From 0c11f7b908f3c587527800855c85981d360b6fba Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Sun, 4 Aug 2024 13:09:44 +0700 Subject: [PATCH 01/13] Auto Shotty Guy --- .../Sergeants/AutoShotgunGuy/ASG1D0.png | Bin 0 -> 2869 bytes .../Sergeants/AutoShotgunGuy/ASG1E0.png | Bin 0 -> 3160 bytes .../Sergeants/AutoShotgunGuy/ASG1F0.png | Bin 0 -> 3207 bytes .../Sergeants/AutoShotgunGuy/ASG1G0.png | Bin 0 -> 3084 bytes .../Sergeants/AutoShotgunGuy/ASG1H0.png | Bin 0 -> 1336 bytes .../Sergeants/AutoShotgunGuy/ASG1I0.png | Bin 0 -> 1450 bytes .../Sergeants/AutoShotgunGuy/ASG1J0.png | Bin 0 -> 1267 bytes .../Sergeants/AutoShotgunGuy/ASG1K0.png | Bin 0 -> 1302 bytes .../Sergeants/AutoShotgunGuy/ASG1L0.png | Bin 0 -> 1164 bytes .../Sergeants/AutoShotgunGuy/ASG1M0.png | Bin 0 -> 2069 bytes .../Sergeants/AutoShotgunGuy/ASG1N0.png | Bin 0 -> 1452 bytes actors/Monsters/T1-Grunts/AutoShottyGuy.dec | 249 ++++++++++++++---- 12 files changed, 204 insertions(+), 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A_SpawnItem("Brutal_BloodSpot",0,0,0,1) + ASG1 M 0 A_SpawnItem("GibHalfASGGuy1",0,0,0,1) + Stop + } +} +actor GibHalfASGGuy1: BigGibBase +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 + ASG1 N 1 A_SpawnItem("Brutal_BloodSpot",0,0,0,1) + ASG1 N -1 + Stop + } +} + +ACTOR GibHalfASGGuy2: BigGibBase +{ + States + { + Spawn: + TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1) + ASG1 HHHIIIJJJKKK 1 A_CustomMissile("BloodTrails",0,0,180,2) + ASG1 L -1 + Stop + } +} ///////////////////////////======VANILLA======////////////////////////////////// From f593d040bcc39922f3364448788027b9fa0a68bf Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Mon, 5 Aug 2024 22:30:41 +0700 Subject: [PATCH 02/13] There was a chance of duplicating axes by throwing --- actors/Weapons/Slot1/Axe.dec | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/actors/Weapons/Slot1/Axe.dec b/actors/Weapons/Slot1/Axe.dec index 15bd709b8d..8f8cc2dc70 100644 --- a/actors/Weapons/Slot1/Axe.dec +++ b/actors/Weapons/Slot1/Axe.dec @@ -291,11 +291,19 @@ ACTOR PB_Axe : PB_Weapon } } TNT1 A 0 A_Takeinventory("HasCutingWeapon",1) + TNT1 A 0 A_JumpIf(CountInv("PB_Axe") > 1, 3) + TNT1 A 0 { + A_TakeInventory("PB_LockScreenTilt",1); + A_SetRoll(0); + } + TNT1 A 0 A_TakeInventory("PB_Axe", 1) + Stop + TNT1 A 0 A_TakeInventory("PB_Axe", 1) THRF EF 1 A_Setroll(roll+4.25, SPF_INTERPOLATE) TNT1 A 0 A_SetRoll(0) TNT1 A 0 A_TakeInventory("PB_LockScreenTilt",1) TNT1 A 10 //A_SelectWeapon("Melee_Attacks") - TNT1 A 0 A_TakeInventory("PB_Axe", 1) + //TNT1 A 0 A_TakeInventory("PB_Axe", 1) TNT1 A 10 Goto Ready Steady: From 950bc4979dcf9a4a375ab80fe7f55212ece754a5 Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Tue, 6 Aug 2024 00:10:17 +0700 Subject: [PATCH 03/13] Update BaseWeapon_Functions.zsc --- zscript/Weapons/BaseWeapon_Functions.zsc | 25 ++++++++++++++++++++++++ 1 file changed, 25 insertions(+) diff --git a/zscript/Weapons/BaseWeapon_Functions.zsc b/zscript/Weapons/BaseWeapon_Functions.zsc index a6bb1364b8..0b367cc02c 100644 --- a/zscript/Weapons/BaseWeapon_Functions.zsc +++ b/zscript/Weapons/BaseWeapon_Functions.zsc @@ -896,6 +896,31 @@ extend class PB_WeaponBase A_SetInventory(wepToken,1); } + action void PB_ResetVisorBloodTokens() + { + A_SetInventory("PowerBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerGreenBloodOnVisor",0); + } + + action void PB_ResetBarrelTokens() + { + A_SetInventory("HasBarrel",0); + A_SetInventory("HasIceBarrel", 0); + A_SetInventory("HasFlameBarrel",0); + A_SetInventory("GrabbedBarrel",0); + A_SetInventory("GrabbedIceBarrel", 0); + A_SetInventory("GrabbedFlameBarrel",0); + A_SetInventory("BarrelIsFrozen",0); + A_SetInventory("BarrelIsFlaming",0); + for(int i=8;i>0;i--) + { + plr.SetInventory("Grab"..i,0); + plr.SetInventory("IGrab"..i,0); + plr.SetInventory("FGrab"..i,0); + } + } + //Special Modes action bool A_IsFiringLeftWeapon() { From d17ea7f0a672ee0707f133334e75ae4cc228edd2 Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Tue, 6 Aug 2024 00:10:45 +0700 Subject: [PATCH 04/13] Update PBHandler.zc --- zscript/PBHandler.zc | 58 +++++++++++++++++++++++--------------------- 1 file changed, 31 insertions(+), 27 deletions(-) diff --git a/zscript/PBHandler.zc b/zscript/PBHandler.zc index e19aeb1e3b..fc2cd3af98 100644 --- a/zscript/PBHandler.zc +++ b/zscript/PBHandler.zc @@ -132,24 +132,26 @@ class PB_EventHandler : EventHandler let plr = PlayerPawnBase(players[e.PlayerNumber].mo); if (plr) { - plr.GiveInventory("ResetKick",1); - plr.GiveInventory("ResetZoom",1); - plr.TakeInventory("KnifeHasHit",1); - plr.TakeInventory("PB_NoEffectInvul",1); - plr.TakeInventory("HasCutingWeapon", 1); - plr.TakeInventory("PB_LockScreenTilt",1); + plr.SetInventory("ResetKick",1); + plr.SetInventory("ResetZoom",1); + plr.SetInventory("KnifeHasHit",0); + plr.SetInventory("PB_NoEffectInvul",0); + plr.SetInventory("HasCutingWeapon", 0); + plr.SetInventory("PB_LockScreenTilt",0); - plr.TakeInventory("HasBarrel",1); - plr.TakeInventory("HasIceBarrel",1); - plr.TakeInventory("HasFlameBarrel",1); - plr.TakeInventory("GrabbedBarrel",1); - plr.TakeInventory("GrabbedIceBarrel",1); - plr.TakeInventory("GrabbedFlameBarrel",1); + plr.SetInventory("HasBarrel",0); + plr.SetInventory("HasIceBarrel",0); + plr.SetInventory("HasFlameBarrel",0); + plr.SetInventory("GrabbedBarrel",0); + plr.SetInventory("GrabbedIceBarrel",0); + plr.SetInventory("GrabbedFlameBarrel",0); + plr.SetInventory("BarrelIsFrozen",0); + plr.SetInventory("BarrelIsFlaming",0); for(int i=8;i>0;i--) { - plr.TakeInventory("Grab"..i,1); - plr.TakeInventory("IGrab"..i,1); - plr.TakeInventory("FGrab"..i,1); + plr.SetInventory("Grab"..i,0); + plr.SetInventory("IGrab"..i,0); + plr.SetInventory("FGrab"..i,0); } plr.A_SetRoll(0); @@ -157,7 +159,7 @@ class PB_EventHandler : EventHandler plr.A_OverlayFlags(-9,PSPF_PLAYERTRANSLATED, false); plr.A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, false); plr.A_SetBlend("black",1.0,70); - plr.TakeInventory("ExecutionToken",1); + plr.SetInventory("ExecutionToken",0); players[e.PlayerNumber].cheats &= ~CF_TOTALLYFROZEN; plr.bNODAMAGE = false; } @@ -183,21 +185,23 @@ class PB_EventHandler : EventHandler let plinf = plr.player; if (plr) { - Plr.A_TakeInventory ("PlayerIsDead",1); //this was causing resurrection without kicks - Plr.A_TakeInventory ("DeathFader",1); + Plr.SetInventory ("PlayerIsDead",0); //this was causing resurrection without kicks + Plr.SetInventory ("DeathFader",0); Plr.ACS_NamedExecuteAlways("UnFadder"); - Plr.A_TakeInventory("HasBarrel",1); - Plr.A_TakeInventory("HasIceBarrel",1); - Plr.A_TakeInventory("HasFlameBarrel",1); - Plr.A_TakeInventory("GrabbedBarrel",1); - Plr.A_TakeInventory("GrabbedIceBarrel",1); - Plr.A_TakeInventory("GrabbedFlameBarrel",1); + plr.SetInventory("HasBarrel",0); + plr.SetInventory("HasIceBarrel",0); + plr.SetInventory("HasFlameBarrel",0); + plr.SetInventory("GrabbedBarrel",0); + plr.SetInventory("GrabbedIceBarrel",0); + plr.SetInventory("GrabbedFlameBarrel",0); + plr.SetInventory("BarrelIsFrozen",0); + plr.SetInventory("BarrelIsFlaming",0); for(int i=8;i>0;i--) { - Plr.A_TakeInventory("Grab"..i,1); - Plr.A_TakeInventory("IGrab"..i,1); - Plr.A_TakeInventory("FGrab"..i,1); + plr.SetInventory("Grab"..i,0); + plr.SetInventory("IGrab"..i,0); + plr.SetInventory("FGrab"..i,0); } //clean the first person deaths from here when resurrected, if -for some reason- resurrecting skips the spawn state from the player, the overlay is already cleaned here From 381a401562c92f9195369af0dc58b00234be8a95 Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Tue, 6 Aug 2024 01:07:33 +0700 Subject: [PATCH 05/13] setinv pt 1 --- actors/Weapons/Slot1/Axe.dec | 64 ++--- actors/Weapons/Slot1/MELEE.dec | 144 +++++----- actors/Weapons/Slot1/SAW.dec | 386 +++++++++++++-------------- actors/Weapons/Slot2/Deagle.dec | 127 ++++----- actors/Weapons/Slot2/MP40.dec | 153 ++++++----- actors/Weapons/Slot2/PBPISTOL.dec | 169 ++++++------ actors/Weapons/Slot2/UACSMG.dec | 111 ++++---- actors/Weapons/Slot3/AUTOSHOTGUN.dec | 167 ++++++------ actors/Weapons/Slot3/QUADBARREL.dec | 123 ++++----- actors/Weapons/Slot3/SHOTGUN.dec | 165 ++++++------ actors/Weapons/Slot3/SSG.dec | 73 +++-- 11 files changed, 814 insertions(+), 868 deletions(-) diff --git a/actors/Weapons/Slot1/Axe.dec b/actors/Weapons/Slot1/Axe.dec index 8f8cc2dc70..bc267a5284 100644 --- a/actors/Weapons/Slot1/Axe.dec +++ b/actors/Weapons/Slot1/Axe.dec @@ -55,15 +55,15 @@ ACTOR PB_Axe : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Ready3: TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(90); - A_TakeInventory("PB_LockScreenTilt",1); - A_TakeInventory("AxeSequence1",1); - A_TakeInventory("AxeSequence2",1); - A_TakeInventory("AxeSequence3",1); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("AxeSequence1",0); + A_SetInventory("AxeSequence2",0); + A_SetInventory("AxeSequence3",0); } ReadyToFire: AX00 E 1 { @@ -82,10 +82,10 @@ ACTOR PB_Axe : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(90); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - TNT1 A 0 A_Takeinventory("HasCutingWeapon",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) + TNT1 A 0 A_SetInventory("HasCutingWeapon",0) AX00 DCBA 1 { if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX03"); } @@ -101,22 +101,14 @@ ACTOR PB_Axe : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(90); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } Goto SelectFirstPersonLegs - SelectContinue: - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + SelectContinue: + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) TNT1 A 0 PB_WeapTokenSwitch("HasCutingWeapon") - TNT1 A 0 A_Takeinventory("PowerBloodOnVisor",1) - TNT1 A 0 A_Takeinventory("PowerBlueBloodOnVisor",1) - TNT1 A 0 A_Takeinventory("PowerGreenBloodOnVisor",1) - - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetVisorBloodTokens + TNT1 A 0 PB_ResetBarrelTokens TNT1 AAAAAAAAAA 0 A_Raise TNT1 AAAAA 1 A_Raise @@ -137,7 +129,7 @@ ACTOR PB_Axe : PB_Weapon A_SetRoll(0); PB_HandleCrosshair(90); } - TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) TNT1 A 0 A_JumpIfInventory("AxeSequence1",1,"Swing2") Swing1: AX11 ABCDEF 0 @@ -146,7 +138,7 @@ ACTOR PB_Axe : PB_Weapon TNT1 A 0 { A_PlaySound("AXSWING"); A_SetRoll(0); - A_GiveInventory("AxeSequence1"); + A_SetInventory("AxeSequence1",1); } AX10 ABC 1 { if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX13"); } @@ -198,8 +190,8 @@ ACTOR PB_Axe : PB_Weapon TNT1 A 0 { A_PlaySound("AXSWING"); A_SetRoll(0); - A_TakeInventory("AxeSequence1"); - A_GiveInventory("AxeSequence2"); + A_SetInventory("AxeSequence1", 0); + A_SetInventory("AxeSequence2", 1); } AX20 ABC 1 { if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX23"); } @@ -254,7 +246,7 @@ ACTOR PB_Axe : PB_Weapon A_SetRoll(0); PB_HandleCrosshair(90); } - TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) AX31 ABCDEFGHIJKLMNOPQ 0 AX32 ABCDEFGHIJKLMNOPQ 0 AX33 ABCDEFGHIJKLMNOPQ 0 @@ -290,18 +282,18 @@ ACTOR PB_Axe : PB_Weapon A_FireCustomMissile("ThrownAxe", 0, 0, 0, 0); } } - TNT1 A 0 A_Takeinventory("HasCutingWeapon",1) - TNT1 A 0 A_JumpIf(CountInv("PB_Axe") > 1, 3) - TNT1 A 0 { - A_TakeInventory("PB_LockScreenTilt",1); - A_SetRoll(0); - } - TNT1 A 0 A_TakeInventory("PB_Axe", 1) - Stop - TNT1 A 0 A_TakeInventory("PB_Axe", 1) + TNT1 A 0 A_SetInventory("HasCutingWeapon",0) + TNT1 A 0 A_JumpIf(CountInv("PB_Axe") > 1, 3) + TNT1 A 0 { + A_SetInventory("PB_LockScreenTilt",0); + A_SetRoll(0); + } + TNT1 A 0 A_TakeInventory("PB_Axe", 1) + Stop + TNT1 A 0 A_TakeInventory("PB_Axe", 1) THRF EF 1 A_Setroll(roll+4.25, SPF_INTERPOLATE) TNT1 A 0 A_SetRoll(0) - TNT1 A 0 A_TakeInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",0) TNT1 A 10 //A_SelectWeapon("Melee_Attacks") //TNT1 A 0 A_TakeInventory("PB_Axe", 1) TNT1 A 10 diff --git a/actors/Weapons/Slot1/MELEE.dec b/actors/Weapons/Slot1/MELEE.dec index 2cdd044ae3..4cd2e71da7 100644 --- a/actors/Weapons/Slot1/MELEE.dec +++ b/actors/Weapons/Slot1/MELEE.dec @@ -284,14 +284,14 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist