3, "ArsenalSpawn") TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==4, "JRMYXDArsenalSpawn") TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==5, "JRMYXDClassicSpawn") TNT1 A 0 A_Jump(196, "ArsenalSpawn") SpawnDefault: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop ArsenalSpawn: TNT1 A 0 TNT1 A 0 A_SpawnItem("ArsenalSpawnerSSG",0,0) Stop JRMYXDArsenalSpawn: TNT1 A 0 TNT1 A 0 A_SpawnItem("Quake 3 Cynetik Shotgun", 0,0) Stop } } Actor SSGVariant : RandomSpawner replaces SuperShotgun { dropitem "SSGLuckSpawner" } //----------------------------------------------------------------------------// // // Arsenal Funnys. // //----------------------------------------------------------------------------// ACTOR ArsenalSpawnerSSG { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(CallACS("SpawnPresets_IB")==3, "ArsenalSpawnForReal") //TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("DisableAllArsenalSpawnings")==1,"SpawnOnlySSG") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("DisableAllArsenalSSGSpawn")==1,"SpawnOnlySSG") ArsenalSpawnForReal: TNT1 A 0 TNT1 A 0 A_Jump(40, "SpawnAnarchy") TNT1 A 0 A_Jump(96, "SpawnMI4") TNT1 A 0 A_Jump(196, "SpawnPOW90") TNT1 A 0 A_Jump(40, "SpawnAnarchy") TNT1 A 0 A_Jump(20, "SpawnQuake3Shotgun") TNT1 A 0 A_Jump(90, "SpawnCOBRA") TNT1 A 0 A_SpawnItem("Doom2016SSGSpawner",0,0) Goto SpawnOnlySSG SpawnMI4: TNT1 A 0 TNT1 A 0 A_SpawnItem("MI-4Spawn",0,0) Stop SpawnPhalanx: TNT1 A 0 TNT1 A 0 A_SpawnItem("PhalanxSpawn", 0,0) Stop SpawnPOW90: TNT1 A 0 TNT1 A 0 A_SpawnITem("POW-90Spawn", 0,0) Stop SpawnAnarchy: TNT1 A 0 TNT1 A 0 A_SpawnItem("AnarchySpawn", 0,0) Stop SpawnQuake3Shotgun: TNT1 A 0 TNT1 A 0 A_SpawnItem("Quake3ShotgunSpawn", 0,0) Stop SpawnCOBRA: TNT1 A 0 TNT1 A 0 A_SpawnItem("COBRASpawn",0,0) Stop SpawnOnlySSG: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop } } ACTOR Doom2016SSGSpawner { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Doom2016SSGSpawn")==1,"SpawnOnlySSG") TNT1 A 0 A_SpawnItem("Doom2016SSG",0,0) Stop SpawnOnlySSG: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop } } Actor MI-4Spawn { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("MI-4Spawn")==1,"SpawnOnlySSG") TNT1 A 0 A_SpawnItem("MI-4",0,0) Stop SpawnOnlySSG: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop } } Actor PhalanxSpawn { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("PHALANXSpawn")==1,"SpawnOnlySSG") TNT1 A 0 A_SpawnItem("PHALANX SFR-T3",0,0) Stop SpawnOnlySSG: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop } } Actor POW-90Spawn { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NAMEDEXECUTEWITHRESULT("POW-90Spawn")==1, "SpawnOnlySSG") TNT1 A 0 A_SpawnItem("POW-90", 0,0) Stop SpawnOnlySSG: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop } } Actor AnarchySpawn { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NAMEDEXECUTEWITHRESULT("Anarchy50Spawn")==1, "SpawnOnlySSG") TNT1 A 0 A_SpawnItem("Anarchy-50", 0,0) Stop SpawnOnlySSG: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop } } Actor Quake3ShotgunSpawn { +THRUACTORS Radius 18 Height 48 States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NAMEDEXECUTEWITHRESULT("Quake3ShotgunSpawn")==1, "SpawnOnlySSG") TNT1 A 0 A_SpawnItem("Quake 3 Cynetik Shotgun",0,0) Stop SpawnOnlySSG: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop } } Actor COBRASpawn { +THRUACTORS Radius 8 Height 8 States { Spawn: TNT1 A 0 TNT1 A 0 A_jumpIf(ACS_NAMEDEXECUTEWITHRESULT("COBRASpawn")==1, "SpawnOnlySSG") TNT1 A 0 A_SpawnItem("COBRA",0,0) Stop SpawnOnlySSG: TNT1 A 0 TNT1 A 0 A_Jump(128, "SpawnQSG") TNT1 A 0 A_SpawnItem("SSG",0,0) Stop SpawnQSG: TNT1 A 0 TNT1 A 0 A_SpawnItem("QuadShotgunUpgradeSpawner", 0,0) Stop } } SSGSpawn.acs Spoiler #include "zcommon.acs" #library "SSGSpawn" Script "DisableAllArsenalSSGSpawn" (VOID) NET //Removes all blood { if(GetCvar("ib_disablearsenalssg") == 1) { SetResultValue(1); } else SetResultValue(0); } Script "Doom2016SSGSpawn" (Void) NET { If(GetCVAR("ib_spawn2016ssg") == 1) { SetResultValue(1); } else SetResultValue(0); } Script "MI-4Spawn" (Void) NET { If(GetCVAR("ib_spawnmi4") == 1) { SetResultValue(1); } else SetResultValue(0); } Script "PHALANXSpawn" (Void) NET { If(GetCVAR("ib_spawnphalanx") == 1) { SetResultValue(1); } else SetResultValue(0); } Script "Anarchy50Spawn" (Void) NET { If(GetCVAR("ib_spawnanarchy") == 1) { SetResultValue(1); } else SetResultValue(0); } Script "POW-90Spawn" (Void) NET { If(GetCVAR("ib_spawnpow90") == 1) { SetResultValue(1); } else SetResultValue(0); } Script "Quake3ShotgunSpawn" (Void) NET { If(GetCVAR("ib_spawnq3sg") == 1) { SetResultValue(1); } else SetResultValue(0); } Script "COBRASpawn" (Void) NET { If(GetCVAR("ib_spawncobra") == 1) { SetResultValue(1); } else SetResultValue(0); } that's all I can find. Could you look into the file using slade? I posted the link to where the mod can be found. Maybe I'm just missing something. I am new at this so I apologize for the headache :-( scifista42 said:Use Ctrl+F. @Toph Bei Fong: The Quad_Shotgun code looks like the weapon should be reloading automatically. When exactly does the reloading issue happen? when I empty the gun and there is no ammo in the mag, I have to press fire or reload for the gun to reload. Vs the supershotgun (sawed-off) in Project Brutality, when you fire and the mag is empty, it automatically reloads without me pressing fire again or hitting the reload key (pretty much how the supershotgun behaves in vanilla doom, but there is no reloading in it obviously). It's the only gun that I know to do this. The other guns in PB and Insanity's Brutality behave the same way every other guns do, including the quad shotgun, once the magazine is empty, you have to press fire or reload for the gun to reload. 0 Share this post Link to post
scifista42 Posted August 11, 2016 Toph Bei Fong said:when I empty the gun and there is no ammo in the mag, I have to press fire or reload for the gun to reload. When I asked "when exactly", I meant: With the upgraded or non-upgraded weapon? In which particular number-of-barrels mode(s)? All of them, or only some? 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:When I asked "when exactly", I meant: With the upgraded or non-upgraded weapon? In which particular number-of-barrels mode(s)? All of them, or only some? oh sorry about that. right now I can only confirm that it happens with the quad barrel shotgun, in all 4 barrel modes. When you get the upgrade to the SSG, it turns into the quad barrel version. I cannot remember if it happens with the normal SSG. I'm not home to test it. 0 Share this post Link to post
scifista42 Posted August 11, 2016 Wait, now I finally got it: You want the weapon to reload even if you don't hold the fire button. I thought the problem was that the weapon forced you to stop holding the fire button and press it again in order to reload. Now it's going to be easier: Find all "goto RealReady" lines under all "Fire<some_number>" states, and change them to "goto Reload". 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:Wait, now I finally got it: You want the weapon to reload even if you don't hold the fire button. I thought the problem was that the weapon forced you to stop holding the fire button and press it again in order to reload. Now it's going to be easier: Find all "goto RealReady" lines under all "Fire<some_number>" states, and change them to "goto Reload". awesome thanks. Now the question is, which one of those files do I make those changes in? Like I said I'm new when it comes to this. 0 Share this post Link to post
scifista42 Posted August 11, 2016 In the actor definition of "SSG" and of "Quad_Shotgun". 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:In the actor definition of "SSG" and of "Quad_Shotgun". so leave this one alone? "SSGUpgrade.txt" 0 Share this post Link to post
scifista42 Posted August 11, 2016 There are no weapon actor definitions within that file, so yes, leave that alone. "Actor definition" refers only to the "actor <some_name> { <some_definition> }" block, not to a whole file. 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:There are no weapon actor definitions within that file, so yes, leave that alone. "Actor definition" refers only to the "actor <some_name> { <some_definition> }" block, not to a whole file. ahhhh I see now. thanks I appreciate it. I will look at this when I get home. Again, thanks a bunch. 0 Share this post Link to post
scifista42 Posted August 11, 2016 You're welcome, now let's hope it will actually work. :) 0 Share this post Link to post
