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DualPlasma.txt
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DualPlasma.txt
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ACTOR DualPlasmaRifles : BrutalWeapon
{
Weapon.SelectionOrder 100
Weapon.AmmoUse1 0
Weapon.AmmoGive1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0
Inventory.PickupSound "PLSDRAW"
Weapon.AmmoType1 "AmmoCell"
Weapon.AmmoType2 "DoublePlasmaAmmo"
+WEAPON.NOAUTOAIM
+FORCEXYBILLBOARD
+WEAPON.NO_AUTO_SWITCH
Tag "Dual Plasma Rifles"
Inventory.PickupMessage "You got dual plasma rifles! (Slot 2)"
DropItem "PLasmagunSpawner"
scale 0.9
States
{
Ready:
Ready3:
DUPL A 0 A_JumpIfInventory("Kicking",1,"DoKick")
DUPL A 0 A_JumpIfInventory("Taunting",1,"Taunt")
DUPL A 0 A_JumpIfInventory("Salute1", 1, "Salute")
DUPL A 0 A_JumpIfInventory("Salute2", 1, "Salute")
DUPL A 0 A_JumpIfInventory("Reloading",1,"Reload")
DUPL A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
DUPL A 1 A_WeaponReady(WRF_ALLOWRELOAD)
DUPL A 0 A_JumpIfInventory("Unloading",1,"Unload")
DUPL A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
DUPL A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
Loop
DualWield:
DUPL A 1
DUPL A 0 A_GiveInventory("Plasma_Gun",1)
DUPL A 0 A_Takeinventory("StartDualWield",1)
DUPL A 0 A_SelectWEapon("Plasma_Gun")
Goto Ready
StartSprint:
DUPL A 1 A_WeaponReady(WRF_ALLOWRELOAD)
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_ZoomFactor(1.0)
SHTN A 0 A_Takeinventory("ADSmode",1)
RIFG A 0 A_SetCrosshair(0)
SHTN A 0 A_Giveinventory("GoSpecial",1)
TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
Sprinting:
DUPL A 1 offset(-9,34) A_SetPitch(pitch -0.5)
DUPL A 1 offset(-6,36) A_SetPitch(pitch -0.5)
DUPL A 1 offset(-3,38) A_SetPitch(pitch -0.5)
DUPL A 1 offset(0,38) A_SetPitch(pitch -0.5)
DUPL A 1 offset(3,36) A_SetPitch(pitch -0.5)
DUPL A 1 offset(6,34) A_SetPitch(pitch -0.5)
DUPL A 1 offset(9,32) A_SetPitch(pitch -0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 3)
SMGG A 0 A_WeaponReady(WRF_NOBOB)
SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
SMGG A 0 A_JumpIfInventory("Reloading",1,"Reload")
DUPL A 1 offset(9,34) A_SetPitch(pitch +0.5)
DUPL A 1 offset(6,36) A_SetPitch(pitch +0.5)
DUPL A 1 offset(3,38) A_SetPitch(pitch +0.5)
DUPL A 1 offset(0,38) A_SetPitch(pitch +0.5)
DUPL A 1 offset(-3,36) A_SetPitch(pitch +0.5)
DUPL A 1 offset(-6,34) A_SetPitch(pitch +0.5)
DUPL A 1 offset(-9,32) A_SetPitch(pitch +0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 3)
SMGG A 0 A_WeaponReady(WRF_NOBOB)
SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
SMGG A 0 A_JumpIfInventory("Reloading",1,"Reload")
PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
SMGG A 0 A_JumpIfInventory("IsRunning", 1, "Sprinting")
Goto StopSprint
StopSprint:
DUPL A 0 A_JumpIfInventory("PowerStrength", 1, 2)
DUPL A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
DUPL A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
Goto Ready
StopSprintTired:
DUPL A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
DUPL A 0 A_PlaySound("Tired", 2)
Goto Ready
Deselect:
DUPL A 0 A_Takeinventory("Reloading",1)
DUPL A 0 A_Takeinventory("HasPlasmaWeapon",1)