PB_SetUsingEquipment(false); PB_SetExecutingEnemy(false); } - TNT1 A 0 A_TakeInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",0) P1NG ABCDEFGHIJKLMNOPQRS 0 P2NG ABCDEFGHIJKLMNOPQRS 0 P3NG ABCDEFGHIJKLMNOPQRS 0 - TNT1 A 0 A_TakeInventory("PSeq1", 3) - TNT1 A 0 A_TakeInventory("PSeq2", 2) - TNT1 A 0 A_TakeInventory("PSeq3", 2) - TNT1 A 0 A_TakeInventory("PSeq4", 2) + TNT1 A 0 A_SetInventory("PSeq1", 0) + TNT1 A 0 A_SetInventory("PSeq2", 0) + TNT1 A 0 A_SetInventory("PSeq3", 0) + TNT1 A 0 A_SetInventory("PSeq4", 0) ReadyFistsLoop: TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ReadyShotgunguyHead") @@ -348,14 +348,14 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(5); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_TakeInventory("PowerBloodOnVisor",1) - TNT1 A 0 A_TakeInventory("PowerBlueBloodOnVisor",1) - TNT1 A 0 A_TakeInventory("PowerGreenBloodOnVisor",1) - TNT1 A 0 A_TakeInventory("DoPunch",1) + TNT1 A 0 A_SetInventory("PowerBloodOnVisor",0) + TNT1 A 0 A_SetInventory("PowerBlueBloodOnVisor",0) + TNT1 A 0 A_SetInventory("PowerGreenBloodOnVisor",0) + TNT1 A 0 A_SetInventory("DoPunch",0) TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_TakeInventory("FistsSelected",1) + TNT1 A 0 A_SetInventory("FistsSelected",0) PUNS HIJ 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower @@ -373,9 +373,9 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); A_FireCustomMissile("LSOHK",40,0,0,5); - A_TakeInventory("LostSoulFatality",1); - A_TakeInventory("PhantasmFatality",1); - A_TakeInventory("GoWeaponSpecialAbility",1); + A_SetInventory("LostSoulFatality",0); + A_SetInventory("PhantasmFatality",0); + A_SetInventory("GoWeaponSpecialAbility",0); } Goto Ready @@ -384,25 +384,17 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(5); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } Goto SelectFirstPersonLegs SelectContinue: //Load bloody fist frames into memory - TNT1 A 0 A_TakeInventory("PowerBloodOnVisor",1) - TNT1 A 0 A_TakeInventory("PowerBlueBloodOnVisor",1) - TNT1 A 0 A_TakeInventory("PowerGreenBloodOnVisor",1) - - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetVisorBloodTokens + TNT1 A 0 PB_ResetBarrelTokens TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_TakeInventory("Reloading", 1) //Prevent accidentally switching to smash/fatality mode + TNT1 A 0 A_SetInventory("Reloading", 0) //Prevent accidentally switching to smash/fatality mode TNT1 A 0 PB_WeapTokenSwitch("FistsSelected") ////////////////// Check if player is performing a fatality\\\\ TNT1 A 0 @@ -438,7 +430,7 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist } LeftJab: - TNT1 A 0 A_GiveInventory("Punching",1) + TNT1 A 0 A_SetInventory("Punching",1) TNT1 A 0 A_GiveInventory("PSeq1",1) //Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the //green blood when doing punch and kick combos at the same time. @@ -498,7 +490,7 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist Goto ReadyFists LeftHook: - TNT1 A 0 A_GiveInventory("Punching",1) + TNT1 A 0 A_SetInventory("Punching",1) TNT1 A 0 A_GiveInventory("PSeq2",1) TNT1 A 0 A_TakeInventory("PSeq1",3) //Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the @@ -588,7 +580,7 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist Goto ReadyFists LeftUpperCut: - TNT1 A 0 A_GiveInventory("Punching",1) + TNT1 A 0 A_SetInventory("Punching",1) TNT1 A 0 A_TakeInventory("PSeq1",3) TNT1 A 0 A_TakeInventory("PSeq2",3) //Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the @@ -676,7 +668,7 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist Goto ReadyFists LeftBackHand: - TNT1 A 0 A_GiveInventory("Punching",1) + TNT1 A 0 A_SetInventory("Punching",1) TNT1 A 0 A_TakeInventory("PSeq1",3) TNT1 A 0 A_TakeInventory("PSeq2",3) TNT1 A 0 A_TakeInventory("PSeq3",3) @@ -789,7 +781,7 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist RightJab: - TNT1 A 0 A_GiveInventory("Punching",1) + TNT1 A 0 A_SetInventory("Punching",1) TNT1 A 0 A_GiveInventory("PSeq1",1) //Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the //green blood when doing punch and kick combos at the same time. @@ -851,9 +843,9 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist RightHook: - TNT1 A 0 A_GiveInventory("Punching",1) + TNT1 A 0 A_SetInventory("Punching",1) TNT1 A 0 A_GiveInventory("PSeq2",1) - TNT1 A 0 A_TakeInventory("PSeq1",3) + TNT1 A 0 A_SetInventory("PSeq1",0) //Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the //green blood when doing punch and kick combos at the same time. TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) @@ -960,9 +952,9 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist Goto ReadyFists RightUpperCut: - TNT1 A 0 A_GiveInventory("Punching",1) - TNT1 A 0 A_TakeInventory("PSeq1",3) - TNT1 A 0 A_TakeInventory("PSeq2",3) + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) //Initialize Bloodied Sprites in GZDoom's virtual memory P2NF ABCDEFGHIJKLM 0 @@ -1042,11 +1034,11 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist Goto ReadyFists RightBackHand: - TNT1 A 0 A_GiveInventory("Punching",1) - TNT1 A 0 A_TakeInventory("PSeq1",3) - TNT1 A 0 A_TakeInventory("PSeq2",3) - TNT1 A 0 A_TakeInventory("PSeq3",3) - TNT1 A 0 A_TakeInventory("PSeq4",3) + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq3",0) + TNT1 A 0 A_SetInventory("PSeq4",0) TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) //Initialize Bloodied Sprites in GZDoom's virtual memory P2NI ABCDEFGHIJKLMNOPQRST 0 @@ -1129,18 +1121,18 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist SideKickLeft: TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 A_GiveInventory("Kicking", 1) + TNT1 A 0 A_SetInventory("Kicking", 1) TNT1 A 0 { A_SetRoll(0); A_Overlay(-10, "FirstPersonLegsKickLeft"); A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); } - TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) TNT1 A 0 A_Overlay(3, "FlashKickingCombo") - TNT1 A 0 A_TakeInventory("PSeq1",3) - TNT1 A 0 A_TakeInventory("PSeq2",3) - TNT1 A 0 A_TakeInventory("PSeq4",3) + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq4",0) TNT1 A 0 A_GiveInventory("PSeq3",1) KIC4 ABCDEF 1 A_SetRoll(roll+1) TNT1 A 0 A_PlaySound("KICK", 5) @@ -1151,8 +1143,8 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 5, 5) KIC4 HIJKLM 1 A_SetRoll(roll-1) TNT1 A 0 A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, false) - TNT1 A 0 A_TakeInventory("Kicking",1) - TNT1 A 0 A_TakeInventory("DoPunch",1) + TNT1 A 0 A_SetInventory("Kicking",0) + TNT1 A 0 A_SetInventory("DoPunch",0) TNT1 A 0 PB_SetUsingKick(false) TNT1 AAAA 1 { A_WeaponReady(WRF_NOSWITCH); @@ -1163,18 +1155,18 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist SideKickRight: TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 A_GiveInventory("Kicking", 1) + TNT1 A 0 A_SetInventory("Kicking", 1) TNT1 A 0 { A_SetRoll(0); A_Overlay(-10, "FirstPersonLegsKickRight"); A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); } - TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) TNT1 A 0 A_Overlay(3, "FlashKickingCombo") - TNT1 A 0 A_TakeInventory("PSeq1",3) - TNT1 A 0 A_TakeInventory("PSeq2",3) - TNT1 A 0 A_TakeInventory("PSeq4",3) + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq4",0) TNT1 A 0 A_GiveInventory("PSeq3",1) KIC5 ABCDEF 1 A_SetRoll(roll-1) TNT1 A 0 A_PlaySound("KICK", 5) @@ -1185,8 +1177,8 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, -5, 5) KIC5 HIJKLM 1 A_SetRoll(roll+1) TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - TNT1 A 0 A_TakeInventory("Kicking",1) - TNT1 A 0 A_TakeInventory("DoPunch",1) + TNT1 A 0 A_SetInventory("Kicking",0) + TNT1 A 0 A_SetInventory("DoPunch",0) TNT1 A 0 PB_SetUsingKick(false) TNT1 AAAA 1 { A_WeaponReady(WRF_NOSWITCH); @@ -1197,18 +1189,18 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist HookKickLeft: TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 A_GiveInventory("Kicking", 1) + TNT1 A 0 A_SetInventory("Kicking", 1) TNT1 A 0 { A_SetRoll(0); A_Overlay(-10, "FirstPersonLegsKickLeft"); A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); } - TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) TNT1 A 0 A_Overlay(3, "FlashKickingCombo") - TNT1 A 0 A_TakeInventory("PSeq1",3) - TNT1 A 0 A_TakeInventory("PSeq2",3) - TNT1 A 0 A_TakeInventory("PSeq3",3) + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq3",0) TNT1 A 0 A_GiveInventory("PSeq4",1) KIC3 ABCDE 1 A_SetRoll(roll+1) TNT1 A 0 A_PlaySound("KICK", 0) @@ -1225,26 +1217,26 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist KIC3 IJKLM 1 A_SetRoll(roll-2) KIC3 NOPQR 1 A_SetRoll(roll+1) TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - TNT1 A 0 A_TakeInventory("Kicking",1) - TNT1 A 0 A_TakeInventory("DoPunch",1) + TNT1 A 0 A_SetInventory("Kicking",0) + TNT1 A 0 A_SetInventory("DoPunch",0) TNT1 A 0 PB_SetUsingKick(false) TNT1 AAAA 1 A_DoPBWeaponAction(WRF_NOSWITCH) Goto ReadyFists HookKickRight: TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 A_GiveInventory("Kicking", 1) + TNT1 A 0 A_SetInventory("Kicking", 1) TNT1 A 0 { A_SetRoll(0); A_Overlay(-10, "FirstPersonLegsKickRight"); A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); } - TNT1 A 0 A_GiveInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) TNT1 A 0 A_Overlay(3, "FlashKickingCombo") - TNT1 A 0 A_TakeInventory("PSeq1",3) - TNT1 A 0 A_TakeInventory("PSeq2",3) - TNT1 A 0 A_TakeInventory("PSeq3",3) + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq3",0) TNT1 A 0 A_GiveInventory("PSeq4",1) KIC6 ABCDE 1 A_SetRoll(roll-1) TNT1 A 0 A_PlaySound("KICK", 0) @@ -1261,8 +1253,8 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist KIC6 IJKLM 1 A_SetRoll(roll+2) KIC6 NOPQR 1 A_SetRoll(roll-1) TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - TNT1 A 0 A_TakeInventory("Kicking",1) - TNT1 A 0 A_TakeInventory("DoPunch",1) + TNT1 A 0 A_SetInventory("Kicking",0) + TNT1 A 0 A_SetInventory("DoPunch",0) TNT1 A 0 PB_SetUsingKick(false) TNT1 AAAA 1 A_DoPBWeaponAction(WRF_NOSWITCH) Goto ReadyFists @@ -1271,11 +1263,11 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist ThrustKick: TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") TNT1 A 0 { - A_GiveInventory("Kicking",1); + A_SetInventory("Kicking",1); //A_Giveinventory("PB_LockScreenTilt",1); A_Overlay(-10, "FirstPersonLegsKickRight"); - A_TakeInventory("Zoomed",1); - A_TakeInventory("ADSmode",1); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); A_ZoomFactor(1.0); } TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") @@ -1360,7 +1352,7 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist A_Overlay(-10, "FirstPersonLegsStand"); SetPlayerProperty(0,0,0); // A_Takeinventory("PB_LockScreenTilt",1); - A_TakeInventory("Kicking",1); + A_SetInventory("Kicking",0); PB_SetUsingKick(false); } Goto ReadyFists @@ -1400,11 +1392,11 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist TNT1 A 1 A_SetRoll(roll+2, SPF_INTERPOLATE) TNT1 A 0 { A_ZoomFactor(1.0); - A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, false); PB_SetUsingKick(false); A_Overlay(-10, "FirstPersonLegsStand"); - A_TakeInventory("Kicking",1); + A_SetInventory("Kicking",0); } Goto ReadyFists @@ -1419,7 +1411,7 @@ ACTOR Melee_Attacks : PB_Weapon Replaces Fist // A_OverlayOffset(3, 0, 0); if (PB_MeleeKickInterruptCheck()) { A_Overlay(-10, "FirstPersonLegsStand"); - A_TakeInventory("Kicking",1); + A_SetInventory("Kicking",0); PB_SetUsingKick(false); return state("FlashInterrupt"); } diff --git a/actors/Weapons/Slot1/SAW.dec b/actors/Weapons/Slot1/SAW.dec index 32a4c54591..87456d099f 100644 --- a/actors/Weapons/Slot1/SAW.dec +++ b/actors/Weapons/Slot1/SAW.dec @@ -95,25 +95,17 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(90); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } Goto SelectFirstPersonLegs - SelectContinue: - TNT1 A 0 PB_WeapTokenSwitch("SawSelected") - TNT1 A 0 A_Takeinventory("PowerBloodOnVisor",1) - TNT1 A 0 A_Takeinventory("PowerBlueBloodOnVisor",1) - TNT1 A 0 A_Takeinventory("PowerGreenBloodOnVisor",1) + SelectContinue: + TNT1 A 0 PB_WeapTokenSwitch("SawSelected") + TNT1 A 0 