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Flamethrower.txt
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ACTOR Flamethrower2 : BrutalWeapon
{
Height 20
Weapon.SelectionOrder 3200
Weapon.AmmoUse 0
Weapon.AmmoGive 50
Weapon.AmmoType "Gas"
Inventory.PickupSound "BFGREADY"
+WEAPON.BFG
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+WEAPON.EXPLOSIVE
Inventory.PickupMessage "You got the Flamethrower (Slot 9)"
Tag "Flamethrower"
DropItem "FlameThrowerSpawner"
States
{
Ready:
Ready3:
Reload:
FLMT ABC 1 BRIGHT A_WeaponReady
FLMT A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
FLMT A 0 A_JumpIfInventory("Kicking",1,"DoKick")
FLMT A 0 A_JumpIfInventory("Taunting",1,"Taunt")
FLMT A 0 A_JumpIfInventory("Salute1", 1, "Salute")
FLMT A 0 A_JumpIfInventory("Salute2", 1, "Salute")
FLMT A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
FLMT A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
Goto Ready3
StartSprint:
FLMT A 1 BRIGHT A_WeaponReady
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:
FLMT A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)
FLMT B 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)
FLMT C 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)
FLMT A 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)
FLMT B 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)
FLMT C 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)
FLMT A 1 BRIGHT 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")
FLMT B 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)
FLMT C 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)
FLMT A 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)
FLMT B 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)
FLMT C 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)
FLMT A 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)
FLMT B 1 BRIGHT 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")
PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
SMGG A 0 A_JumpIfInventory("IsRunning", 1, "Sprinting")
Goto StopSprint
StopSprint:
FLMT A 0 A_JumpIfInventory("PowerStrength", 1, 2)
FLMT A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
FLMT A 1 BRIGHT ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
Goto Ready
StopSprintTired:
FLMT A 1 BRIGHT ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
FLMT A 0 A_PlaySound("Tired", 2)
Goto Ready
DryFire:
FLMT ABCAC 1 BRIGHT A_StopSound(CHAN_WEAPON)
FLMT A 0 A_PlaySound("weapons/empty")
Goto Ready+6
Deselect:
FLMT A 0 A_StopSound(CHAN_WEAPON)
FLMT A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_TakeInventory("Unloading", 1)
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_TakeInventory("StartDualWield",1)
TNT1 AAAAAAAAAAAA 0 A_Lower
FLMT AAAA 1 BRIGHT A_Lower
Loop
Select:
FLMT A 0 A_Giveinventory("GoSpecial",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_TakeInventory("PlasmaGunSelected", 1)
TNT1 A 0 A_TakeInventory("RailGunSelected", 1)
TNT1 A 0 A_TakeInventory("RevenantLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("SubMachineGunSelected", 1)
TNT1 A 0 A_TakeInventory("BFG10KSelected", 1)
TNT1 A 0 A_TakeInventory("BFGSelected", 1)
TNT1 A 0 A_GiveInventory("FlameCannonSelected", 1)
TNT1 A 0 A_TakeInventory("SawSelected", 1)
FLMT A 0 A_Takeinventory("HasBarrel",1)
FLMT A 0 A_TakeInventory("TossGrenade", 1)
FLMT A 0 A_GunFlash
FLMT AAAA 1 BRIGHT A_Raise
FLMT A 0 A_PlaySound("BFGREADY")
TNT1 AAAAAAAAAAAA 0 A_Raise
Goto Ready
Spawn:
FLMT F -1
Stop
Fire:
FLMT A 0
FLMT A 0 A_JumpIf(waterlevel > 1, "DryFire")
FLMT A 0 A_JumpIfInventory("Gas", 5, "Flamethrower")
FLMT A 0 A_StopSound(CHAN_WEAPON)
Goto DryFire
Flamethrower:
TNT1 A 0 A_FireCustomMissile("Alerter",0,0)
FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissile", 0, 1, 0, 0, 0, 8)
FLMT A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
FLMT A 0 A_TakeInventory("Gas", 5)
FLMT A 0 A_JumpIfInventory("Gas", 4, 2)
FLMT A 0 A_StopSound(CHAN_WEAPON)
Goto DryFire
FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, 0, 0, 8)
FLMT A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
FLMT A 0 A_TakeInventory("Gas", 4)
FLMT DE 1 BRIGHT
FLMT A 0 A_JumpIfInventory("Gas", 6, 2)
FLMT A 0 A_StopSound(CHAN_WEAPON)
Goto DryFire
FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, 0, 0, 8)
FLMT A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
FLMT A 0 A_TakeInventory("Gas", 6)
FLMT DE 1 BRIGHT
FLMT A 0 A_JumpIfInventory("Gas", 5, 2)
FLMT A 0 A_StopSound(CHAN_WEAPON)
Goto DryFire
FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, 0, 0, 8)
FLMT A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
FLMT A 0 A_TakeInventory("Gas", 5)
FLMT DE 1 BRIGHT
FLMT A 0 A_JumpIfInventory("Gas", 5, 2)
FLMT A 0 A_StopSound(CHAN_WEAPON)
Goto DryFire
FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissile", 0, 1, 0, 0, 0, 8)
FLMT A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
FLMT A 0 A_TakeInventory("Gas", 5)
FLMT A 0 A_JumpIfInventory("Gas", 6, 2)
FLMT A 0 A_StopSound(CHAN_WEAPON)
Goto DryFire
FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, 0, 0, 8)
FLMT A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
FLMT A 0 A_TakeInventory("Gas", 6)
FLMT DE 1 BRIGHT
FLMT A 0 A_JumpIfInventory("Gas", 4, 2)
FLMT A 0 A_StopSound(CHAN_WEAPON)
Goto DryFire
FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, 0, 0, 8)
FLMT A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
FLMT A 0 A_TakeInventory("Gas", 4)
FLMT DE 1 BRIGHT
FLMT A 0 A_JumpIfInventory("Gas", 5, 2)
FLMT A 0 A_StopSound(CHAN_WEAPON)
Goto DryFire
FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, 0, 0, 8)
FLMT A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
FLMT A 0 A_TakeInventory("Gas", 5)
FLMT DE 1 BRIGHT
FLMT A 0 A_Refire
FLMT A 0 A_PlaySound("FLAMSTOP", CHAN_WEAPON)
Goto Ready+6
}
}