Everything works except the flamethrower (aka Dragons inferno) mode.
How it should work:
Spoiler
>If the V5_UpgradeSys cvar is true and you have picked up a V5DragonBreathPickup (which gives you the V5DragonBreathUpgrade), but not the Dragon breath shells, then it will switch from the Flak shell to the Dragons Inferno shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells, but not the V5DragonBreathPickup, then it will switch from the Flak shell to the Dragons Breath shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells and the V5DragonBreathPickup, then it will switch from the Dragons Breath shell to the Dragons Inferno shell.
>If the V5_UpgradeSys cvar is false then all you need is one upgrade and it will switch from the Dragons Breath shell to the Dragons Inferno shell.
What is happening:
Spoiler
>If the V5_UpgradeSys cvar is true and you have picked up a V5DragonBreathPickup (which gives you the V5DragonBreathUpgrade), but not the Dragon breath shells, then it will switch from the Flak shell to an error which forces you to have to drop the shotgun in order to Switch weapons. <===== False positive
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells, but not the V5DragonBreathPickup, then it will switch from the Flak shell to the Dragons Breath shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells and the V5DragonBreathPickup, then it will switch from the Dragons Breath shell to an error which forces you to have to drop the shotgun in order to Switch weapons. <===== False positve
>If the V5_UpgradeSys cvar is false then all you need is one upgrade and it will switch from the Dragons Breath shell to the Dragons Inferno shell.
The Switch order:
>>Buckshot
>>Slug
>>flak
>>Dragonbreath
>>Dragons Inferno
I can not seem to figure out why I keep getting the False possitive. Please help me. I can't release this update for my mod unless I get this working and this is all that i have left to do.
Notes:
The A_Log lines are for Debugging. False positive is the log under my Anonymous functions to alert me that it went through my function wrong.
GZDooM 2.4.0 and Slade v3.1.1.5
code base:
the shotgun from Project Overkill v1.03 (a mod for the v2.03 and Jrmyxd Hellstorm edition versions of Project brutality)
Spoiler
Actor V5DragonBreathUpgrade : Inventory
{
Inventory.MaxAmount 1
}
Actor HasFlak : Inventory
{
Inventory.MaxAmount 1
}
Actor V5DragonBreathPickup: CustomInventory
{
//$Category Ammunition
Game Doom
Height 24
//-COUNTITEM
+INVENTORY.ALWAYSPICKUP
+COUNTITEM
Inventory.Pickupsound "misc/shellbox_PickUp"
Inventory.PickupMessage "You got the V5 Dragon's Breath Shell Upgrade!!!"
//Inventory.RestrictedTo "V5OKExperiment","V5BrutalDoomer","V5PlusDoomer"
States
{
Spawn:
VHEL ABCDEDCB 2 BRIGHT
Loop
Pickup:
TNT1 A 0 A_JumpIf(getCvar("V5_UpgradeSys")!=1, "Pickup2")
TNT1 A 0 A_GiveInventory("V5DragonBreathUpgrade", 1)
TNT1 A 0 A_GiveInventory("NewShell", 20)
Stop
Pickup2:
TNT1 A 0 A_GiveInventory("DragonBreathShellsUpgrade", 1)
TNT1 A 0 A_GiveInventory("NewShell", 20)
Stop
}
}
ACTOR Shot_Gun2 : Shotgun Replaces Shot_Gun
{
Weapon.BobRangeX 0.3
Weapon.BobRangeY 0.5
Weapon.BobStyle InverseSmooth
Weapon.BobSpeed 2.0
+FLOORCLIP
+DONTGIB
Game Doom
SpawnID 27
Weapon.SelectionOrder 1300
Weapon.AmmoUse1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive1 4
Weapon.AmmoGive2 0
Weapon.AmmoType1 "NewShell"
Weapon.AmmoType2 "ShotgunAmmo"
Inventory.PickupMessage "You got the Pump Shotgun! (Slot 3)"
Inventory.PickupSound "SHOTPICK"
Obituary "%o sucked %k's Shotgun"
AttackSound "None"
Tag "Shotgun"
+WEAPON.NOALERT
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
Scale 0.5
States
{
NoAmmo:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_NoAmmo")
TNT1 A 0 A_PlaySound("weapons/empty")
TNT1 A 0 A_TakeInventory("Zoomed", 1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("ADSmode", 1)
TNT1 A 0 A_TakeInventory("Reloading", 1)
SHTG A 1 A_WeaponReady
Goto Ready+14
Wood_NoAmmo:
TNT1 A 0 A_PlaySound("weapons/empty")
TNT1 A 0 A_TakeInventory("Zoomed", 1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("ADSmode", 1)