PB_ResetVisorBloodTokens + TNT1 A 0 PB_ResetBarrelTokens - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) - - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAA 1 A_Raise - Wait + TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise + TNT1 AAAA 1 A_Raise + Wait Deselect: TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") @@ -123,11 +115,11 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(90); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_Takeinventory("HasCutingWeapon",1) - TNT1 A 0 A_Takeinventory("SawSelected",1) - TNT1 A 0 A_TakeInventory("ComboSeq", 2) + TNT1 A 0 A_SetInventory("HasCutingWeapon",0) + TNT1 A 0 A_SetInventory("SawSelected",0) + TNT1 A 0 A_SetInventory("ComboSeq", 0) TNT1 A 0 A_Stopsound(1) S3WS A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,4) @@ -139,9 +131,7 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" W 1 Offset(-25,58) "####" W 1 Offset(-35,70) TNT1 A 1 A_WeaponOffset(0,0) - TNT1 A 0 A_TakeInventory("PowerBloodOnVisor",1) - TNT1 A 0 A_TakeInventory("PowerBlueBloodOnVisor",1) - TNT1 A 0 A_TakeInventory("PowerGreenBloodOnVisor",1) + TNT1 A 0 PB_ResetVisorBloodTokens TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait @@ -156,14 +146,14 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw Ready: SAWS A 0 - TNT1 A 0 A_TakeInventory("ComboSeq", 2) - TNT1 A 0 A_TakeInventory("FiredGun", 1) - TNT1 A 0 A_Takeinventory("HasCutingWeapon",1) + TNT1 A 0 A_SetInventory("ComboSeq", 0) + TNT1 A 0 A_SetInventory("FiredGun", 0) + TNT1 A 0 A_SetInventory("HasCutingWeapon",0) TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { - A_Giveinventory("RespectSaw",1); - A_Giveinventory("ChainsawResourceGather",1); + A_SetInventory("RespectSaw",1); + A_SetInventory("ChainsawResourceGather",1); } SelectAnimation: SAWS WXYZ 1 A_SetRoll(roll+0.6,SPF_INTERPOLATE) @@ -186,9 +176,9 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw TNT1 A 0 { A_StartSound("weapons/chainsaw/idle",CHAN_WEAPON,CHANF_LOOPING, 0.5); A_SetRoll(0); - A_TakeInventory("ComboSeq", 2); - A_TakeInventory("FiredGun", 1); - A_Takeinventory("HasCutingWeapon",1); + A_SetInventory("ComboSeq", 0); + A_SetInventory("FiredGun", 0); + A_SetInventory("HasCutingWeapon",0); } OnLoop1: TNT1 A 0 { @@ -205,19 +195,21 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw Loop Ready.GreenBlood: TNT1 A 0 { - A_TakeInventory("PowerBlueBloodOnVisor", 1); - A_TakeInventory("PowerBloodOnVisor", 1); + A_SetInventory("PowerBlueBloodOnVisor", 0); + A_SetInventory("PowerBloodOnVisor", 0); } Goto OnLoop Ready.BlueBlood: TNT1 A 0 { - A_TakeInventory("PowerBloodOnVisor", 1); - A_TakeInventory("PowerGreenBloodOnVisor", 1); + A_SetInventory("PowerBloodOnVisor", 0); + A_SetInventory("PowerGreenBloodOnVisor", 0); } Goto OnLoop Ready.Blood: - TNT1 A 0 A_TakeInventory("PowerBlueBloodOnVisor", 1) - TNT1 A 0 A_TakeInventory("PowerGreenBloodOnVisor", 1) + TNT1 A 0 { + A_SetInventory("PowerBlueBloodOnVisor", 0); + A_SetInventory("PowerGreenBloodOnVisor", 0); + } Goto OnLoop BloodDrop: @@ -250,13 +242,13 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw TNT1 A 0 { A_WeaponOffset(0,32); - A_Takeinventory("GoWeaponSpecialAbility",1); + A_SetInventory("GoWeaponSpecialAbility",0); if (CountInv("ChainsawResourceGather") >= 1) { - A_Takeinventory("ChainsawResourceGather",1); + A_SetInventory("ChainsawResourceGather",0); A_Print("Chainsaw Resource Gather: Disabled"); } else { - A_GiveInventory("ChainsawResourceGather",1); + A_SetInventory("ChainsawResourceGather",1); A_Print("Chainsaw Resource Gather: Enabled"); } } @@ -288,7 +280,7 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw Goto Ready.GreenBlood SSGFlash: - TNT1 A 0 A_Takeinventory("HasCutingWeapon",1) + TNT1 A 0 A_SetInventory("HasCutingWeapon",0) CSSG ATUB 1 A_SetRoll(roll+0.8,SPF_INTERPOLATE) TNT1 A 0 A_PlaySound("insertshell", 5) CSSG CEF 1 @@ -357,30 +349,30 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw A_SetRoll(0); PB_HandleCrosshair(90); } - "####" A 0 A_GiveInventory("PB_LockScreenTilt",1) + "####" A 0 A_SetInventory("PB_LockScreenTilt",1) "####" A 0 { A_AlertMonsters; A_StartSound("weapons/chainsaw/start", CHAN_AUTO, CHANF_OVERLAP); - A_Giveinventory("HasCutingWeapon",1); + A_SetInventory("HasCutingWeapon",1); return state(""); } "####" A 0 { if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); } else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); } else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } //No Blood @@ -394,7 +386,7 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" A 0 { A_AlertMonsters; - A_Giveinventory("HasCutingWeapon",1); + A_SetInventory("HasCutingWeapon",1); // if(IsPressingInput(BT_MOVERIGHT)) { return state("RightAttackClean"); } @@ -436,20 +428,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING | CHANF_OVERLAP) @@ -460,7 +452,7 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw A_StopSound(CHAN_7); A_StartSound("CSAWSTAT", CHAN_AUTO, CHANF_OVERLAP ); A_StartSound("weapons/chainsaw/stop", CHAN_AUTO); - A_TakeInventory("ComboSeq", 2); + A_SetInventory("ComboSeq", 0); } "####" DCBA 1 A_FireCustomMissile("GunFireSmoke", 0, 0, -5, -5, 0, 0) SAWG A 0 { @@ -485,20 +477,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw Goto ForwardAttackCleanContinue+3 ForwardAttackCleanContinue: CSS1 A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } if (CountInv("PowerGreenBloodOnVisor") == 1) { A_SetWeaponSprite("CSS4"); } if (CountInv("PowerBlueBloodOnVisor") == 1) { A_SetWeaponSprite("CSS3"); } @@ -522,20 +514,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" PQRS 1 A_SetRoll(roll+0.25,SPF_INTERPOLATE) "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING | CHANF_OVERLAP ) @@ -589,20 +581,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING ) @@ -660,20 +652,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING |CHANF_OVERLAP ) @@ -733,20 +725,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING|CHANF_OVERLAP ) @@ -805,20 +797,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING | CHANF_OVERLAP ) @@ -878,20 +870,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" HIJKLMNO 1 A_SetRoll(roll-0.2,SPF_INTERPOLATE) "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING | CHANF_OVERLAP ) @@ -1027,7 +1019,7 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw PB_HandleCrosshair(90); } //"####" A 0 A_GiveInventory("PB_LockScreenTilt",1) - "####" A 0 A_Giveinventory("HasCutingWeapon",1) + "####" A 0 A_SetInventory("HasCutingWeapon",1) "####" A 0 A_JumpIfInventory("FiredGun", 1, "SlashDown") "####" A 0 A_JumpIfInventory("ComboSeq", 2, "ClassicAttackClean") C7S1 A 0 { @@ -1039,20 +1031,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" ABCDEFGHIJKLMNOPQ 1 A_SetRoll(roll+2) "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } Goto SlashLeftClean @@ -1140,20 +1132,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" XYZ 1 A_SetRoll(roll-4) "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_TakeInventory("GreenBloodSplatterz", 1); - A_TakeInventory("PowerBlueBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_TakeInventory("BlueBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBloodOnVisor",1); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_TakeInventory("RedBloodSplatterz", 1); - A_TakeInventory("PowerGreenBloodOnVisor",1); - A_TakeInventory("PowerBlueBloodOnVisor",1); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } @@ -1248,8 +1240,8 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" A 0 A_SetRoll(0) "####" A 0 A_AlertMonsters "####" A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) - "####" A 0 A_TakeInventory("ComboSeq", 2) - "####" A 0 A_TakeInventory("FiredGun", 1) + "####" A 0 A_SetInventory("ComboSeq", 0) + "####" A 0 A_SetInventory("FiredGun", 0) "####" A 0 A_PlaySound("sawswing", 7, 0.5) "####" A 0 A_PlaySound("weapons/gswing", 0, 0.8) "####" A 0 A_Recoil(-5) diff --git a/actors/Weapons/Slot2/Deagle.dec b/actors/Weapons/Slot2/Deagle.dec index 0abe091491..101fda9239 100644 --- a/actors/Weapons/Slot2/Deagle.dec +++ b/actors/Weapons/Slot2/Deagle.dec @@ -76,7 +76,7 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/deagle/equip", "Auto"); A_SetCrosshair(5); } @@ -100,7 +100,7 @@ ACTOR PB_Deagle : PB_Weapon D0E2 ABCDE 1 A_DoPBWeaponAction Goto Ready3 SelectAnimation: - TNT1 A 0 A_TakeInventory("Zoomed",1) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 A_JumpIfInventory("DualWieldingDeagles", 1, "SelectAnimationDualWield") TNT1 A 0 A_PlaySoundEx("weapons/deagle/equip", "Auto") D4E0 ABCD 1 @@ -109,7 +109,7 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingDeagles", 1, "ReadyDualWield") ReadyToFire: @@ -128,7 +128,7 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 { A_SetRoll(0); A_SetCrosshair(5); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } ReadyToFire2: D3E0 A 1 { @@ -160,7 +160,7 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_SetFiringRightWeapon(False); A_SetFiringLeftWeapon(False); if(CountInv("LeftDeagleAmmo") < CountInv("DeagleAmmo")){ @@ -286,9 +286,9 @@ ACTOR PB_Deagle : PB_Weapon A_FireCustomMissile("DeagleCasingLeft",0,0,-12,-5); A_PlaySoundEx("weapons/deagle/fire", "Weapon"); PB_LowAmmoSoundWarning("pistol", "LeftDeagleAmmo"); - A_TakeInventory("PB_DeagleFireAnimation1",1); + A_SetInventory("PB_DeagleFireAnimation1",0); A_Takeinventory("LeftDeagleAmmo",1); - A_GiveInventory("PB_DeagleFireAnimation2",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_DeagleFireAnimation2",1); //Toggle gun animation from one pistol to the other. A_AlertMonsters; A_ZoomFactor(0.985); A_SetFiringLeftWeapon(True); @@ -345,7 +345,7 @@ ACTOR PB_Deagle : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_ZoomFactor(0.985); A_Takeinventory("DeagleAmmo",1); - A_GiveInventory("PB_DeagleFireAnimation1",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_DeagleFireAnimation1",1); //Toggle gun animation from one pistol to the other. A_AlertMonsters; A_SetFiringRightWeapon(True); A_GunFlash; @@ -395,10 +395,10 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_Takeinventory("GoWeaponSpecialAbility",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); - A_GiveInventory("PB_LockScreenTilt",1); + A_SetInventory("GoWeaponSpecialAbility",0); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); + A_SetInventory("PB_LockScreenTilt",1); PB_HandleCrosshair(42); A_ZoomFactor(1.0); A_ClearOverlays(10,11); @@ -408,20 +408,26 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 A_Print("You need two Deagles to dual wield!") Goto Ready3 SwitchToDualWield: + TNT1 A 0 A_SetInventory("CantDoAction", 1) TNT1 A 0 { - A_GiveInventory("DualWieldingDeagles", 1); + A_SetAkimbo(True); + A_SetInventory("DualWieldingDeagles", 1); A_PlaySoundEx("weapons/deagle/equip", "Auto"); - } + } D6E2 ABCDEF 1 A_Setroll(roll-0.5, SPF_INTERPOLATE) D6E2 GHH 1 A_Setroll(roll+1.0, SPF_INTERPOLATE) + TNT1 A 0 A_SetInventory("CantDoAction", 0) Goto ReadyDualWield StopDualWield: + TNT1 A 0 A_SetInventory("CantDoAction", 1) TNT1 A 0 { - A_TakeInventory("DualWieldingDeagles", 1); + A_SetAkimbo(False); + A_SetInventory("DualWieldingDeagles", 0); A_PlaySoundEx("weapons/deagle/equip", "Auto"); - } + } D6E2 HHGFED 1 A_Setroll(roll+0.5, SPF_INTERPOLATE) D6E2 CBA 1 A_Setroll(roll-1.0, SPF_INTERPOLATE) + TNT1 A 0 A_SetInventory("CantDoAction", 0) Goto Ready3 Deselect: @@ -432,12 +438,12 @@ ACTOR PB_Deagle : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("Zoomed",1) - TNT1 A 0 A_Takeinventory("ADSmode",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("Zoomed",0) + TNT1 A 0 A_SetInventory("ADSmode",0) TNT1 A 0 A_Overlay(-9, "Null") TNT1 A 0 A_ZoomFactor(1.0) @@ -456,16 +462,11 @@ ACTOR PB_Deagle : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens D4E0 E 0 PB_TakeIfUpgrade("PB_Revolver") Goto SelectFirstPersonLegs @@ -484,7 +485,7 @@ ACTOR PB_Deagle : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingDeagles", 1, "FireDualWield") TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2") @@ -647,7 +648,7 @@ ACTOR PB_Deagle : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingDeagles", 