Code: Select all
actor Colt45:secondary replaces Pistol
{//$Category Infected Horde weaponry
AttackSound "weapons/Colt45_shot"
Obituary "$IH_KILL_COLT45"
Tag "Colt 45"
Inventory.Pickupmessage "$IH_GOT_COLT45"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItem("Colt45Giver")
stop
Select:
COLT A 1 A_Raise
loop
Deselect:
COLT A 1 A_Lower
loop
Ready:
COLT A 1 A_WeaponReady
loop
Fire:
TNT1 A 0 A_JumpIf(args[1]>0,2)
COLT A 4 A_PlayWeaponSound("weapons/emptyclick")
goto AltFire
TNT1 A 0 A_GunFlash
COLF A 1 A_FireBullets(5.2,1,1,7.5,"BulletPuff2")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SetArg(1,args[1]-1)
COLF A 1 A_Light2
COLF A 1 A_Light1
COLT B 3 A_Light0
COLT CDE 3
COLT B 3 A_ReFire
goto Ready
Flash:
COLF A 3 bright A_Light1
COLF A 3 bright A_Light0
stop
AltFire:
TNT1 A 0 A_JumpIf(args[1]>=20,"Ready")
TNT1 A 0 A_JumpIfInventory("Colt45Clip",1,"Reload")
goto Ready
Reload:
TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 0 A_PlayWeaponSound("weapons/colt45_clipout")
COLT A 5 offset(0,40)
COLT A 5 offset(0,80)
COLT A 5 offset(0,100)
COLT A 5 offset(0,120)
COLT A 4 offset(0,140)
COLT A 4 offset(0,150)
COLT A 4 offset(0,160)
TNT1 A 0 A_TakeInventory("Colt45Clip",1)
TNT1 A 0 A_SetArg(1,20)
TNT1 A 5 A_PlaySound("weapons/colt45_clipin")
COLT A 3 offset(0,150)
COLT A 3 offset(0,130)
COLT A 3 offset(0,110)
COLT A 2 offset(0,80)
COLT A 2 offset(0,60)
COLT A 2 offset(0,40)
COLT A 2 offset(0,20)
goto Ready
}
}
P. S. Otherwise the weapon works perfectly, so I don't know if this is something to worry about.