DUPL A 0 A_TakeInventory("TossGrenade", 1)
DUPL A 1 Offset(0, 34)
DUPL A 1 Offset(0, 38)
DUPL A 1 Offset(0, 42)
DUPL A 1 Offset(0, 50)
DUPL A 0 Offset(0, 32)
TNT1 AAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Wait
Select:
TNT1 A 0 A_Giveinventory("GoSpecial",1)
DUPL A 0 A_Giveinventory("HasPlasmaWeapon",1)
TNT1 A 0 A_TakeInventory("FistsSelected", 1)
TNT1 A 0 A_TakeInventory("ShotgunSelected", 1)
TNT1 A 0 A_TakeInventory("MinigunSelected", 1)
TNT1 A 0 A_TakeInventory("SSGSelected", 1)
TNT1 A 0 A_TakeInventory("RocketLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected", 1)
TNT1 A 0 A_GiveInventory("PlasmaGunSelected", 1)
TNT1 A 0 A_GiveInventory("HasDualPlasma",1)
TNT1 A 0 A_TakeInventory("RailGunSelected", 1)
TNT1 A 0 A_TakeInventory("RevenantLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("SubMachineGunSelected", 1)
TNT1 A 0 A_TakeInventory("BFG10KSelected", 1)
TNT1 A 0 A_TakeInventory("BFGSelected", 1)
TNT1 A 0 A_TakeInventory("FlameCannonSelected", 1)
TNT1 A 0 A_TakeInventory("SawSelected", 1)
DUPL A 0 A_Takeinventory("HasBarrel",1)
DUPL A 0 A_TakeInventory("TossGrenade", 1)
DUPL A 0 A_TakeInventory("Plasma_Gun", 1)
DUPL A 0 A_GunFlash
TNT1 A 1 A_Raise
TNT1 AAAAAAAAAAAA 0 A_Raise
DUPL A 0 A_PlaySound("PLSDRAW")
SelectAnimation:
DUPL A 1 Offset(0, 50)
DUPL A 1 Offset(0, 42)
DUPL A 1 Offset(0, 38)
DUPL A 1 Offset(0, 34)
DUPL A 0 Offset(0, 32)
DUPL A 0 A_Takeinventory("StartDualWield",1)
Goto Ready
Fire:
DUPL A 0
DUPL A 0 A_JumpIfInventory("PlasmaAmmo",1,1)
Goto FireLeft
DUPL A 0 A_PlaySound("PLSM9", CHAN_WEAPON)
DUPL A 0 A_FireCustomMissile("PlasmaFlareSpawn", 0, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("Alerter",0,0)
DUPL B 1 BRIGHT A_FireCustomMissile("Plasma_Ball", frandom(-1.6, 1.6), 1, 8, 0, 0, frandom(-1.2, 1.2))
DUPL A 0 A_ZoomFactor(0.99)
DUPL A 0 A_Takeinventory("PlasmaAmmo",1)
DUPL A 0 A_Takeinventory("DoublePlasmaAmmo",1)
TNT1 A 0 A_SetPitch(-0.2 + pitch)
DUPL C 1
DUPL A 0 A_ZoomFactor(1.0)
DUPL A 0 A_JumpIfInventory("DoublePlasmaAmmo",1,1)
Goto NoAmmo
DUPL A 0 A_PlaySound("PLSM9", CHAN_WEAPON)
DUPL A 0 A_FireCustomMissile("PlasmaFlareSpawn", 0, 0, -8, 0)
TNT1 A 0 A_SetPitch(-0.2 + pitch)
DUPL D 1 BRIGHT A_FireCustomMissile("Plasma_Ball", frandom(-1.6, 1.6), 1, -8, 0, 0, frandom(-1.2, 1.2))
DUPL A 0 A_ZoomFactor(0.99)
DUPL A 0 A_Takeinventory("DoublePlasmaAmmo",1)
DUPL E 1
DUPL A 0 A_ZoomFactor(1.0)
DUPL A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
Goto Ready
FireLeft:
DUPL A 0
DUPL A 0 A_JumpIfInventory("DoublePlasmaAmmo",1,1)
Goto NoAmmo
DUPL A 0 A_PlaySound("PLSM9", CHAN_WEAPON)
DUPL A 0 A_FireCustomMissile("PlasmaFlareSpawn", 0, 0, -8, 0)
TNT1 A 0 A_SetPitch(-0.2 + pitch)
DUPL D 1 BRIGHT A_FireCustomMissile("Plasma_Ball", frandom(-1.6, 1.6), 1, -8, 0, 0, frandom(-1.2, 1.2))
DUPL A 0 A_ZoomFactor(0.99)
DUPL A 0 A_Takeinventory("DoublePlasmaAmmo",1)
DUPL E 1
DUPL A 0 A_ZoomFactor(1.0)
DUPL A 2
DUPL A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
Goto Ready
Spawn:
PLAS A -1
Stop
Reload:
DUPL A 4
DUPL A 0 A_Takeinventory("Reloading",1)
DUPL A 0 A_JumpIfInventory("AmmoCell",1,3)
Goto Ready
DUPL AAA 0
DUPL A 0 A_JumpIfInventory("DoublePlasmaAmmo",100,"Ready")