1, "ReadyToFireDualWield") TNT1 A 0 A_PlaySound("IronSights", 0) @@ -655,17 +656,17 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Zoomout") TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("Zoomed",1); + A_SetInventory("Zoomed",1); A_ZoomFactor(1.2); - A_Giveinventory("ADSmode",1); + A_SetInventory("ADSmode",1); } D3E1 ABCDEFG 1 Goto Ready2 Zoomout: TNT1 A 0 { - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); A_ZoomFactor(1.0); PB_HandleCrosshair(42); } @@ -686,8 +687,8 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 A_PlaySoundEx("RIFCL_IN", "Auto") D1E2 QRSTUV 1 D1E1 EFGHIJKL 1 - TNT1 A 0 A_Takeinventory("DeagleHasUnloaded",1) - TNT1 A 0 A_GiveInventory("DeagleWasEmpty", 1) + TNT1 A 0 A_SetInventory("DeagleHasUnloaded",0) + TNT1 A 0 A_SetInventory("DeagleWasEmpty", 1) goto InsertBullets2 Reload: @@ -702,9 +703,9 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); A_ClearOverlays(10,11); } @@ -726,9 +727,9 @@ ACTOR PB_Deagle : PB_Weapon D1E1 ABCD 1 TNT1 A 0 A_PlaySoundEx("weapons/deagle/click2", "Auto") D1E1 DEFGHIJKL 1 - TNT1 A 0 A_Takeinventory("DeagleHasUnloaded",1) + TNT1 A 0 A_SetInventory("DeagleHasUnloaded",0) TNT1 A 0 A_JumpIfInventory("DeagleAmmo",1,"InsertBullets2")//30+1 effect - TNT1 A 0 A_GiveInventory("DeagleWasEmpty", 1) + TNT1 A 0 A_SetInventory("DeagleWasEmpty", 1) InsertBullets: TNT1 A 0 TNT1 A 0 PB_AmmoIntoMag("DeagleAmmo","PB_LowCalMag",7,2) @@ -742,10 +743,10 @@ ACTOR PB_Deagle : PB_Weapon LoadChamber: TNT1 A 0 { A_ZoomFactor(1.0); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("UACSMGWasEmpty",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("UACSMGWasEmpty",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("IronSights", "Auto"); } TNT1 A 0 A_PlaySoundEx("weapons/smg_click", "Auto") @@ -771,9 +772,9 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); A_ClearOverlays(10,11); } @@ -799,7 +800,7 @@ ACTOR PB_Deagle : PB_Weapon D6E4 RSTUVWXYZ 1 TNT1 A 0 A_PlaySoundEx("IronSights", "Auto") D6E5 ABCDEFG 1 - TNT1 A 0 A_Takeinventory("DeagleHasUnloaded",1) + TNT1 A 0 A_SetInventory("DeagleHasUnloaded",0) Goto InsertBullets3_Right InsertBullets3_Right: @@ -812,15 +813,15 @@ ACTOR PB_Deagle : PB_Weapon FinishInsertBullets: TNT1 A 0 { - A_Takeinventory("PB_DeagleFireAnimation1",1); - A_Takeinventory("PB_DeagleFireAnimation2",1); - A_Takeinventory("DeagleWasEmpty",1); - A_Takeinventory("DeagleHasUnloaded",1); + A_SetInventory("PB_DeagleFireAnimation1",0); + A_SetInventory("PB_DeagleFireAnimation2",0); + A_SetInventory("DeagleWasEmpty",0); + A_SetInventory("DeagleHasUnloaded",0); } Goto Ready3 Unload: - ATFG A 0 A_Takeinventory("Unloading",1) + ATFG A 0 A_SetInventory("Unloading",0) TNT1 A 0 A_JumpIfInventory("DeagleHasUnloaded", 1, "Ready3") TNT1 A 0 A_JumpIfInventory("DeagleAmmo",1,1) Goto Ready3 @@ -828,9 +829,9 @@ ACTOR PB_Deagle : PB_Weapon A_ClearOverlays(10,11); A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); } TNT1 A 0 A_JumpIfInventory("DualWieldingDeagles", 1, "UnloadDualWield") @@ -866,16 +867,16 @@ ACTOR PB_Deagle : PB_Weapon FInishUnload: TNT1 A 0 { - A_GiveInventory("DeagleHasUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("DeagleHasUnloaded", 1); + A_SetInventory("Unloading",0); } Goto Ready3 FInishUnloadDualWield: TNT1 A 0 { - A_GiveInventory("DeagleHasUnloaded", 1); - A_Takeinventory("Unloading",1); - } + A_SetInventory("DeagleHasUnloaded", 1); + A_SetInventory("Unloading",0); + } Goto Ready3 Spawn: @@ -918,9 +919,9 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 { if (CountInv("GoFatality")>=1 || PB_executingEnemy()) { - return ResolveState("Steady"); + return state("Steady"); } - return ResolveState(""); + return state(""); } D7E0 ABCDEFGHGFEDCBA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) Goto Ready3 diff --git a/actors/Weapons/Slot2/MP40.dec b/actors/Weapons/Slot2/MP40.dec index 9d9dfdde83..7d5dc686a6 100644 --- a/actors/Weapons/Slot2/MP40.dec +++ b/actors/Weapons/Slot2/MP40.dec @@ -77,8 +77,8 @@ ACTOR PB_MP40 : PB_Weapon WeaponRespect: TNT1 A 0 { - A_Giveinventory("RespectMP40",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectMP40",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/MP40_up", "Auto"); A_SetCrosshair(5); } @@ -110,7 +110,7 @@ ACTOR PB_MP40 : PB_Weapon Goto Ready3 SelectAnimation: - TNT1 A 0 A_TakeInventory("Zoomed",1) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 A_JumpIfInventory("DualWieldingMP40", 1, "SelectAnimationDualWield") TNT1 A 0 A_PlaySoundEx("weapons/MP40_up", "Auto") MPSE ABCD 1 @@ -119,7 +119,7 @@ ACTOR PB_MP40 : PB_Weapon { A_SetRoll(0); PB_HandleCrosshair(44); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } // TNT1 A 0 A_JumpIfInventory("MP40WasEmpty", 1, "LoadChamber") TNT1 A 0 A_JumpIfInventory("DualWieldingMP40", 1, "ReadyDualWield") @@ -141,7 +141,7 @@ ACTOR PB_MP40 : PB_Weapon { A_SetRoll(0); A_SetCrosshair(5); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } ReadyToFire2: MPZO E 1 @@ -178,7 +178,7 @@ ACTOR PB_MP40 : PB_Weapon { A_SetRoll(0); PB_HandleCrosshair(44); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); if(CountInv("LeftMP40Ammo") < CountInv("MP40Ammo")){ A_GiveInventory("DualFiring",1); } @@ -407,10 +407,10 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_Takeinventory("GoWeaponSpecialAbility",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); - A_GiveInventory("PB_LockScreenTilt",1); + A_SetInventory("GoWeaponSpecialAbility",0); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); + A_SetInventory("PB_LockScreenTilt",1); PB_HandleCrosshair(44); A_ZoomFactor(1.0); A_ClearOverlays(10,11); @@ -422,7 +422,8 @@ ACTOR PB_MP40 : PB_Weapon SwitchToDualWield: TNT1 A 0 { - A_GiveInventory("DualWieldingMP40", 1); + A_SetAkimbo(True); + A_SetInventory("DualWieldingMP40", 1); A_PlaySoundEx("weapons/MP40_up", "Auto"); } MP25 BCDEFG 1 A_Setroll(roll-0.5, SPF_INTERPOLATE) @@ -431,7 +432,8 @@ ACTOR PB_MP40 : PB_Weapon StopDualWield: TNT1 A 0 { - A_TakeInventory("DualWieldingMP40", 1); + A_SetAkimbo(False); + A_SetInventory("DualWieldingMP40", 0); A_PlaySoundEx("weapons/MP40_up", "Auto"); } MP25 LKJIH 1 A_Setroll(roll+0.5, SPF_INTERPOLATE) @@ -447,12 +449,12 @@ ACTOR PB_MP40 : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(44); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("Zoomed",1) - TNT1 A 0 A_Takeinventory("ADSmode",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("Zoomed",0) + TNT1 A 0 A_SetInventory("ADSmode",0) TNT1 A 0 A_DestroyLaserPuff TNT1 A 0 A_Overlay(-9, "Null") TNT1 A 0 A_ZoomFactor(1.0) @@ -472,16 +474,11 @@ ACTOR PB_MP40 : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(44); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -498,7 +495,7 @@ ACTOR PB_MP40 : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(44); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } // TNT1 A 0 A_JumpIfInventory("DualWieldingMP40", 1, "FireDualWield") TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2") @@ -603,7 +600,7 @@ ACTOR PB_MP40 : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(44); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("MP40HasUnloaded", 1, "UnloadedReady") TNT1 A 0 A_PlaySound("IronSights", 0) @@ -611,9 +608,9 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("Zoomed",1); + A_SetInventory("Zoomed",1); A_ZoomFactor(1.2); - A_Giveinventory("ADSmode",1); + A_SetInventory("ADSmode",1); } MPZO ABCD 1 Goto Ready2 @@ -621,8 +618,8 @@ ACTOR PB_MP40 : PB_Weapon Zoomout: TNT1 A 0 { - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); A_ZoomFactor(1.0); PB_HandleCrosshair(44); } @@ -636,8 +633,8 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingMP40", 1, "ReloadDualWield") TNT1 A 0 A_JumpIfInventory("MP40Ammo",32,"Ready3") @@ -648,9 +645,9 @@ ACTOR PB_MP40 : PB_Weapon { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); } TNT1 A 0 A_JumpIfInventory("MP40HasUnloaded", 1, "ReloadUnloaded") @@ -670,7 +667,7 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_PlaySoundEx("MP40CLI", "Auto"); - A_Takeinventory("MP40HasUnloaded",1); + A_SetInventory("MP40HasUnloaded",0); } MPR2 FGHIJ 1 A_SetRoll(roll+1.4, SPF_INTERPOLATE) MPR2 KLMNOPQ 1 @@ -695,7 +692,7 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_PlaySoundEx("MP40CLI", "Auto"); - A_Takeinventory("MP40HasUnloaded",1); + A_SetInventory("MP40HasUnloaded",0); } MR22 HIJKLMN 1 A_SetRoll(roll-1.3, SPF_INTERPOLATE) MR22 OPQRS 1 A_SetRoll(roll+1.4, SPF_INTERPOLATE) @@ -705,13 +702,13 @@ ACTOR PB_MP40 : PB_Weapon MR22 WX 1 A_SetRoll(roll+3, SPF_INTERPOLATE) MR22 YZ 1 A_SetRoll(roll-1.5, SPF_INTERPOLATE) MR23 ABCDEFGHIJK 1 - TNT1 A 0 A_GiveInventory("MP40WasEmpty", 1) + TNT1 A 0 A_SetInventory("MP40WasEmpty",1) // TNT1 A 0 A_JumpIfInventory("MP40WasEmpty", 1, "LoadChamber") Goto LoadChamber // Goto InsertBullets ReloadUnloaded: - TNT1 A 0 A_GiveInventory("MP40WasEmpty", 1) + TNT1 A 0 A_SetInventory("MP40WasEmpty",1) MR21 ABC 1 TNT1 A 0 A_PlaySoundEx("weapons/MP40_up", "Auto") MR21 DEFG 1 @@ -733,10 +730,10 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("MP40WasEmpty",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("MP40WasEmpty",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("IronSights", "Auto"); } MR24 BCDEFGH 1 A_SetRoll(roll+0.35, SPF_INTERPOLATE) @@ -747,7 +744,7 @@ ACTOR PB_MP40 : PB_Weapon ReloadLeftGunOnly: TNT1 A 0 A_JumpIfInventory("LeftMP40Ammo", 1, 2) - TNT1 A 0 A_GiveInventory("LeftMP40WasEmpty", 1) + TNT1 A 0 A_SetInventory("LeftMP40WasEmpty",1) TNT1 A 0 TNT1 A 0 A_JumpIfInventory("LeftMP40HasUnloaded", 1, "ReloadLeftUnloadedAlone") M2R1 A 1 A_PlaySoundEx("MP40CLR", "Auto") @@ -757,7 +754,7 @@ ACTOR PB_MP40 : PB_Weapon "####" BCDE 1 Goto ReloadLeftGunSequence ReloadLeftUnloadedAlone: - TNT1 A 0 A_TakeInventory("LeftMP40HasUnloaded") + TNT1 A 0 A_SetInventory("LeftMP40HasUnloaded",0) M2U2 MNOPQR 1 Goto ReloadLeftGunInsert ReloadDualWield: @@ -775,9 +772,9 @@ ACTOR PB_MP40 : PB_Weapon { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); } TNT1 A 0 A_JumpIfInventory("MP40Ammo", 32, "ReloadLeftGunOnly") @@ -803,10 +800,10 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_PlaySoundEx("MP40CLI", "Auto"); - A_Takeinventory("MP40HasUnloaded",1); + A_SetInventory("MP40HasUnloaded",0); } MR22 HIJKLMN 1 A_SetRoll(roll-1.3, SPF_INTERPOLATE) - TNT1 A 0 A_TakeInventory("MP40HasUnloaded", 1) + TNT1 A 0 A_SetInventory("MP40HasUnloaded", 0) MR22 OPQRS 1 A_SetRoll(roll+1.4, SPF_INTERPOLATE) TNT1 A 0 A_PlaySoundEx("weapons/riflemagslap", "Auto") MR22 T 1 @@ -817,10 +814,10 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("MP40WasEmpty",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("MP40WasEmpty",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("IronSights", "Auto"); } MR24 BCDEFGH 1 A_SetRoll(roll+0.35, SPF_INTERPOLATE) @@ -844,7 +841,7 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_PlaySoundEx("MP40CLI", "Auto"); - A_Takeinventory("MP40HasUnloaded",1); + A_SetInventory("MP40HasUnloaded",0); } MPR2 FGHIJ 1 A_SetRoll(roll+1.4, SPF_INTERPOLATE) MPR2 KLMNOPQ 1 @@ -862,7 +859,7 @@ ACTOR PB_MP40 : PB_Weapon Goto InsertBullets_Right ReloadLeftGunAfterEmpty: TNT1 A 0 A_JumpIfInventory("LeftMP40Ammo", 1, 2) - TNT1 A 0 A_GiveInventory("LeftMP40WasEmpty", 1) + TNT1 A 0 A_SetInventory("LeftMP40WasEmpty",1) TNT1 A 0 TNT1 A 6 TNT1 A 0 A_PlaySoundEx("weapons/MP40_up", "Auto") @@ -873,12 +870,12 @@ ACTOR PB_MP40 : PB_Weapon "####" EDCBA 1 Goto ReloadLeftGunSequence ReloadLeftUnloaded: - TNT1 A 0 A_TakeInventory("LeftMP40HasUnloaded") + TNT1 A 0 A_SetInventory("LeftMP40HasUnloaded",0) M2U2 XWVUTSR 1 Goto ReloadLeftGunInsert ReloadLeftGun: TNT1 A 0 A_JumpIfInventory("LeftMP40Ammo", 1, 2) - TNT1 A 0 A_GiveInventory("LeftMP40WasEmpty", 1) + TNT1 A 0 A_SetInventory("LeftMP40WasEmpty",1) TNT1 A 0 M2R1 IJ 1 TNT1 A 6 @@ -909,7 +906,7 @@ ACTOR PB_MP40 : PB_Weapon "####" A 0 { A_PlaySoundEx("MP40CLI", "Auto"); - A_Takeinventory("MP40HasUnloaded",1); + A_SetInventory("MP40HasUnloaded",0); } "####" XYZ 1 A_SetRoll(roll+1.4, SPF_INTERPOLATE) M2R5 A 0 A_JumpIfInventory("LeftMP40WasEmpty", 1, 2) @@ -923,7 +920,7 @@ ACTOR