TNT1 A 0 A_TakeInventory("Reloading", 1)
5HTG A 1 A_WeaponReady
Goto Ready+14
Steady:
TNT1 A 1
Goto Ready
LedgeClimb:
TNT1 A 0 A_Playsound("ledgeclimb")
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_SetPitch(-5)
CL1M FDCCDFHIK 1 A_SetPitch(-4)
TNT1 A 0 A_TakeInventory("Climbed_Ledge", 5000)
TNT1 A 0 A_TakeInventory("Grabbing_A_Ledge", 5000)
Goto Ready+14
Ready:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_Ready")
TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
SHSS ABCD 1 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_ReadyReal")
TNT1 A 0 A_PlaySound("weapons/sgmvpump")
TNT1 AAAAAAAAAAAAAAA 0
TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("DoPunch",1,"QuickPunch")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_ReadyReal")
TNT1 A 0 A_SetCrosshair(0)
SHTG A 1
{
A_WeaponReady;
A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
Goto Ready+14
Wood_Ready:
TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_PlaySound("weapons/sgmvpump")
5HTG CBA 0
5HSS ABCD 1 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_PlaySound("weapons/sgmvpump")
Wood_ReadyReal:
TNT1 AAAAAAAAAAAAAAA 0
TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("DoPunch",1,"QuickPunch")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
TNT1 A 0 A_SetCrosshair(0)
5HTG A 1
{
A_WeaponReady;
A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
Goto Wood_Ready+14
Ready2:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_Ready2")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
SHT8 A 5
{
A_WeaponReady;
A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
SHT8 B 5
{
A_WeaponReady;
A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
SHT8 C 5
{
A_WeaponReady;
A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
Loop
Wood_Ready2:
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
5HT8 A 5
{
A_WeaponReady;
A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
5HT8 B 5
{
A_WeaponReady;
A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
5HT8 C 5
{
A_WeaponReady;
A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
WeaponSpecialPurist:
TNT1 A 0 A_Print("Weapon Special Not Available in Classic Mode!")
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
Goto Ready+14
WeaponSpecial:
TNT1 AAAAA 0
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "WeaponSpecialPurist")
TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "SwitchToFlak")
TNT1 A 0 A_JumpIfInventory("HasFlak", 1, "V5UpgradeSystem_FLAK")
TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "V5UpgradeSystem_DB")
TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "SwitchToBuckshot")
TNT1 A 0 A_Print("Slug Shells Loaded")
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
TNT1 A 0 A_GiveInventory("HasSlugs")
Goto FakeReload
SwitchToFlak:
TNT1 A 0 A_Print("Flak Shells Loaded")
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
TNT1 A 0 A_GiveInventory("HasFlak")
TNT1 A 0 A_Takeinventory("HasSlugs",1)
Goto FakeReload
//SwitchToDragonBreath:
//TNT1 A 0 A_JumpIfInventory("IsPlayingAsDeathBringer", 1, 2)
//TNT1 A 0 A_JumpIf(GetCvar("V5_UpgradeSys")==1,"V5UpgradeSystem")
//TNT1 A 0 A_JumpIfInventory("DragonBreathUpgrade", 1, "SwitchToDragonBreath2")
//Goto SwitchToBuckshot
SwitchToDragonBreath2:
TNT1 AAA 0
TNT1 A 0 A_Print("Dragon's Breath Shells Loaded")
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
TNT1 A 0 A_Takeinventory("HasFlak", 1)
TNT1 A 0 A_GiveInventory("HasDragonBreath")
Goto FakeReload
//SwitchToFlamethrower:
//TNT1 A 0 A_JumpIf(GetCvar("V5_UpgradeSys")!=1,"SwitchToFlamethower2")
//TNT1 A 0 A_JumpIfInventory("IsPlayingAsDeathBringer", 1, 2)
//TNT1 A 0 A_JumpIfInventory("V5DragonBreathUpgrade", 1, "SwitchToFlamethrower2")
//Goto SwitchToBuckshot
SwitchToFlamethower2:
TNT1 AAA 0
TNT1 A 0 A_Print("Dragon's Inferno Rounds Loaded")
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
TNT1 A 0 A_Takeinventory("HasDragonBreath", 1)
TNT1 A 0 A_Takeinventory("HasFlak", 1)
TNT1 A 0 A_GiveInventory("HasFlameThrowerShotty")
Goto FakeReload
SwitchToBuckshot:
TNT1 A 0 A_Print("Buckshot Shells Loaded")
TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
TNT1 A 0 A_Takeinventory("HasSlugs", 1)
TNT1 A 0 A_Takeinventory("HasFlak", 1)
TNT1 A 0 A_Takeinventory("HasDragonBreath",1)
TNT1 A 0 A_Takeinventory("HasFlameThrowerShotty",1)
Goto FakeReload
V5UpgradeSystem_FLAK:
TNT1 A 0
{
If (GetCvar("V5_UpgradeSys")==1)
{
If(CountInv("DragonBreathUpgrade")==1)
{
A_Log("FLAK to DB is good");
return State("SwitchToDragonBreath2");
}
Else
{
If(CountInv("V5DragonBreathUpgrade")==1)
{
A_Log("FLAK to V5 is good");
return State("SwitchToFlamethrower2");
}
Else
{
A_Log("NEED UPRGRADE");
return State("SwitchToBuckshot");
}
}
}
Else
{
If(CountInv("DragonBreathUpgrade")==1)
{
A_Log("V5 Upgrade System is Deactivated");
return State("SwitchToDragonBreath2");
}
Else
{
A_Log("Thats a double Negative");
Return State("SwitchToBuckshot");
}
}
}
TNT1 A 0 A_LOG("\cNA FALSE POSTIVE")
Goto SwitchToFlamethrower2
V5UpgradeSystem_DB:
TNT1 A 0
{
If (GetCvar("V5_UpgradeSys")==1)
{
If(CountInv("V5DragonBreathUpgrade")==1)
{
A_Log("DB to V5 is good");
return State("SwitchToFlamethrower2");
}
Else
{
A_Log("still NEED V5 upgrade");
return State("SwitchToBuckshot");
}
}
Else
{
If(CountInv("DragonBreathUpgrade")==1)
{
A_Log("V5 Upgrade System is still Deactivated");
return State("SwitchToFlamethower2");
}
Else
{
A_Log("That is also a Double Negative.");
Return State("SwitchToBuckshot");
}
}
}
TNT1 A 0 A_LOG("\cNA FALSE POSTIVE")
Goto SwitchToFlamethrower2
Deselect:
TNT1 A 0 A_Takeinventory("HasUnloaded",1)
TNT1 A 0 A_Takeinventory("Unloading",1)
TNT1 A 0 A_TakeInventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("ADSmode",1)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,6)
SHSS DCBA 1
TNT1 A 1 A_Lower
Wait
5HSS DCBA 1
TNT1 A 1 A_Lower
Wait
Select:
TNT1 A 0 ACS_NamedExecuteAlways("ToggleShotgunUpgraded",0) //For people who want this weapon to replace another
TNT1 A 0 A_Takeinventory("HasUnloaded",1)
TNT1 A 0 A_Takeinventory("Unloading",1)
TNT1 A 0 A_TakeInventory("RifleSelected",1)
TNT1 A 0 A_TakeInventory("CarbineSelected",1)
TNT1 A 0 A_TakeInventory("FistsSelected",1)
TNT1 A 0 A_TakeInventory("SawSelected",1)
TNT1 A 0 A_TakeInventory("SledgeSelected",1)
TNT1 A 0 A_TakeInventory("HandgunSelected",1)
TNT1 A 0 A_TakeInventory("DualHandgunSelected",1)
TNT1 A 0 A_TakeInventory("RevolverSelected",1)
TNT1 A 0 A_GiveInventory("ShotgunSelected",1)
TNT1 A 0 A_TakeInventory("SSGSelected",1)
TNT1 A 0 A_TakeInventory("ASGSelected",1)
TNT1 A 0 A_TakeInventory("QSGSelected",1)
TNT1 A 0 A_TakeInventory("MinigunSelected",1)
TNT1 A 0 A_TakeInventory("NewChaingunSelected",1)
TNT1 A 0 A_TakeInventory("RocketLauncherSelected",1)
TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected",1)
TNT1 A 0 A_TakeInventory("SGLSelected",1)
TNT1 A 0 A_TakeInventory("PlasmaGunSelected",1)
TNT1 A 0 A_TakeInventory("M2Selected",1)
TNT1 A 0 A_TakeInventory("FreezerSelected",1)
TNT1 A 0 A_TakeInventory("RailGunSelected",1)
TNT1 A 0 A_TakeInventory("BFGSelected",1)
TNT1 A 0 A_TakeInventory("BFGBeamSelected",1)
TNT1 A 0 A_TakeInventory("BHCSelected",1)
TNT1 A 0 A_TakeInventory("RevenantLauncherSelected",1)
TNT1 A 0 A_TakeInventory("FlameCannonSelected",1)
TNT1 A 0 A_TakeInventory("HellRifleSelected",1)
TNT1 A 0 A_TakeInventory("LandMineSelected",1)
TNT1 A 0 A_TakeInventory("UACSMGSelected",1)
TNT1 A 0 A_TakeInventory("SubMachineGunSelected",1)
TNT1 A 0 A_TakeInventory("LostSoulSelected",1)
TNT1 A 0 A_TakeInventory("HasBarrel",1)
TNT1 A 0 A_TakeInventory("HasBurningBarrel",1)
TNT1 A 0 A_Raise
Wait
Fire:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_Fire")
TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "DragonFire")
TNT1 A 0 A_JumpIfInventory("HasFlak", 1, "FlakFire")
TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "SlugFire")
TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "MiniFlamethrowerFire")
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("weapons/sg", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
// TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-5, 5))
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
SHTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 3)
