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ACTOR MultitoolPistol : DoomWeapon
{
Weapon.SlotNumber 2
Weapon.SelectionOrder 1900
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Obituary "$OB_MPPISTOL"
Inventory.Pickupmessage "fly away"
Tag "bfg revenant thing"
States
{
Ready:
TNT1 A 0 A_JumpIfInventory("FireStateFly",1,"FlyReady")
PISG A 1 A_WeaponReady
Loop
FlyReady:
PISG A 0 A_ChangeVelocity(0,0,1,CVF_RELATIVE)
PISG A 1 A_WeaponReady
Loop
Deselect:
PISG A 1 A_Lower
Loop
Select:
PISG A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("FireStateFly",1,"FireFly")
TNT1 A 0 A_JumpIfInventory("FireStateShotgun",1,"FireShotty")
PISG A 4
PISG B 6 A_FirePistol
PISG C 4
PISG B 5 A_ReFire
Goto Ready
FireFly:
PISG A 0
PISG A 4
PISG B 6 A_FirePistol
PISG C 4 A_ChangeVelocity(0,0,1,CVF_RELATIVE)
PISG B 5 A_ReFire("FireFly")
Goto FlyReady
FireShotty:
PISG A 4
PISG B 6 A_FireBullets(50,50,50,50,"bulletpuff")
PISG C 4
PISG B 5 A_ReFire("FireShotty")
Goto Ready
AltFire:
TNT1 A 0 A_JumpIfInventory("FireStateFly",1,"ChangeToShotgun")
TNT1 A 0 A_JumpIfInventory("FireStateShotgun",1,"ChangeToNormal")
PISG A 12 A_Print("Fire state: Flying")
TNT1 A 0 A_GiveInventory("FireStateFly",1)
Goto Ready
ChangeToShotgun:
PISG A 35 A_Print("Fire state: Shotgun")
TNT1 A 0 A_GiveInventory("FireStateShotgun",1)
TNT1 A 0 A_TakeInventory("FireStateFly",1)
Goto Ready
ChangeToNormal:
PISG A 35 A_Print("Fire state: Default")
TNT1 A 0 A_TakeInventory("FireStateShotgun",1)
Goto Ready
Flash:
PISF A 7 Bright A_Light1
Goto LightDone
PISF A 7 Bright A_Light1
Goto LightDone
Spawn:
PIST A -1
Stop
}
}
Actor FireStateFly : Inventory
{
inventory.maxamount 1
}
Actor FireStateShotgun : Inventory
{
inventory.maxamount 1
}
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