PB_MP40 : PB_Weapon M2R3 WXY 1 Goto InsertBullets_Right LeftRechamber: - TNT1 A 0 A_TakeInventory("LeftMP40WasEmpty", 1) + TNT1 A 0 A_SetInventory("LeftMP40WasEmpty",0) MR24 BCDEFGH 1 A_SetRoll(roll+0.35, SPF_INTERPOLATE) TNT1 A 0 A_PlaySoundEx("weapons/MP40_chamber", "Auto") MR24 IJKLMN 1 A_SetRoll(roll-0.35, SPF_INTERPOLATE) @@ -952,11 +949,11 @@ ACTOR PB_MP40 : PB_Weapon } Goto InsertBullets_Left FinishInsertBullets: - TNT1 A 0 A_Takeinventory("MP40WasEmpty",1) + TNT1 A 0 A_SetInventory("MP40WasEmpty",0) Goto Ready3 Unload: - ATFG A 0 A_Takeinventory("Unloading",1) + ATFG A 0 A_SetInventory("Unloading",0) TNT1 A 0 A_JumpIfInventory("DualWieldingMP40",1,"UnloadDual") TNT1 A 0 A_JumpIfInventory("MP40HasUnloaded", 1, "Ready3") TNT1 A 0 A_JumpIfInventory("MP40Ammo",1,1) @@ -965,13 +962,13 @@ ACTOR PB_MP40 : PB_Weapon { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/MP40_up", "Auto"); A_ClearOverlays(10,11); } - TNT1 A 0 A_Giveinventory("MP40WasEmpty",1) + TNT1 A 0 A_SetInventory("MP40WasEmpty",1) MPR1 ABC 1 MPR1 DEFG 1 MPR1 HIJKLMN 1 A_SetRoll(roll+1.3, SPF_INTERPOLATE) @@ -993,8 +990,8 @@ ACTOR PB_MP40 : PB_Weapon FinishUnload: TNT1 A 0 { - A_GiveInventory("MP40HasUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("MP40HasUnloaded", 1); + A_SetInventory("Unloading",0); } Goto Ready3 UnloadDual: @@ -1003,18 +1000,18 @@ ACTOR PB_MP40 : PB_Weapon if (CountInv("MP40Ammo") >= 1) { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); return state ("UnloadRight"); } else if (CountInv("LeftMP40Ammo") >= 1) { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/MP40_up", "Auto"); A_ClearOverlays(10,11); return state ("UnloadLeftOnly"); @@ -1023,8 +1020,8 @@ ACTOR PB_MP40 : PB_Weapon } goto Ready3 UnloadRight: - TNT1 A 0 A_GiveInventory("MP40HasUnloaded", 1) - TNT1 A 0 A_Giveinventory("MP40WasEmpty",1) + TNT1 A 0 A_SetInventory("MP40HasUnloaded", 1) + TNT1 A 0 A_SetInventory("MP40WasEmpty",1) A3F4 A 0 A_PlaySoundEx("MP40CLR", "Auto") M2R1 A 0 "####" A 0 @@ -1058,8 +1055,8 @@ ACTOR PB_MP40 : PB_Weapon "####" RS 1 A_SetRoll(roll+1.3, SPF_INTERPOLATE) "####" TU 1 A_SetRoll(roll+1.3, SPF_INTERPOLATE) M2U2 FEDCBA 1 - TNT1 A 0 A_Giveinventory("LeftMP40WasEmpty",1) - TNT1 A 0 A_GiveInventory("LeftMP40HasUnloaded", 1) + TNT1 A 0 A_SetInventory("LeftMP40WasEmpty",1) + TNT1 A 0 A_SetInventory("LeftMP40HasUnloaded", 1) RemoveBullets_Right: TNT1 A 0 A_JumpIfInventory("MP40Ammo",1,1) Goto RemoveBullets_Left @@ -1083,7 +1080,7 @@ ACTOR PB_MP40 : PB_Weapon TNT1 A 0 { A_GiveInventory("MP40HasUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("Unloading",0); } Goto Ready3 //////////////////////////////////////////Unloading diff --git a/actors/Weapons/Slot2/PBPISTOL.dec b/actors/Weapons/Slot2/PBPISTOL.dec index 3ec63fc2c1..4b5a697648 100644 --- a/actors/Weapons/Slot2/PBPISTOL.dec +++ b/actors/Weapons/Slot2/PBPISTOL.dec @@ -99,8 +99,8 @@ ACTOR PB_Pistol : PB_Weapon TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { - A_Giveinventory("RespectPistol",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectPistol",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/smg_magfly1", "Auto"); A_SetCrosshair(5); } @@ -119,7 +119,7 @@ ACTOR PB_Pistol : PB_Weapon } Goto Ready3 SelectAnimation: - TNT1 A 0 A_TakeInventory("Zoomed",1) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 A_JumpIfInventory("DualWieldingPistols", 1, "SelectAnimationDualWield") TNT1 A 0 A_JumpIfInventory("SwitchingFromDualWieldPistols", 1, "FastSwitchFromDualWield2") DEGG E 1 { @@ -135,7 +135,7 @@ ACTOR PB_Pistol : PB_Weapon Ready3: TNT1 A 0 { A_SetRoll(0); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); PB_HandleCrosshair(43); } TNT1 A 0 A_JumpIfInventory("DualWieldingPistols", 1,"ReadyDualWield") @@ -199,7 +199,7 @@ ACTOR PB_Pistol : PB_Weapon TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(43); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); if(CountInv("SecondaryPistolAmmo") < CountInv("PrimaryPistolAmmo")){ A_GiveInventory("DualFiring",1); } @@ -324,7 +324,7 @@ ACTOR PB_Pistol : PB_Weapon A_ZoomFactor(0.985); PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); - A_GiveInventory("PB_PistolFireAnimation1",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_PistolFireAnimation1",1); //Toggle gun animation from one pistol to the other. A_SetFiringRightWeapon(True); A_Overlay(-6, "RightFlash", true); A_GunFlash; @@ -410,7 +410,7 @@ ACTOR PB_Pistol : PB_Weapon A_ZoomFactor(0.985); PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); - A_GiveInventory("PB_PistolFireAnimation1",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_PistolFireAnimation1",1); //Toggle gun animation from one pistol to the other. A_SetFiringRightWeapon(True); A_Overlay(-6, "RightFlash", true); @@ -445,7 +445,7 @@ ACTOR PB_Pistol : PB_Weapon A_ZoomFactor(0.985); PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); - A_GiveInventory("PB_PistolFireAnimation1",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_PistolFireAnimation1",1); //Toggle gun animation from one pistol to the other. A_SetFiringRightWeapon(True); A_Overlay(-6, "RightFlash", true); A_GunFlash; @@ -479,7 +479,7 @@ ACTOR PB_Pistol : PB_Weapon A_ZoomFactor(0.985); PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); - A_GiveInventory("PB_PistolFireAnimation1",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_PistolFireAnimation1",1); //Toggle gun animation from one pistol to the other. A_SetFiringRightWeapon(True); A_Overlay(-6, "RightFlash", true); A_GunFlash; @@ -564,8 +564,8 @@ ACTOR PB_Pistol : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(6,0,1.6); A_FireCustomMissile("PistolCasingSpawner",0,0,-8,-1); - A_TakeInventory("PB_PistolFireAnimation1",1); - A_GiveInventory("PB_PistolFireAnimation2",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_PistolFireAnimation1",0); + A_SetInventory("PB_PistolFireAnimation2",1); //Toggle gun animation from one pistol to the other. PB_LowAmmoSoundWarning("pistol", "SecondaryPistolAmmo"); A_Takeinventory("SecondaryPistolAmmo",1); A_ZoomFactor(0.985); @@ -647,8 +647,8 @@ ACTOR PB_Pistol : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(6,0,1.6); A_FireCustomMissile("PistolCasingSpawner",0,0,-8,-1); - A_TakeInventory("PB_PistolFireAnimation1",1); - A_GiveInventory("PB_PistolFireAnimation2",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_PistolFireAnimation1",0); + A_SetInventory("PB_PistolFireAnimation2",1); //Toggle gun animation from one pistol to the other. PB_LowAmmoSoundWarning("pistol", "SecondaryPistolAmmo"); A_Takeinventory("SecondaryPistolAmmo",1); A_ZoomFactor(0.985); @@ -682,8 +682,8 @@ ACTOR PB_Pistol : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(6,0,1.6); A_FireCustomMissile("PistolCasingSpawner",0,0,-8,-1); - A_TakeInventory("PB_PistolFireAnimation1",1); - A_GiveInventory("PB_PistolFireAnimation2",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_PistolFireAnimation1",0); + A_SetInventory("PB_PistolFireAnimation2",1); //Toggle gun animation from one pistol to the other. PB_LowAmmoSoundWarning("pistol", "SecondaryPistolAmmo"); A_Takeinventory("SecondaryPistolAmmo",1); A_ZoomFactor(0.985); @@ -717,8 +717,8 @@ ACTOR PB_Pistol : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(6,0,1.6); A_FireCustomMissile("PistolCasingSpawner",0,0,-8,-1); - A_TakeInventory("PB_PistolFireAnimation1",1); - A_GiveInventory("PB_PistolFireAnimation2",1); //Toggle gun animation from one pistol to the other. + A_SetInventory("PB_PistolFireAnimation1",0); + A_SetInventory("PB_PistolFireAnimation2",1); //Toggle gun animation from one pistol to the other. PB_LowAmmoSoundWarning("pistol", "SecondaryPistolAmmo"); A_Takeinventory("SecondaryPistolAmmo",1); A_ZoomFactor(0.985); @@ -874,10 +874,10 @@ ACTOR PB_Pistol : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_GiveInventory("PB_LockScreenTilt",1); - A_Takeinventory("GoWeaponSpecialAbility",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); + A_SetInventory("PB_LockScreenTilt",1); + A_SetInventory("GoWeaponSpecialAbility",0); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); PB_HandleCrosshair(43); A_ZoomFactor(1.0); A_ClearOverlays(10,11); @@ -889,11 +889,11 @@ ACTOR PB_Pistol : PB_Weapon TNT1 A 0 A_JumpIfInventory("SelectPistolBurstFire", 1, "ToggleBurstFire") ToggleDualWield: TNT1 A 0 { - A_Takeinventory("SelectSinglePistol",1); - A_Takeinventory("SelectPistolSuppressor",1); - A_Takeinventory("SelectDualWieldPistols",1); - A_Takeinventory("SelectPistolBurstFire",1); - A_Takeinventory("SelectPistolSemiFire",1); + A_SetInventory("SelectSinglePistol",0); + A_SetInventory("SelectPistolSuppressor",0); + A_SetInventory("SelectDualWieldPistols",0); + A_SetInventory("SelectPistolBurstFire",0); + A_SetInventory("SelectPistolSemiFire",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingPistols", 1,"StopDualWield") TNT1 A 0 A_JumpIfINventory("PB_Pistol", 2, "SwitchToDualWield") @@ -904,14 +904,16 @@ ACTOR PB_Pistol : PB_Weapon D2GS F 0 "####" FG 1 A_SetRoll(roll+.5, SPF_INTERPOLATE) "####" HI 1 A_SetRoll(roll-.5, SPF_INTERPOLATE) - TNT1 A 0 A_GiveInventory("DualWieldingPistols",1) + TNT1 A 0 A_SetInventory("DualWieldingPistols",1) + TNT1 A 0 A_SetAkimbo(True) Goto ReadyDualWield StopDualWield: D2GT J 0 A_JumpIfInventory("SilencerEquipped",1,"2") D2GS J 0 "####" JK 1 A_SetRoll(roll-0.2,SPF_INTERPOLATE) "####" LM 1 A_SetRoll(roll+0.2,SPF_INTERPOLATE) - TNT1 A 0 A_TakeInventory("DualWieldingPistols", 1) + TNT1 A 0 A_SetInventory("DualWieldingPistols", 0) + TNT1 A 0 A_SetAkimbo(False) Goto Ready3 ToggleSuppressor: @@ -919,16 +921,16 @@ ACTOR PB_Pistol : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(43); - A_TakeInventory("PB_LockScreenTilt",1); - A_Takeinventory("SelectSinglePistol",1); - A_Takeinventory("SelectPistolSuppressor",1); - A_Takeinventory("SelectDualWieldPistols",1); - A_Takeinventory("SelectPistolBurstFire",1); - A_Takeinventory("SelectPistolSemiFire",1); - } - TNT1 A 0 A_Giveinventory("PB_LockScreenTilt",1) + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("SelectSinglePistol",0); + A_SetInventory("SelectPistolSuppressor",0); + A_SetInventory("SelectDualWieldPistols",0); + A_SetInventory("SelectPistolBurstFire",0); + A_SetInventory("SelectPistolSemiFire",0); + } + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) TNT1 A 0 A_JumpIfInventory("SilencerEquipped",1,"DetachSilencer") - TNT1 A 0 A_GiveInventory ("SilencerEquipped",1) + TNT1 A 0 A_SetInventory("SilencerEquipped",1) D5GA ABCDEFFFGHIJKLM 1 A_SetRoll(roll+.2, SPF_INTERPOLATE) TNT1 A 0 A_PlaySoundEx("weapons/pistolsuppressor_on", "Auto") D5GA NNNOPOPOQRRRSSS 1 A_SetRoll(roll-.2, SPF_INTERPOLATE) @@ -940,7 +942,7 @@ ACTOR PB_Pistol : PB_Weapon Goto Ready3 DetachSilencer: - TNT1 A 0 A_TakeInventory ("SilencerEquipped",1) + TNT1 A 0 A_SetInventory("SilencerEquipped",0) D5GF ABCDEFG 1 A_SetRoll(roll+.2, SPF_INTERPOLATE) TNT1 A 0 A_PlaySoundEx("weapons/pistolsuppressor_off", "Auto") D5GF FHIJJKKLLMMNOP 1 A_SetRoll(roll-.1, SPF_INTERPOLATE) @@ -958,19 +960,19 @@ ACTOR PB_Pistol : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(43); - A_TakeInventory("PB_LockScreenTilt",1); - A_Takeinventory("SelectSinglePistol",1); - A_Takeinventory("SelectPistolSuppressor",1); - A_Takeinventory("SelectDualWieldPistols",1); - A_Takeinventory("SelectPistolBurstFire",1); - A_Takeinventory("SelectPistolSemiFire",1); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("SelectSinglePistol",0); + A_SetInventory("SelectPistolSuppressor",0); + A_SetInventory("SelectDualWieldPistols",0); + A_SetInventory("SelectPistolBurstFire",0); + A_SetInventory("SelectPistolSemiFire",0); } TNT1 A 0 { if(CountInv("ToggledPistolBurstFire") >= 1) { - A_TakeInventory("ToggledPistolBurstFire", 1); + A_SetInventory("ToggledPistolBurstFire", 0); } else { - A_GiveInventory("ToggledPistolBurstFire", 1); + A_SetInventory("ToggledPistolBurstFire", 1); } } TNT1 A 0 A_JumpIfInventory("DualWieldingPistols", 1, "DualToggle") @@ -1019,14 +1021,14 @@ ACTOR PB_Pistol : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(43); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); A_ZoomFactor(1.0); //Force