DUPL A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
PLSN A 0 A_JumpIfInventory("PlasmaUnloaded",1,"PutMag")
PLSR BCD 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
PLSN A 0 A_PlaySound("PLSDRAW")
PLSR JIHGFE 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
PLSN A 0 A_FireCustomMissile("EmptyCellSpawn",0,0,0,-20)
PLSR E 8
PutMag:
PLSR E 8
PLSR FGHI 1
PLSR J 4 A_PlaySound("PLREADY")
PLSR KL 1
PLSN A 0 A_JumpIfInventory("PlasmaUnloaded",1,"PutMag2")
P2SR BCD 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
PLSN A 0 A_PlaySound("PLSDRAW")
P2SR JIHGFE 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
PLSN A 0 A_FireCustomMissile("EmptyCellSpawn",225,0,-10,-20)
P2SR E 8
PutMag2:
P2SR E 8
P2SR FGHI 1
P2SR J 4 A_PlaySound("PLREADY")
P2SR KL 1
PLSR A 0 A_TakeInventory("PlasmaUnloaded",1)
ReloadingSequence:
TNT1 AAAAAAAAAA 0
DUPL A 0 A_JumpIfInventory("DoublePlasmaAmmo",100,15)
DUPL A 0 A_JumpIfInventory("AmmoCell",1,3)
Goto Ready
TNT1 AAAAAA 0
DUPL A 0 A_Giveinventory("PlasmaAmmo",1)
DUPL A 0 A_Giveinventory("DoublePlasmaAmmo",1)
DUPL A 0 A_Takeinventory("AmmoCell",1)
Goto ReloadingSequence
TNT1 AAAAAAAA 0
TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
DUPL A 1 A_Takeinventory("Reloading",1)
Goto Ready
TurboReload:
DUPL A 0 A_Takeinventory("Unloading",1)
DUPL A 0 A_JumpIfInventory("AmmoCell",1,3)
Goto Ready
DUPL AAA 0
Goto ReloadingSequence
Unload:
DUPL A 0 A_Takeinventory("Unloading",1)
DUPL A 0 A_JumpIfInventory("PlasmaAmmo",1,3)
Goto UnloadLeft
TNT1 AAAAA 0
PLSR BCD 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
PLSN A 0 A_PlaySound("PLSDRAW")
PLSR JIHGFE 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
PLSR E 8
P2SR BCD 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
PLSN A 0 A_PlaySound("PLSDRAW")
P2SR JIHGFE 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
P2SR E 8
PLSN A 0 A_GiveInventory("PlasmaUnloaded",1)
Goto RemoveBullets
UnloadLeft:
TNT1 A 0
DUPL A 0 A_JumpIfInventory("DoublePlasmaAmmo",1,3)
Goto Ready
TNT1 AAAAA 0
P2SR BCD 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
PLSN A 0 A_PlaySound("PLSDRAW")
P2SR JIHGFE 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
P2SR E 8
PLSN A 0 A_GiveInventory("PlasmaUnloaded",1)
Goto RemoveBullets
RemoveBullets:
DUPL A 0
DUPL A 0 A_Takeinventory("Unloading",1)
DUPL A 0 A_JumpIfInventory("DoublePlasmaAmmo",1,3)
Goto Ready
TNT1 AAAAAAA 0
DUPL A 0 A_Takeinventory("PlasmaAmmo",1)
DUPL A 0 A_Takeinventory("DoublePlasmaAmmo",1)
DUPL A 0 A_Giveinventory("AmmoCell",1)
Goto RemoveBullets
NoAmmo:
RIFG A 0
RIFG A 0 A_ZoomFactor(1.0)
RIFG A 0 A_Takeinventory("Zoomed",1)
RIFG A 0 A_Takeinventory("ADSmode",1)
RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
DUPL A 5 A_PlaySound("BEP", 4)
NoAmmo2:
RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
DUPL A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, 2)
RIFG A 0 A_JumpIfInventory("AmmoCell",1,"Reload")
RIFG A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
Goto Ready3
}
}
ACTOR DoublePlasmaAmmo : Ammo //Your weapon's magazine ammo.
{
Inventory.Amount 0
Inventory.MaxAmount 100 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 100
Inventory.Icon "PLASB0"
}