Code: Select all
ACTOR Sparrow_Ammo : Ammo
{
Inventory.PickupMessage "Picked up Sparrow Ammo"
Inventory.Amount 10
Inventory.MaxAmount 80
Ammo.BackpackAmount 20
Ammo.BackpackMaxAmount 110
Inventory.Icon "CLIPA0"
States
{
Spawn:
CLIP A -1
Stop
}
}
ACTOR Sparrow : Weapon 13015
{
Game Doom
SpawnID 215
Weapon.AmmoUse 1
Weapon.AmmoGive 100
Weapon.AmmoType "Sparrow_Ammo"
Obituary "%k <Sparrow> %o"
Inventory.Pickupmessage "Picked up the Sparrow"
Decal "BulletChip"
Weapon.BobRangeX 0.5
Weapon.BobRangeY 0.7
Weapon.BobSpeed 1.6
Radius 4
Height 1
Scale 0.15
+NOAUTOFIRE
States
{
Spawn:
SPR0 A -1
Stop
Ready:
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_JumpIfInventory("ADS", 1, "ReadyADS")
SPR1 A 1 A_WeaponReady
TNT1 A 0 A_SetCrosshair(2)
Loop
Deselect:
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("ADS", 1)
TNT1 AAAAA 0 A_Lower
SPR1 A 1 A_Lower
Loop
Select:
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("ADS", 1)
TNT1 AAAAA 0 A_Raise
SPR1 A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("ADS", 1, "Fire_ADS")
SPR1 A 2
TNT1 A 0 A_SetPitch (pitch-1.2)
TNT1 A 0 Offset(2,37)
TNT1 A 0 Offset(1,36)
TNT1 A 0 Offset(0,33)
TNT1 A 0 A_PlaySound("weapon/Sparrow", 127)
SPR1 B 1 Bright A_FireBullets(6, 6, 1, 13, "BulletPuff")
TNT1 A 0 A_SpawnItem("SMG_Bullet_Casing", -10, 40)
SPR1 A 1
Goto Ready
AltFire:
TNT1 A 0 A_JumpIfInventory("ADS", 1, "RemoveADS")
TNT1 AAAAA 0 A_Lower
SPR1 A 1 A_Lower
TNT1 A 1 A_GiveInventory("ADS", 1)
TNT1 AAAAA 0 A_Raise
SPR1 C 1 A_Raise
Goto ReadyADS
RemoveADS:
TNT1 AAAAA 0 A_Lower
SPR1 C 1 A_Lower
TNT1 A 1 A_TakeInventory("ADS", 1)
TNT1 AAAAA 0 A_Raise
SPR1 A 1 A_Raise
Goto Ready
ReadyADS:
TNT1 A 0 A_ZoomFactor(1.5)
SPR1 C 1 A_WeaponReady
TNT1 A 0 A_SetCrosshair(0)
Loop
Fire_ADS:
SPR1 C 2
TNT1 A 0 A_SetPitch (pitch-1.2)
TNT1 A 0 Offset(2,37)
TNT1 A 0 Offset(1,36)
TNT1 A 0 Offset(0,33)
TNT1 A 0 A_PlaySound("weapon/Sparrow", 127)
SPR1 D 1 Bright A_FireBullets(4, 4, 1, 13, "BulletPuff")
TNT1 A 0 A_SpawnItem("SMG_Bullet_Casing", -10, 40)
SPR1 C 1
Goto Ready
}
}