out of ADS when deselecting weapon while on ADS } - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("PB_PistolWasEmpty", 1) - TNT1 A 0 A_TakeInventory("ADSMode",1) - TNT1 A 0 A_TakeInventory("Zoomed",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("PB_PistolWasEmpty",0) + TNT1 A 0 A_SetInventory("ADSMode",0) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 A_JumpIfInventory("DualWieldingPistols", 1, "DualWieldDeselect") NormalDeselect: @@ -1047,16 +1049,11 @@ ACTOR PB_Pistol : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(43); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -1078,7 +1075,7 @@ ACTOR PB_Pistol : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(43); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } "####" "#" 0 A_JumpIfInventory("Zoomed", 1, "Fire2") //"####" "#" 0 A_JumpIfInventory("DualWieldingPistols", 1, "FireDualWield") @@ -1570,7 +1567,7 @@ ACTOR PB_Pistol : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(43); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingPistols", 1, "ReadyToFireDualWield") TNT1 A 0 A_StartSound("IronSights", 0) @@ -1583,8 +1580,8 @@ ACTOR PB_Pistol : PB_Weapon } D7GG EF 1 TNT1 A 0 { - A_Giveinventory("Zoomed",1); - A_Giveinventory("ADSmode",1); + A_SetInventory("Zoomed",1); + A_SetInventory("ADSmode",1); A_SetCrosshair(5); A_WeaponReady(WRF_NOSECONDARY); } @@ -1592,8 +1589,8 @@ ACTOR PB_Pistol : PB_Weapon Zoomout: TNT1 A 0 { A_GunFlash("LightDone",GFF_NOEXTCHANGE); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); PB_HandleCrosshair(43); A_ZoomFactor(1.0); } @@ -1621,10 +1618,10 @@ ACTOR PB_Pistol : PB_Weapon Goto NoAmmo TNT1 A 0 { A_SetCrosshair(5); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); A_ZoomFactor(1.0); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); } TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",1,1) //Goto ReloadFromEmpty @@ -1689,10 +1686,10 @@ ACTOR PB_Pistol : PB_Weapon } A_WeaponReady(WRF_NOFIRE); } - TNT1 A 0 A_Takeinventory("PB_PistolHasUnloaded",1) + TNT1 A 0 A_SetInventory("PB_PistolHasUnloaded",0) TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",1,"InsertBulletsNoChamber")//16+1 effect TNT1 A 0 PB_AmmoIntoMag("PrimaryPistolAmmo","PB_LowCalMag",16,1) - TNT1 A 0 A_GiveInventory("PB_PistolWasEmpty", 1) + TNT1 A 0 A_SetInventory("PB_PistolWasEmpty", 1) Goto Ready3 ReloadFromEmpty: //TNT1 A 0 A_JumpIfInventory("PB_PistolHasUnloaded", 1, "Ready3") //Commented this out so it works properly. @@ -1731,10 +1728,10 @@ ACTOR PB_Pistol : PB_Weapon } A_WeaponReady(WRF_NOFIRE); } - TNT1 A 0 A_Takeinventory("PB_PistolHasUnloaded",1) + TNT1 A 0 A_SetInventory("PB_PistolHasUnloaded",0) TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",1,"InsertBulletsNoChamber")//16+1 effect TNT1 A 0 PB_AmmoIntoMag("PrimaryPistolAmmo","PB_LowCalMag",16,1) - TNT1 A 0 A_GiveInventory("PB_PistolWasEmpty", 1) + TNT1 A 0 A_SetInventory("PB_PistolWasEmpty", 1) Goto Ready3 InsertBulletsNoChamber: @@ -1756,7 +1753,7 @@ ACTOR PB_Pistol : PB_Weapon Goto Ready3 TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("PSRLOUT", "Auto"); A_ClearOverlays(10,11); } @@ -1839,13 +1836,13 @@ ACTOR PB_Pistol : PB_Weapon } A_WeaponReady(WRF_NOFIRE); } - TNT1 A 0 A_Takeinventory("PB_PistolHasUnloaded", 1) + TNT1 A 0 A_SetInventory("PB_PistolHasUnloaded", 0) TNT1 A 0 TNT1 A 0 PB_AmmoIntoMag("PrimaryPistolAmmo","PB_LowCalMag",16,1) Goto Ready3 LoadChamber: - TNT1 A 0 A_Takeinventory("PB_PistolWasEmpty",1) + TNT1 A 0 A_SetInventory("PB_PistolWasEmpty",0) TNT1 A 0 A_PlaySoundEx("PSRLFIN", "Auto") D5GE CDEFGHIJKLMNOPQ 0 D5GC CDEF 1 { @@ -1876,21 +1873,21 @@ ACTOR PB_Pistol : PB_Weapon // Unloading States AlreadyUnloaded: - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto ReadyToFire Unload: - "####" "#" 0 A_Takeinventory("Unloading",1) + "####" "#" 0 A_SetInventory("Unloading",0) "####" "#" 0 A_JumpIfInventory("DualWieldingPistols", 1, "UnloadDualWield") TNT1 A 0 A_JumpIfInventory("PB_PistolHasUnloaded", 1, "AlreadyUnloaded") TNT1 A 0 A_JumpIfInventory("PrimaryPistolAmmo",1,1) Goto Ready3 TNT1 A 0 { A_SetCrosshair(5); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); A_ZoomFactor(1.0); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); } D5GD A 0 A_JumpIfInventory("SilencerEquipped",1,2) D5GB A 0 @@ -1928,17 +1925,17 @@ ACTOR PB_Pistol : PB_Weapon TNT1 A 0 PB_UnloadMag("PrimaryPistolAmmo","PB_LowCalMag",1) FinishUnload: TNT1 A 0 A_PlaySound("DryFire") - TNT1 A 0 A_GiveInventory("PB_PistolHasUnloaded", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("PB_PistolHasUnloaded", 1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto ReadyToFire UnloadDualWield: TNT1 A 0 { A_SetCrosshair(5); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); A_ZoomFactor(1.0); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); A_PlaySoundEx("PSRLOUT", "Auto"); } @@ -1956,8 +1953,8 @@ ACTOR PB_Pistol : PB_Weapon Goto FinishUnloadDualWield FinishUnloadDualWield: - TNT1 A 0 A_GiveInventory("PB_PistolHasUnloaded", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("PB_PistolHasUnloaded", 1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto ReadyDualWield // Flash States diff --git a/actors/Weapons/Slot2/UACSMG.dec b/actors/Weapons/Slot2/UACSMG.dec index ce1b8f0275..938ca2f633 100644 --- a/actors/Weapons/Slot2/UACSMG.dec +++ b/actors/Weapons/Slot2/UACSMG.dec @@ -87,7 +87,7 @@ ACTOR LaserAlertNearbyMonsters : CustomInventory Stop Pickup: TNT1 A 0 A_ALERTMONSTERS(750) - TNT1 A 0 A_TakeInventory("LaserAlertNearbyMonsters", 1) + TNT1 A 0 A_SetInventory("LaserAlertNearbyMonsters", 0) Stop } } @@ -152,8 +152,8 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { - A_GiveInventory("RespectSMG"); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectSMG",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/smg_up", "Auto"); A_SetCrosshair(5); } @@ -175,17 +175,17 @@ ACTOR PB_SMG : PB_Weapon Goto Ready3 SelectAnimation: - TNT1 A 0 A_TakeInventory("Zoomed",1) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "SelectAnimationDualWield") TNT1 A 0 A_PlaySoundEx("weapons/smg_up", "Auto") TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded",1, "SelectAnimationUnloaded") A1F1 ABCD 1 Ready3: - TNT1 A 0 A_TakeInventory("KeepLaserDeactivated",1) + TNT1 A 0 A_SetInventory("KeepLaserDeactivated",0) TNT1 A 0 A_JumpIfInventory("UACSMGWasEmpty", 1, "LoadChamber") TNT1 A 0 { A_SetRoll(0); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); if(CountInv("LaserSightActivated") == 1) { PB_HandleCrosshair(5); } @@ -212,7 +212,7 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 { A_SetRoll(0); A_SetCrosshair(5); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } ReadyToFire2: A1F3 D 1 { @@ -258,7 +258,7 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "UnloadedReadyDualWield") TNT1 A 0 { A_SetRoll(0); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); if(CountInv("LeftSMGAmmo") < CountInv("SMGAmmo")){ A_GiveInventory("DualFiring",1); } @@ -438,10 +438,10 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_Takeinventory("GoWeaponSpecialAbility",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); - A_GiveInventory("PB_LockScreenTilt",1); + A_SetInventory("GoWeaponSpecialAbility",0); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); + A_SetInventory("PB_LockScreenTilt",1); //PB_HandleCrosshair(44); A_ZoomFactor(1.0); A_ClearOverlays(10,11); @@ -465,7 +465,7 @@ ACTOR PB_SMG : PB_Weapon PB_HandleCrosshair(44); } else{ - A_GiveInventory("LaserSightActivated",1); + A_SetInventory("LaserSightActivated",1); A_Print("\cgLaser Sight \c-Activated"); PB_HandleCrosshair(5); } @@ -492,7 +492,7 @@ ACTOR PB_SMG : PB_Weapon Goto Ready3 SwitchToDualWield: TNT1 A 0 { - A_GiveInventory("DualWieldingSMGs", 1); + A_SetInventory("DualWieldingSMGs", 1); A_PlaySoundEx("weapons/smg_up", "Auto"); } A0F2 A 0 A_JumpIfInventory("UACSMGHasUnloaded",1,2) //Load the unloaded frames into memory @@ -502,7 +502,7 @@ ACTOR PB_SMG : PB_Weapon Goto ReadyDualWield StopDualWield: TNT1 A 0 { - A_TakeInventory("DualWieldingSMGs", 1); + A_SetInventory("DualWieldingSMGs", 0); A_PlaySoundEx("weapons/smg_up", "Auto"); } A0F2 A 0 A_JumpIfInventory("UACSMGHasUnloaded",1,2) //Load the unloaded frames into memory @@ -519,12 +519,12 @@ ACTOR PB_SMG : PB_Weapon A_DestroyLaserPuff(); A_WeaponOffset(0,32); A_SetRoll(0); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("Zoomed",1) - TNT1 A 0 A_Takeinventory("ADSmode",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("Zoomed",0) + TNT1 A 0 A_SetInventory("ADSmode",0) TNT1 A 0 A_Overlay(-9, "Null") TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "DeselectDualWield") @@ -554,16 +554,11 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 { A_WeaponOffset(0,32); A_SetRoll(0); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -581,7 +576,7 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 { A_WeaponOffset(0,32); A_SetRoll(0); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); if(CountInv("LaserSightActivated") == 1) { PB_HandleCrosshair(5); } @@ -698,24 +693,24 @@ ACTOR PB_SMG : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(44); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "UnloadedReady") TNT1 A 0 A_PlaySound("IronSights", 0) TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Zoomout") TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("Zoomed",1); + A_SetInventory("Zoomed",1); A_ZoomFactor(1.2); - A_Giveinventory("ADSmode",1); + A_SetInventory("ADSmode",1); } A1F3 ABC 1 Goto Ready2 Zoomout: TNT1 A 0 { - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); A_ZoomFactor(1.0); if(CountInv("LaserSightActivated") == 1) { PB_HandleCrosshair(5); @@ -733,8 +728,8 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { A_ZoomFactor(1.0); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "ReloadDualWield") TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "ReloadUnloaded") @@ -745,9 +740,9 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); } TNT1 A 0 A_JumpIfInventory("SMGAmmo",1,1) @@ -768,7 +763,7 @@ ACTOR PB_SMG : PB_Weapon A1F4 PQRST 1 A_SetRoll(roll-0.5, SPF_INTERPOLATE) TNT1 A 0 { A_PlaySoundEx("weapons/smg_in", "Auto"); - A_Takeinventory("UACSMGHasUnloaded",1); + A_SetInventory("UACSMGHasUnloaded",0); } A1F4 UVWXY 1 A_WeaponOffset(0,32,SPF_INTERPOLATE) A1F4 Z 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) @@ -809,19 +804,19 @@ ACTOR PB_SMG : PB_Weapon A1F0 OPQRSTU 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) A1F0 U 2 A1F0 VWXYZ 1 A_SetRoll(roll-0.5, SPF_INTERPOLATE) - TNT1 A 0 A_Takeinventory("UACSMGHasUnloaded",1) + TNT1 A 0 A_SetInventory("UACSMGHasUnloaded",0) A2F4 A 1 A_StartSound("weapons/smg_in", CHAN_AUTO) //A_SetRoll(roll+0.5, SPF_INTERPOLATE) A2F4 BCCCDE 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) - TNT1 A 0 A_GiveInventory("UACSMGWasEmpty", 1) + TNT1 A 0 A_SetInventory("UACSMGWasEmpty", 1) Goto InsertBullets LoadChamber: TNT1 A 0 { A_ZoomFactor(1.0); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("UACSMGWasEmpty",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("UACSMGWasEmpty",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("IronSights", "Auto"); } A2F4 FFGHI 1 @@ -862,9 +857,9 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); } TNT1 A 0 A_JumpIfInventory("SMGAmmo", 51, "ReloadLeftGunOnly") @@ -884,7 +879,7 @@ ACTOR PB_SMG : PB_Weapon A1F4 OPQRST 1 TNT1 A 0 { A_PlaySoundEx("weapons/smg_in", "Auto"); - A_Takeinventory("UACSMGHasUnloaded",1); + A_SetInventory("UACSMGHasUnloaded",0); } A1F4 UV 1 A1F4 WXYZ 1 @@ -905,7 +900,7 @@ ACTOR PB_SMG : PB_Weapon A1F4 OPQRS 1 TNT1 A 0 { A_PlaySoundEx("weapons/smg_in", "Auto"); - A_Takeinventory("UACSMGHasUnloaded",1); + A_SetInventory("UACSMGHasUnloaded",0); } A1F4 T 1 Offset(0,32) A1F4 T 1 Offset(2,34) @@ -936,20 +931,20 @@ ACTOR PB_SMG : PB_Weapon Goto InsertBullets_Left FinishInsertBullets: TNT1 A 0 - TNT1 A 0 A_Takeinventory("UACSMGWasEmpty",1) + TNT1 A 0 A_SetInventory("UACSMGWasEmpty",0) Goto Ready3 Unload: - ATFG A 0 A_Takeinventory("Unloading",1) + ATFG