Voros Posted August 11, 2016 Whats the difference between Reload and Reload2 here? 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:You're welcome, now let's hope it will actually work. :) yeah I'll definitely let you know if it does. But I did notice one thing, after looking through the code, I probably don't want to change all of the goto realready lines, I'm thinking. Because I would hate for the gun to reload automatically after each shot. I would only want it to auto reload after the gun is empty. I seen an actor that said "noammo" so that probably has something to do with it and I'm thinking I'll have to change something there. I still want the option to manually reload if there is still ammo in the mag. and if all else fails..... then it's not a big deal to hit the reload button. It's just that the SSG reloading by itself is so burned into my head and muscle memory. Voros said:Whats the difference between Reload and Reload2 here? hmmm, good question 0 Share this post Link to post
scifista42 Posted August 11, 2016 Toph Bei Fong said:I probably don't want to change all of the goto realready lines, I'm thinking. Because I would hate for the gun to reload automatically after each shot. I would only want it to auto reload after the gun is empty. If you did what I said, the weapon would only reload if you stopped holding the fire button OR if the magazine was empty. Thanks to the "A_Refire" function called before each "goto", the weapon wouldn't reach the "goto" state if you were holding the fire button. The weapon would, however, always reload if you stopped holding the fire button, even if it wasn't empty yet. Do you want that or not?Voros said:Whats the difference between Reload and Reload2 here? In the definition of "SSG", "Reload" defines an animation of pumping 2 shells at once into the gun, and "Reload2" defines an animation of pumping only a single shell into it. 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:The weapon would, however, always reload if you stopped holding the fire button, even if it wasn't empty yet. Do you want that or not? nah, that would be weird and annoying. 0 Share this post Link to post
scifista42 Posted August 11, 2016 OK, so once you replace the appropriate "goto RealReady" lines with "goto Reload", put the following line immediately above each of them:TNT1 A 0 A_JumpIfInventory("<ammo_type>",1,"RealReady") And replace <ammo_type> with "SSGAmmo" inside the definition of SSG, and "QuadShotgunAmmo" inside the definition of Quad_Shotgun. 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:OK, so once you replace the appropriate "goto RealReady" lines with "goto Reload", put the following line immediately above each of them:TNT1 A 0 A_JumpIfInventory("<ammo_type>",1,"RealReady") And replace <ammo_type> with "SSGAmmo" inside the definition of SSG, and "QuadShotgunAmmo" inside the definition of Quad_Shotgun. perfect. I will try this out. 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:OK, so once you replace the appropriate "goto RealReady" lines with "goto Reload", put the following line immediately above each of them:TNT1 A 0 A_JumpIfInventory("<ammo_type>",1,"RealReady") And replace <ammo_type> with "SSGAmmo" inside the definition of SSG, and "QuadShotgunAmmo" inside the definition of Quad_Shotgun. I'm having trouble identifying "Fire<some_number>" states that you mentioned a while back. Could you clarify this a little bit for me? 0 Share this post Link to post
scifista42 Posted August 11, 2016 I've meant the states in which the weapon actually fires and that end with A_Refire and goto RealReady. True, not all of them are named "Fire<some_number>", so here I'll list them for you: In SSG, they are: Fire, AltFire, AltFire2. In Quad_Shotgun, they are: Fire4, Fire3, Fire2, Fire21, Fire1, Fire14, Fire13, Fire12. (but not AltFire) 0 Share this post Link to post
Kev The Galaxybender Posted August 11, 2016 scifista42 said:I've meant the states in which the weapon actually fires. True, not all of them are named "Fire<some_number>", so here I'll list them for you: In SSG, they are: Fire, AltFire, AltFire2. In Quad_Shotgun, they are: Fire4, Fire3, Fire2, Fire21, Fire1, Fire14, Fire13, Fire12. (but not AltFire) ahh ok, that's what I thought but I was uncertain. thanks for clearing that up, especially the part about the altfire for the quad shotgun. thank you for being patient with me. Much appreciated. 0 Share this post Link to post