SHTG A 0 A_FireBullets(3.65, 1.85, 11, 10, "ShotgunPuff")////////////////////////////////////// Project Brutality Pump Shotgun
TNT1 A 0 A_Jump(256, 3)
TNT1 A 0
SHTG A 0 A_FireBullets(2.7, 2.7, 10, 10, "ShotgunPuff")////////////////////////////////////// Classic v20 Pump Shotgun
TNT1 A 0
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
SHTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
SHTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
//SHTG A 1 Offset(10,36)
SHTG A 1 Offset(9,40)
//SHTG A 1 Offset(4,40)
SHTG A 1 Offset(0,32)
SHTG A 0 A_ReFire
SHTG A 0
Goto Ready+14
Wood_Fire:
TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "Wood_DragonFire")
TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "Wood_SlugFire")
TNT1 A 0 A_JumpIfInventory("HasFlak", 1, "Wood_FlakFire")
TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "Wood_MiniFlamethrowerFire")
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Wood_Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("weapons/sg", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
// TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-5, 5))
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
5HTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 3)
SHTG A 0 A_FireBullets(3.65, 1.85, 11, 10, "ShotgunPuff")//////////////////////////////////////
TNT1 A 0 A_Jump(256, 3)
TNT1 A 0
SHTG A 0 A_FireBullets(2.7, 2.7, 10, 10, "ShotgunPuff")//////////////////////////////////////
TNT1 A 0
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
5HTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
5HTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
5HTG H 1
5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
//5HTG A 1 Offset(10,36)
5HTG A 1 Offset(9,40)
//5HTG A 1 Offset(4,40)
5HTG A 1 Offset(0,32)
5HTG A 0 A_ReFire
5HTG A 0
Goto Wood_Ready+14
SlugFire:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("SlugShot", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
SHTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
SHTG A 0 A_FireBullets(1.5, 0.5, 1, 67, "ShotgunPuff")
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
SHTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
SHTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
SHTG A 1 Offset(4,40)
SHTG A 1 Offset(0,32) A_ReFire
Goto Ready+14
FlakFire:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("SlugShot", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
SHTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
//SHTG A 0 A_FireBullets(1.5, 0.5, 1, 67, "ShotgunPuff")
FLAK B 0 A_FireCustomMissile("Chunk21",0,1,15,-18)
FLAK B 0 A_FireCustomMissile("Chunk22",0,1,18,13)
FLAK B 0 A_FireCustomMissile("Chunk23",0,1,13,5)
//FLAK B 0 A_FireCustomMissile("Chunk23",0,1,0,-15)
FLAK B 0 A_FireCustomMissile("Chunk24",0,1,0,-15)
FLAK B 0 A_FireCustomMissile("Chunk22",0,1,-18,12)
FLAK B 0 A_FireCustomMissile("Chunk21",0,0,-13,8)
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
SHTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
SHTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
SHTG A 1 Offset(10,36)
SHTG A 1 Offset(9,40)
SHTG A 1 Offset(4,40)
SHTG A 1 Offset(0,32)
SHTG A 0 A_ReFire
SHTG A 0
Goto Ready+14
Wood_SlugFire:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Wood_Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("SlugShot", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
5HTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
5HTG A 0 A_FireBullets(1.5, 0.5, 1, 67, "ShotgunPuff")
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
5HTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
5HTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
5HTG H 1
5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
5HTG A 1 Offset(10,36)
5HTG A 1 Offset(9,40)
5HTG A 1 Offset(4,40)
5HTG A 1 Offset(0,32)
5HTG A 0 A_ReFire
5HTG A 0
Goto Wood_Ready+14
Wood_FlakFire:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("SlugShot", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
FLAK B 0 A_FireCustomMissile("Chunk21",0,1,15,-18)