A 0 A_SetInventory("Unloading",0) TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "Ready3") TNT1 A 0 A_JumpIfInventory("SMGAmmo",1,1) Goto Ready3 TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/smg_up", "Auto"); A_ClearOverlays(10,11); } @@ -970,8 +965,8 @@ ACTOR PB_SMG : PB_Weapon FInishUnload: TNT1 A 0 { - A_GiveInventory("UACSMGHasUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("UACSMGHasUnloaded", 1); + A_SetInventory("Unloading",0); } Goto Ready3 UnloadDual: @@ -1001,8 +996,8 @@ ACTOR PB_SMG : PB_Weapon FInishUnloadDual: TNT1 A 0 { - A_GiveInventory("UACSMGHasUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("UACSMGHasUnloaded", 1); + A_SetInventory("Unloading",0); } Goto Ready3 //////////////////////////////////////////Unloading diff --git a/actors/Weapons/Slot3/AUTOSHOTGUN.dec b/actors/Weapons/Slot3/AUTOSHOTGUN.dec index a0170bc6b6..1b3aff8797 100644 --- a/actors/Weapons/Slot3/AUTOSHOTGUN.dec +++ b/actors/Weapons/Slot3/AUTOSHOTGUN.dec @@ -150,7 +150,7 @@ ACTOR PB_Autoshotgun : PB_Weapon WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/autoshotgun/respect1", "Auto"); } AG10 ABC 1 { @@ -205,7 +205,7 @@ ACTOR PB_Autoshotgun : PB_Weapon if(CountInv("AutoshotgunDrumMag")>=1){ A_SetRoll(0); PB_HandleCrosshair(70); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); Return State("ASGDrumRespect"); } Return State("");} @@ -221,7 +221,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Goto Ready3 DrumMagInspectCheck: TNT1 A 0 A_ClearOverlays(10,11) - TNT1 A 0 A_TakeInventory("DrumMagNotInserted",1) + TNT1 A 0 A_SetInventory("DrumMagNotInserted",0) TNT1 A 0 A_JumpIfInventory("DualWieldingAutoshotguns", 1, "DrumMagInspectGoBackToSingle") goto BeginNormalDrumReload DrumMagInspectGoBackToSingle: @@ -261,12 +261,12 @@ ACTOR PB_Autoshotgun : PB_Weapon A_ClearOverlays(10,11); A_SetRoll(0); PB_HandleCrosshair(70); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } ReadyToFire: AG10 H 1 { - if (CountInv("AutoShotgunAmmo") > 0 ) { A_Takeinventory("PBAutoShotgunHasUnloaded",1); } + if (CountInv("AutoShotgunAmmo") > 0 ) { A_SetInventory("PBAutoShotgunHasUnloaded",0); } if (CountInv("JustFiredAutoshotgun") >= 60) { A_Gunflash("BarrelSmoke1");} if (CountInv("PumpAutoShotgun") == 1 && CountInv("AutoShotgunAmmo") >= 1) {return state("Pump");} if (CountInv("DrumMagNotInserted") >= 1 ) { return state("DrumMagInspectCheck"); } @@ -282,8 +282,8 @@ ACTOR PB_Autoshotgun : PB_Weapon AU23 H 0 AU24 H 0 AU2M H 1 { - A_TakeInventory("DrumMagNotInserted",1); - if (CountInv("AutoShotgunAmmo") > 0 ) { A_Takeinventory("PBAutoShotgunHasUnloaded",1); } + A_SetInventory("DrumMagNotInserted",0); + if (CountInv("AutoShotgunAmmo") > 0 ) { A_SetInventory("PBAutoShotgunHasUnloaded",0); } if (CountInv("AutoShotgunAmmo") == 24 ) {A_SetWeaponSprite("AU24");} if (CountInv("AutoShotgunAmmo") == 23 ) {A_SetWeaponSprite("AU23");} if (CountInv("AutoShotgunAmmo") == 22 ) {A_SetWeaponSprite("AU22");} @@ -314,7 +314,7 @@ ACTOR PB_Autoshotgun : PB_Weapon TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(70); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_SetFiringRightWeapon(False); A_SetFiringLeftWeapon(False); A_TakeInventory("DualFiring",1); @@ -337,7 +337,7 @@ ACTOR PB_Autoshotgun : PB_Weapon ReadyToFireDualWield: TNT1 A 1 { - if (CountInv("AutoShotgunAmmo") > 0 ) { A_Takeinventory("PBAutoShotgunHasUnloaded",1); } + if (CountInv("AutoShotgunAmmo") > 0 ) { A_SetInventory("PBAutoShotgunHasUnloaded",0); } if(CountInv("PB_Shell")>0){ if(CountInv("LeftASGAmmo")<=0 || CountInv("AutoShotgunAmmo")<=0){ if(CountInv("LeftASGAmmo")<=0 && CountInv("AutoShotgunAmmo")<=0){ @@ -549,8 +549,8 @@ ACTOR PB_Autoshotgun : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_Takeinventory("GoWeaponSpecialAbility",1); - A_GiveInventory("PB_LockScreenTilt",1); + A_SetInventory("GoWeaponSpecialAbility",0); + A_SetInventory("PB_LockScreenTilt",1); PB_HandleCrosshair(70); A_ClearOverlays(10,11); } @@ -562,12 +562,12 @@ ACTOR PB_Autoshotgun : PB_Weapon TNT1 A 0 { A_PlaySoundEx("weapons/autoshotgun/respect1", "Auto"); if (A_CheckAkimbo()) { - A_TakeInventory("DualWieldingAutoshotguns", 1); + A_SetInventory("DualWieldingAutoshotguns", 0); A_SetAkimbo(False); return state("SwitchFromDualWield"); } else { - A_GiveInventory("DualWieldingAutoshotguns", 1); + A_SetInventory("DualWieldingAutoshotguns", 1); A_SetAkimbo(True); return state(""); } @@ -594,21 +594,21 @@ ACTOR PB_Autoshotgun : PB_Weapon A_SetRoll(0); PB_HandleCrosshair(70); A_ClearOverlays(10,11); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "DualWieldDeselect") TNT1 A 0 A_JumpIf(CountInv("PBAutoShotgunHasUnloaded")>=1, 2) TNT1 A 0 A_JumpIf(CountInv("AutoshotgunDrumMag")>=1, "DrumDeselect") - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("RandomHeadExploder",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("RandomHeadExploder",0) AG10 FEDCBA 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait DrumDeselect: - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("RandomHeadExploder",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("RandomHeadExploder",0) AU24 EFG 0 AU23 EFG 0 @@ -626,8 +626,8 @@ ACTOR PB_Autoshotgun : PB_Weapon Wait DualWieldDeselect: - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("RandomHeadExploder",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("RandomHeadExploder",0) AG60 NMLKJI 1 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower @@ -638,21 +638,16 @@ ACTOR PB_Autoshotgun : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(70); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Giveinventory("RandomHeadExploder",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("RandomHeadExploder",1) TNT1 A 0 PB_WeapTokenSwitch("ASGSelected") TNT1 A 0 ACS_NamedExecuteAlways("ToggleShotgunUpgraded",0) //For people who want this weapon to replace another TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise @@ -667,7 +662,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(70); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } TNT1 A 0 A_JumpIfInventory("AutoShotgunAmmo",1,1) @@ -808,7 +803,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(70); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } TNT1 A 0 A_JumpIfInventory("AutoShotgunAmmo",2,1) @@ -837,7 +832,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0); PB_LowAmmoSoundWarning("shotgun"); A_Takeinventory("AutoShotgunAmmo",2); - A_GiveInventory("PumpAutoShotgun", 1); + A_SetInventory("PumpAutoShotgun", 1); A_Giveinventory("JustFiredAutoshotgun",140); A_GunFlash; PB_WeaponRecoil(-2.04,+1.1); @@ -886,7 +881,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Pump: TNT1 A 0 A_JumpIfInventory("AutoshotgunDrumMag", 1, "DrumPump") TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); @@ -900,7 +895,7 @@ ACTOR PB_Autoshotgun : PB_Weapon } TNT1 A 0 { A_PlaysoundEx("H4SGCOCK", "Auto"); - A_TakeInventory("PumpAutoShotgun", 1); + A_SetInventory("PumpAutoShotgun", 0); } AG40 IJKL 1 { A_SetRoll(roll-0.3,SPF_INTERPOLATE); @@ -919,7 +914,7 @@ ACTOR PB_Autoshotgun : PB_Weapon //TNT1 A 0 A_Refire TNT1 A 0 { if (CountInv("AutoShotgunAmmo") > 0 ) { - A_Takeinventory("PBAutoShotgunWasEmpty", 1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); } } Goto Ready3 @@ -932,7 +927,7 @@ ACTOR PB_Autoshotgun : PB_Weapon AS02 DEFG 0 AS01 DEFG 0 TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); @@ -972,7 +967,7 @@ ACTOR PB_Autoshotgun : PB_Weapon AU35 GFE 1 A_DoPBWeaponAction(WRF_NOFIRE) TNT1 A 0 { A_PlaysoundEx("H4SGCOCK", "Auto"); - A_TakeInventory("PumpAutoShotgun", 1); + A_SetInventory("PumpAutoShotgun", 0); } AU35 DCBBCDEFG 1 A_DoPBWeaponAction(WRF_NOFIRE) AU33 ABC 1 A_DoPBWeaponAction(WRF_NOFIRE) @@ -1006,7 +1001,7 @@ ACTOR PB_Autoshotgun : PB_Weapon //TNT1 A 0 A_Refire TNT1 A 0 { if (CountInv("AutoShotgunAmmo") > 0 ) { - A_Takeinventory("PBAutoShotgunWasEmpty", 1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); } } Goto Ready3 @@ -1047,7 +1042,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0); PB_LowAmmoSoundWarning("shotgun"); A_Takeinventory("AutoShotgunAmmo",2); - A_GiveInventory("PumpAutoShotgun", 1); + A_SetInventory("PumpAutoShotgun", 1); A_Giveinventory("JustFiredAutoshotgun",140); A_GunFlash; PB_WeaponRecoil(-2.04,+1.1); @@ -1165,7 +1160,7 @@ ACTOR PB_Autoshotgun : PB_Weapon ReloadDualWieldStart: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); A_WeaponOffset(0,32); } @@ -1237,10 +1232,10 @@ ACTOR PB_Autoshotgun : PB_Weapon AG31 Q 1 { A_PlaySoundEx("weapons/sgpump","Auto"); A_Giveinventory("AutoShotgunAmmo",1); - A_Takeinventory("PBAutoShotgunWasEmpty", 1); - A_Takeinventory("PBAutoShotgunHasUnloaded",1); - A_Takeinventory("PB_Shell",1); - A_TakeInventory("PumpAutoShotgun", 1); + A_Takeinventory("PB_Shell",1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); + A_SetInventory("PBAutoShotgunHasUnloaded",0); + A_SetInventory("PumpAutoShotgun", 0); A_DoPBWeaponAction(WRF_NOBOB|WRF_NOFIRE); } AG31 RSTUV 1 { @@ -1249,7 +1244,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Goto RightNormalReload RightBeginNormalReload: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); if (CountInv("JustFiredAutoshotgun") >= 60) { @@ -1281,7 +1276,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_PlaySoundEx("insertshell","Auto"); A_Giveinventory("AutoShotgunAmmo",1); A_Takeinventory("PB_Shell",1); - A_Takeinventory("PBAutoShotgunWasEmpty", 1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); A_SetPitch(pitch-0.2,SPF_INTERPOLATE); A_SetAngle(angle+0.2, SPF_INTERPOLATE); A_SetRoll(roll-0.4,SPF_INTERPOLATE); @@ -1300,7 +1295,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Loop RightReloadFinished: TNT1 A 0 { - A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); if (CountInv("JustFiredAutoshotgun") >= 60) { @@ -1369,10 +1364,10 @@ ACTOR PB_Autoshotgun : PB_Weapon AG31 Q 1 { A_PlaySoundEx("weapons/sgpump","Auto"); A_Giveinventory("LeftASGAmmo",1); - A_Takeinventory("PBAutoShotgunWasEmpty", 1); - A_Takeinventory("PBAutoShotgunHasUnloaded",1); - A_Takeinventory("PB_Shell",1); - A_TakeInventory("PumpAutoShotgun", 1); + A_Takeinventory("PB_Shell",1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); + A_SetInventory("PBAutoShotgunHasUnloaded",0); + A_SetInventory("PumpAutoShotgun", 0); A_DoPBWeaponAction(WRF_NOBOB|WRF_NOFIRE); } AG31 RSTUV 1 { @@ -1408,7 +1403,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_PlaySoundEx("insertshell","Auto"); A_Giveinventory("LeftASGAmmo",1); A_Takeinventory("PB_Shell",1); - A_Takeinventory("LeftPBAutoShotgunWasEmpty", 1); + A_SetInventory("LeftPBAutoShotgunWasEmpty", 0); A_SetPitch(pitch-0.2,SPF_INTERPOLATE); A_SetAngle(angle+0.2, SPF_INTERPOLATE); A_SetRoll(roll-0.4,SPF_INTERPOLATE); @@ -1426,7 +1421,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Loop LeftReloadFinished: TNT1 A 0 { - A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); if (CountInv("JustFiredAutoshotgun") >= 60) { @@ -1502,9 +1497,9 @@ ACTOR PB_Autoshotgun : PB_Weapon TNT1 A 0 { A_Giveinventory("AutoShotgunAmmo",1); A_Takeinventory("PB_Shell",1); - A_Takeinventory("PBAutoShotgunWasEmpty", 1); - A_TakeInventory("PumpAutoShotgun", 1); - A_Takeinventory("PBAutoShotgunHasUnloaded",1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); + A_SetInventory("PumpAutoShotgun", 0); + A_SetInventory("PBAutoShotgunHasUnloaded",0); } Loop @@ -1551,7 +1546,7 @@ ACTOR PB_Autoshotgun : PB_Weapon return state(""); } LeftBeginNormalDrumReload: - TNT1 A 0 A_Takeinventory("LeftPBAutoShotgunHasUnloaded",1) + TNT1 A 0 A_SetInventory("LeftPBAutoShotgunHasUnloaded",0) TNT1 A 0 A_PlaysoundEx("Ironsights", "Auto") AU31 ABCDEFGHIJKLMNOP 1 TNT1 A 0 A_PlaysoundEx("weapons/shotgun/detach", "Auto") @@ -1568,9 +1563,9 @@ ACTOR PB_Autoshotgun : PB_Weapon TNT1 A 0 { A_Giveinventory("LeftASGAmmo",1); A_Takeinventory("PB_Shell",1); - A_Takeinventory("PBAutoShotgunWasEmpty", 1); - A_TakeInventory("PumpAutoShotgun", 1); - A_Takeinventory("PBAutoShotgunHasUnloaded",1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); + A_SetInventory("PumpAutoShotgun", 