FLAK B 0 A_FireCustomMissile("Chunk22",0,1,18,13)
FLAK B 0 A_FireCustomMissile("Chunk23",0,1,13,5)
//FLAK B 0 A_FireCustomMissile("Chunk23",0,1,0,-15)
FLAK B 0 A_FireCustomMissile("Chunk24",0,1,0,-15)
FLAK B 0 A_FireCustomMissile("Chunk22",0,1,-18,12)
FLAK B 0 A_FireCustomMissile("Chunk21",0,0,-13,8)
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
SHTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
SHTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
SHTG A 1 Offset(10,36)
SHTG A 1 Offset(9,40)
SHTG A 1 Offset(4,40)
SHTG A 1 Offset(0,32)
SHTG A 0 A_ReFire
SHTG A 0
Goto Wood_Ready+14
DragonFire:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-5, 5))
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
SHTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
//SHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, "ShotgunPuff")//////////////////////////////////////
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
SHTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
SHTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1
TNT1 A 0 A_PlaySound("weapons/sgmvpump", 1)
SHTG I 3 //A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
//SHTG A 1 Offset(10,36)
SHTG A 1 Offset(9,40)
//SHTG A 1 Offset(4,40)
SHTG A 1 Offset(0,32)
SHTG A 0 A_ReFire
SHTG A 0
Goto Ready+14
MiniFlamethrowerFire:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("ShotgunFlamethrower", Random(-5, 5), 0, 0, Random(-5, 5))
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
SHTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
//SHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, "ShotgunPuff")//////////////////////////////////////
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
SHTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
SHTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
SHTG H 1
TNT1 A 0 A_PlaySound("weapons/sgmvpump", 1)
SHTG I 3 //A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
SHTG A 1 Offset(10,36)
SHTG A 1 Offset(9,40)
SHTG A 1 Offset(4,40)
SHTG A 1 Offset(0,32)
SHTG A 0 A_ReFire
SHTG A 0
Goto Ready+14
Wood_DragonFire:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Wood_Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-5, 5))
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
5HTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
//SHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, "ShotgunPuff")//////////////////////////////////////
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
5HTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
5HTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
5HTG H 1
TNT1 A 0 A_PlaySound("weapons/sgmvpump", 1)
5HTG I 3 //A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
//5HTG A 1 Offset(10,36)
5HTG A 1 Offset(9,40)
//5HTG A 1 Offset(4,40)
5HTG A 1 Offset(0,32)
5HTG A 0 A_ReFire
5HTG A 0
Goto Wood_Ready+14
Wood_MiniFlamethrowerFire:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Wood_Fire2")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("ShotgunFlamethrower", Random(-5, 5), 0, 0, Random(-5, 5))
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
5HTF AB 1 BRIGHT
TNT1 A 0 A_ZoomFactor(0.95)
//SHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, "ShotgunPuff")//////////////////////////////////////
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
5HTF CDE 1
TNT1 A 0 A_ZoomFactor(0.975)
5HTG A 1
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
5HTG H 1
TNT1 A 0 A_PlaySound("weapons/sgmvpump", 1)
5HTG I 3 //A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
5HTG A 1 Offset(10,36)
5HTG A 1 Offset(9,40)
5HTG A 1 Offset(4,40)
5HTG A 1 Offset(0,32)
5HTG A 0 A_ReFire
5HTG A 0
Goto Wood_Ready+14
Fire2:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_Fire2")
TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "DragonFire2")
TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "SlugFire2")
TNT1 A 0 A_JumpIfInventory("HasFlak", 1, "FlakFire2")
TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "MiniFlamethrowerFire2")
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("weapons/sg", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 3)
SHTG A 0 A_FireBullets(2.85, 1.35, 11, 10, "ShotgunPuff")
TNT1 A 0 A_Jump(256, 3)
TNT1 A 0
SHTG A 0 A_FireBullets(1.7, 1.7, 10, 10, "ShotgunPuff")
TNT1 A 0
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
SHT8 F 2 BRIGHT
SHT8 GA 2
TNT1 A 0 A_ZoomFactor(1.0)
SHT8 A 1
SHT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
SHT8 EHD 1
TNT1 A 0 A_ReFire
Goto Ready2
Wood_Fire2:
TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "Wood_DragonFire2")
TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "Wood_SlugFire2")
TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "Wood_MiniFlamethrowerFire2")
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("weapons/sg", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 3)
SHTG A 0 A_FireBullets(2.85, 1.35, 9, 10, "ShotgunPuff")
TNT1 A 0 A_Jump(256, 3)
TNT1 A 0
SHTG A 0 A_FireBullets(1.7, 1.7, 10, 10, "ShotgunPuff")
TNT1 A 0
TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
5HT8 F 2 BRIGHT
5HT8 GA 2
TNT1 A 0 A_ZoomFactor(1.0)
5HT8 A 1
5HT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
5HTG H 1
5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
5HT8 EHD 1
TNT1 A 0 A_ReFire
Goto Wood_Ready2
SlugFire2:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("SlugShot", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
//SHTG A 0 A_FireCustomMissile("SlugTracer", Random(-1, 1), 0, 0)
SHTG A 0 A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
SHT8 F 2 BRIGHT
SHT8 GA 1
TNT1 A 0 A_ZoomFactor(1.0)
SHT8 A 1
SHT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
SHT8 EHD 1
TNT1 A 0 A_ReFire
Goto Ready2
Wood_SlugFire2:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("SlugShot", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
//SHTG A 0 A_FireCustomMissile("SlugTracer", Random(-1, 1), 0, 0)
5HTG A 0 A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
5HT8 F 2 BRIGHT
5HT8 GA 1
TNT1 A 0 A_ZoomFactor(1.0)
5HT8 A 1
5HT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
5HTG H 1
5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
5HT8 EHD 1
TNT1 A 0 A_ReFire
Goto Wood_Ready2
FlakFire2:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("SlugShot", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
//SHTG A 0 A_FireCustomMissile("SlugTracer", Random(-1, 1), 0, 0)
5HTG A 0 A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
FLAK B 0 A_FireCustomMissile("Chunk21",0,1,15,-18)
FLAK B 0 A_FireCustomMissile("Chunk22",0,1,18,13)
FLAK B 0 A_FireCustomMissile("Chunk23",0,1,13,5)
//FLAK B 0 A_FireCustomMissile("Chunk23",0,1,0,-15)
FLAK B 0 A_FireCustomMissile("Chunk24",0,1,0,-15)
FLAK B 0 A_FireCustomMissile("Chunk22",0,1,-18,12)
FLAK B 0 A_FireCustomMissile("Chunk21",0,0,-13,8)
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
SHT8 F 2 BRIGHT
SHT8 GA 2
TNT1 A 0 A_ZoomFactor(1.0)
SHT8 A 1
SHT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
SHT8 EHD 1
TNT1 A 0 A_ReFire
Goto Ready2
Wood_FlakFire2:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("SlugShot", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
//SHTG A 0 A_FireCustomMissile("SlugTracer", Random(-1, 1), 0, 0)
5HTG A 0 A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
FLAK B 0 A_FireCustomMissile("Chunk21",0,1,15,-18)
FLAK B 0 A_FireCustomMissile("Chunk22",0,1,18,13)
FLAK B 0 A_FireCustomMissile("Chunk23",0,1,13,5)
//FLAK B 0 A_FireCustomMissile("Chunk23",0,1,0,-15)
FLAK B 0 A_FireCustomMissile("Chunk24",0,1,0,-15)
FLAK B 0 A_FireCustomMissile("Chunk22",0,1,-18,12)
FLAK B 0 A_FireCustomMissile("Chunk21",0,0,-13,8)
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
5HT8 F 2 BRIGHT
5HT8 GA 2
TNT1 A 0 A_ZoomFactor(1.0)
5HT8 A 1
5HT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
5HTG H 1
5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
5HT8 EHD 1
TNT1 A 0 A_ReFire
Goto Wood_Ready2
DragonFire2:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-3, 3))
SHTG A 0 //A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
SHT8 F 2 BRIGHT
SHT8 GA 2
TNT1 A 0 A_ZoomFactor(1.0)
SHT8 A 1
SHT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
SHT8 EHD 1
TNT1 A 0 A_ReFire
Goto Ready2
Wood_DragonFire2:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-3, 3))
5HTG A 0 //A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
5HT8 F 2 BRIGHT
5HT8 GA 2
TNT1 A 0 A_ZoomFactor(1.0)
5HT8 A 1
5HT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
5HTG H 1
5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
5HT8 EHD 1
TNT1 A 0 A_ReFire
Goto Wood_Ready2
MiniFlamethrowerFire2:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("ShotgunFlamethrower", Random(-5, 5), 0, -1, Random(-5, 5))
SHTG A 0 //A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
SHT8 F 2 BRIGHT
SHT8 GA 2
TNT1 A 0 A_ZoomFactor(1.0)
SHT8 A 1
SHT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
SHTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
SHTG H 1
SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
SHTG JKLMLKJI 1
SHTG I 1 A_PlaySound("weapons/sgpump", 1)
SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
SHT8 EHD 1
TNT1 A 0 A_ReFire
Goto Ready2
Wood_MiniFlamethrowerFire2:
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
TNT1 AAAAA 0 A_FireCustomMissile("ShotgunFlamethrower", Random(-5, 5), 0, -1, Random(-5, 5))
5HTG A 0 //A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
5HT8 F 2 BRIGHT
5HT8 GA 2
TNT1 A 0 A_ZoomFactor(1.0)
5HT8 A 1
5HT8 DHE 1
TNT1 A 0 A_GiveInventory("IsCocking", 1)
5HTG BCDEFG 1
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
5HTG H 1
5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
5HTG JKLMLKJI 1
5HTG I 1 A_PlaySound("weapons/sgpump", 1)
5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
TNT1 A 0 A_ZoomFactor(1.8)
5HT8 EHD 1
TNT1 A 0 A_ReFire
Goto Wood_Ready2
Edited by D3X1K AXYZ added page friendly layout changes
Question
D3X1K AXYZ
Everything works except the flamethrower (aka Dragons inferno) mode.
How it should work:
>If the V5_UpgradeSys cvar is true and you have picked up a V5DragonBreathPickup (which gives you the V5DragonBreathUpgrade), but not the Dragon breath shells, then it will switch from the Flak shell to the Dragons Inferno shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells, but not the V5DragonBreathPickup, then it will switch from the Flak shell to the Dragons Breath shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells and the V5DragonBreathPickup, then it will switch from the Dragons Breath shell to the Dragons Inferno shell.
>If the V5_UpgradeSys cvar is false then all you need is one upgrade and it will switch from the Dragons Breath shell to the Dragons Inferno shell.
What is happening:
>If the V5_UpgradeSys cvar is true and you have picked up a V5DragonBreathPickup (which gives you the V5DragonBreathUpgrade), but not the Dragon breath shells, then it will switch from the Flak shell to an error which forces you to have to drop the shotgun in order to Switch weapons. <===== False positive
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells, but not the V5DragonBreathPickup, then it will switch from the Flak shell to the Dragons Breath shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells and the V5DragonBreathPickup, then it will switch from the Dragons Breath shell to an error which forces you to have to drop the shotgun in order to Switch weapons. <===== False positve
>If the V5_UpgradeSys cvar is false then all you need is one upgrade and it will switch from the Dragons Breath shell to the Dragons Inferno shell.
The Switch order:
>>Buckshot
>>Slug
>>flak
>>Dragonbreath
>>Dragons Inferno
I can not seem to figure out why I keep getting the False possitive. Please help me. I can't release this update for my mod unless I get this working and this is all that i have left to do.
Notes:
The A_Log lines are for Debugging. False positive is the log under my Anonymous functions to alert me that it went through my function wrong.
GZDooM 2.4.0 and Slade v3.1.1.5
code base:
the shotgun from Project Overkill v1.03 (a mod for the v2.03 and Jrmyxd Hellstorm edition versions of Project brutality)
added page friendly layout changes
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