0); + A_SetInventory("PBAutoShotgunHasUnloaded",0); } Loop @@ -1598,7 +1593,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Goto BeginNormalReload EmptyReload: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); if (CountInv("JustFiredAutoshotgun") >= 60) { @@ -1627,17 +1622,17 @@ ACTOR PB_Autoshotgun : PB_Weapon AG31 Q 1 { A_PlaySoundEx("weapons/sgpump","Auto"); A_Giveinventory("AutoShotgunAmmo",1); - A_Takeinventory("PBAutoShotgunWasEmpty", 1); - A_Takeinventory("PBAutoShotgunHasUnloaded",1); - A_Takeinventory("PB_Shell",1); - A_TakeInventory("PumpAutoShotgun", 1); + A_Takeinventory("PB_Shell",1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); + A_SetInventory("PBAutoShotgunHasUnloaded",0); + A_SetInventory("PumpAutoShotgun", 0); A_DoPBWeaponAction(WRF_NOBOB|WRF_NOFIRE); } AG31 RSTUV 1 A_DoPBWeaponAction(WRF_NOBOB|WRF_NOFIRE) Goto NormalReload BeginNormalReload: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); if (CountInv("JustFiredAutoshotgun") >= 60) { @@ -1670,7 +1665,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_PlaySoundEx("insertshell","Auto"); A_Giveinventory("AutoShotgunAmmo",1); A_Takeinventory("PB_Shell",1); - A_Takeinventory("PBAutoShotgunWasEmpty", 1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); A_SetPitch(pitch-0.2,SPF_INTERPOLATE); A_SetAngle(angle+0.2, SPF_INTERPOLATE); A_SetRoll(roll-0.4,SPF_INTERPOLATE); @@ -1688,7 +1683,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Loop ReloadFinished: TNT1 A 0 { - A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); if (CountInv("JustFiredAutoshotgun") >= 60) { @@ -1799,7 +1794,7 @@ ACTOR PB_Autoshotgun : PB_Weapon TNT1 A 0 A_PlaysoundEx("Ironsights", "Auto") AU31 ABCDEFGHI 1 ASGDrumRespect: - AT24 M 0 A_TakeInventory("DrumMagNotInserted",1) + AT24 M 0 A_SetInventory("DrumMagNotInserted",0) AT24 MNO 0 AT01 MNO 0 AT02 NO 0 @@ -1828,9 +1823,9 @@ ACTOR PB_Autoshotgun : PB_Weapon TNT1 A 0 { A_Giveinventory("AutoShotgunAmmo",1); A_Takeinventory("PB_Shell",1); - A_Takeinventory("PBAutoShotgunWasEmpty", 1); - A_TakeInventory("PumpAutoShotgun", 1); - A_Takeinventory("PBAutoShotgunHasUnloaded",1); + A_SetInventory("PBAutoShotgunWasEmpty", 0); + A_SetInventory("PumpAutoShotgun", 0); + A_SetInventory("PBAutoShotgunHasUnloaded",0); } Loop FinishDrumReload: @@ -1869,7 +1864,7 @@ ACTOR PB_Autoshotgun : PB_Weapon UnloadDualWield: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); A_WeaponOffset(0,32); } @@ -1884,11 +1879,11 @@ ACTOR PB_Autoshotgun : PB_Weapon Unload: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_WeaponOffset(0,32); A_PlaysoundEx("Ironsights", "Auto"); //A_GiveInventory("PBAutoShotgunWasEmpty", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("Unloading",0); A_ClearOverlays(10,11); } TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "UnloadDualWield") @@ -1911,9 +1906,9 @@ ACTOR PB_Autoshotgun : PB_Weapon FInishUnload: AG40 IHGFEDCBA 1 A_DoPBWeaponAction TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "UnloadNextGun") - TNT1 A 0 A_Giveinventory("PBAutoShotgunHasUnloaded",1) - TNT1 A 0 A_Giveinventory("PBAutoShotgunWasEmpty",1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("PBAutoShotgunHasUnloaded",1) + TNT1 A 0 A_SetInventory("PBAutoShotgunWasEmpty",1) + TNT1 A 0 A_SetInventory("Unloading",0) TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "FinishUnloadDualWield") Goto Ready3 @@ -1929,7 +1924,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Goto StartUnloadLeftGun UnloadNextGun: AG10 FEDCBA 1 - TNT1 A 0 A_Giveinventory("LeftPBAutoShotgunWasEmpty",1) + TNT1 A 0 A_SetInventory("LeftPBAutoShotgunWasEmpty",1) TNT1 A 0 A_JumpIfInventory("LeftASGAmmo",1,1) Goto FinishUnloadDualWield StartUnloadLeftGun: @@ -1951,7 +1946,7 @@ ACTOR PB_Autoshotgun : PB_Weapon Goto RemoveBullets_Left FInishUnloadLeft: AG40 IHGFEDCBA 1 A_DoPBWeaponAction - TNT1 A 0 A_GiveInventory("LeftPBAutoShotgunWasEmpty") + TNT1 A 0 A_SetInventory("LeftPBAutoShotgunWasEmpty", 1) FinishUnloadDualWield: AG60 ABCDEFGH 1 A_Setroll(roll-0.5, SPF_INTERPOLATE) AG60 IJK 1 A_Setroll(roll+2.0, SPF_INTERPOLATE) @@ -2044,10 +2039,10 @@ ACTOR PB_Autoshotgun : PB_Weapon Goto DrumRemoveBullets FinishDrumUnload: - TNT1 A 0 A_Giveinventory("PBAutoShotgunHasUnloaded",1) - TNT1 A 0 A_Giveinventory("PBAutoShotgunWasEmpty",1) - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_TakeInventory("DrumMagNotInserted",1) + TNT1 A 0 A_SetInventory("PBAutoShotgunHasUnloaded",1) + TNT1 A 0 A_SetInventory("PBAutoShotgunWasEmpty",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("DrumMagNotInserted",0) TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "StartUnloadLeftGunDrum") Goto Ready3 @@ -2057,8 +2052,8 @@ ACTOR PB_Autoshotgun : PB_Weapon AG10 FEDCBA 1 TNT1 A 5 BeginLeftDrumUnload: - TNT1 A 0 A_Giveinventory("LeftPBAutoShotgunHasUnloaded",1) - TNT1 A 0 A_GiveInventory("LeftPBAutoShotgunWasEmpty") + TNT1 A 0 A_SetInventory("LeftPBAutoShotgunHasUnloaded",1) + TNT1 A 0 A_SetInventory("LeftPBAutoShotgunWasEmpty",1) AU10 ABCD 1 //{if (CountInv("AutoshotgunDrumMag") == 1 ) { A_SetWeaponSprite("AU10");}} AU2M EFGHHHHH 1 { if (CountInv("LeftASGAmmo") == 24 ) { A_SetWeaponSprite("AU24");} diff --git a/actors/Weapons/Slot3/QUADBARREL.dec b/actors/Weapons/Slot3/QUADBARREL.dec index ba961dd115..b7521b840e 100644 --- a/actors/Weapons/Slot3/QUADBARREL.dec +++ b/actors/Weapons/Slot3/QUADBARREL.dec @@ -354,14 +354,14 @@ ACTOR PB_QuadSG : PB_Weapon A_SetRoll(0); PB_HandleCrosshair(41); A_ClearOverlays(10,11); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("Zoomed",1) - TNT1 A 0 A_Takeinventory("QSGSelected",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("Zoomed",0) + TNT1 A 0 A_SetInventory("QSGSelected",0) TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 A_PlaySound("weapons/changing", 1) - TNT1 A 0 A_TakeInventory("ADSmode", 1) + TNT1 A 0 A_SetInventory("ADSmode",0) TNT1 A 0 A_JumpIfInventory("QuadAkimboMode", 1, "DeselectDual") QSGS ABCD 1 @@ -377,15 +377,10 @@ ACTOR PB_QuadSG : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(41); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 PB_TakeIfUpgrade("pb_ssg") - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -406,7 +401,7 @@ ACTOR PB_QuadSG : PB_Weapon WeaponRespect: TNT1 A 0 { A_PlaySound("CLIPINSS"); - A_GiveInventory("QSGRespected"); + A_SetInventory("QSGRespected",1); } QRES ABCDEFGHIJKLMNO 1 A_DoPBWeaponAction(wrf_allowreload) TNT1 A 0 { @@ -481,7 +476,7 @@ ACTOR PB_QuadSG : PB_Weapon TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(92); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_SetFiringRightWeapon(False); A_SetFiringLeftWeapon(False); A_TakeInventory("DualFiring",1); @@ -987,10 +982,10 @@ ACTOR PB_QuadSG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_GiveInventory("PB_LockScreenTilt",1); - A_Takeinventory("GoWeaponSpecialAbility",1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); + A_SetInventory("PB_LockScreenTilt",1); + A_SetInventory("GoWeaponSpecialAbility",0); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); PB_HandleCrosshair(43); A_ZoomFactor(1.0); A_ClearOverlays(10,11); @@ -1003,9 +998,9 @@ ACTOR PB_QuadSG : PB_Weapon goto Ready3 DualWield: TNT1 A 0 { - A_Takeinventory("BlastToggle",1); - A_Takeinventory("SelectDualWieldQuads",1); - A_Takeinventory("BreathToggle",1); + A_SetInventory("BlastToggle",0); + A_SetInventory("SelectDualWieldQuads",0); + A_SetInventory("BreathToggle",0); } TNT1 A 0 A_JumpIfInventory("PB_QuadSG", 2, "DualWieldSelect") TNT1 A 0 A_Print("You need two Quad Shotguns to dual wield!") @@ -1015,12 +1010,12 @@ ACTOR PB_QuadSG : PB_Weapon A_PlaySoundEx("Ironsights", "Auto"); if (A_CheckAkimbo()) { A_SetAkimbo(False); - A_TakeInventory("QuadAkimboMode", 1); + A_SetInventory("QuadAkimboMode", 0); return state("SwitchFromDualWield"); } else { A_SetAkimbo(True); - A_GiveInventory("QuadAkimboMode", 1); + A_SetInventory("QuadAkimboMode", 1); return state(""); } } @@ -1029,7 +1024,7 @@ ACTOR PB_QuadSG : PB_Weapon QAKS EFGHIJKL 1 Goto ReadyDualWield SwitchFromDualWield: - TNT1 A 0 A_TakeInventory("QuadAkimboMode", 1) + TNT1 A 0 A_SetInventory("QuadAkimboMode", 0) QAKS LKJIHGFE 1 TNT1 A 0 A_PlaySound("CLIPINSS") QAKS DC 1 @@ -1037,90 +1032,90 @@ ACTOR PB_QuadSG : PB_Weapon ToggleBreath: TNT1 A 0 { - A_Takeinventory("BlastToggle",1); - A_Takeinventory("SelectDualWieldQuads",1); - A_Takeinventory("BreathToggle",1); + A_SetInventory("BlastToggle",0); + A_SetInventory("SelectDualWieldQuads",0); + A_SetInventory("BreathToggle",0); } TNT1 A 0 A_JumpIfInventory("QuadAkimboMode", 1, "ToggleBreathAkimbo") TNT1 A 0 A_JumpIfInventory("BreathMode", 1,"ToggleStandardMode") - TNT1 A 0 A_Giveinventory("BreathMode",1) + TNT1 A 0 A_SetInventory("BreathMode",1) QSMS ABCDEFGH 1 TNT1 A 0 A_Print("Demonic breath mode") TNT1 A 0 A_Playsound("CLIPINQS") QSMS KLMNNMLKJGFEDCBA 1 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 ToggleStandardMode: - TNT1 A 0 A_Takeinventory("BreathMode",1) + TNT1 A 0 A_SetInventory("BreathMode",0) QSMS ABCDEFGH 1 TNT1 A 0 A_Print("Shells mode") TNT1 A 0 A_Playsound("CLIPINQS") QSMS KLMNNMLKJGFEDCBA 1 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 ToggleBreathAkimbo: TNT1 A 0 A_JumpIfInventory("BreathMode", 1,"ToggleStandardModeAkimbo") - TNT1 A 0 A_Giveinventory("BreathMode",1) + TNT1 A 0 A_SetInventory("BreathMode",1) QS2M CDEFGGGG 1 TNT1 A 0 A_Print("Demonic breath mode") TNT1 A 0 A_Playsound("CLIPINQS") QS2M HIJJJIHGGFEDC 1 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 ToggleStandardModeAkimbo: - TNT1 A 0 A_Takeinventory("BreathMode",1) + TNT1 A 0 A_SetInventory("BreathMode",0) QS2M CDEFGGGG 1 TNT1 A 0 A_Print("Shells mode") TNT1 A 0 A_Playsound("CLIPINQS") QS2M HIJJJIHGGFEDC 1 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 ToggleFullBlast: TNT1 A 0 { - A_Takeinventory("BlastToggle",1); - A_Takeinventory("SelectDualWieldQuads",1); - A_Takeinventory("BreathToggle",1); + A_SetInventory("BlastToggle",0); + A_SetInventory("SelectDualWieldQuads",0); + A_SetInventory("BreathToggle",0); } TNT1 A 0 A_JumpIfInventory("QuadAkimboMode", 1, "ToggleFullBlastAkimbo") TNT1 A 0 A_JumpIfInventory("FullBlastMode", 1,"ToggleHalfBlastMode") - TNT1 A 0 A_Giveinventory("FullBlastMode",1) + TNT1 A 0 A_SetInventory("FullBlastMode",1) QSMS ABCDEFGH 1 TNT1 A 0 A_Print("Full Blast Mode") TNT1 A 0 A_Playsound("CLIPINQS") QSMS KLMNNMLKJGFEDCBA 1 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 ToggleFullBlastAkimbo: TNT1 A 0 A_JumpIfInventory("FullBlastMode", 1,"ToggleHalfModeAkimbo") - TNT1 A 0 A_Giveinventory("FullBlastMode",1) + TNT1 A 0 A_SetInventory("FullBlastMode",1) QS2M CDEFGGGG 1 TNT1 A 0 A_Print("Full blast mode") TNT1 A 0 A_Playsound("CLIPINQS") QS2M HIJJJIHGGFEDC 1 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 ToggleHalfBlastMode: - TNT1 A 0 A_Takeinventory("FullBlastMode",1) + TNT1 A 0 A_SetInventory("FullBlastMode",0) QSMS ABCDEFGH 1 TNT1 A 0 A_Print("Half Blast Mode") TNT1 A 0 A_Playsound("CLIPINQS") QSMS KLMNNMLKJGFEDCBA 1 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 ToggleHalfModeAkimbo: - TNT1 A 0 A_takeinventory("FullBlastMode",1) + TNT1 A 0 A_SetInventory("FullBlastMode",0) QS2M CDEFGGGG 1 TNT1 A 0 A_Print("Half blast mode") TNT1 A 0 A_Playsound("CLIPINQS") QS2M HIJJJIHGGFEDC 1 - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 Fire: @@ -1131,14 +1126,14 @@ ACTOR PB_QuadSG : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(41); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "DualFireCheck") TNT1 A 0 A_JumpIfInventory("FullBlastMode", 1,"FullBlast") Goto HalfBlast FullBlast: - TNT1 A 0 A_TakeInventory("Reloading", 1) + TNT1 A 0 A_SetInventory("Reloading", 0) TNT1 A 0 A_JumpIfInventory("QSSGAmmoCounter", 4, 1) Goto HalfBlast TNT1 AAAAA 0 @@ -1192,7 +1187,7 @@ ACTOR PB_QuadSG : PB_Weapon TNT1 A 0 A_ZoomFactor(0.995) QSF4 E 1 TNT1 A 0 A_ZoomFactor(1.0) - TNT1 A 0 A_TakeInventory("Reloading", 1) + TNT1 A 0 A_SetInventory("Reloading", 0) QSF4 FGHIJK 1 QSF4 LMNOPQR 1 A_DoPBWeaponAction(WRF_NOFIRE) QSSG A 4 A_DoPBWeaponAction(WRF_NOFIRE) @@ -1203,7 +1198,7 @@ ACTOR PB_QuadSG : PB_Weapon //Note: Right barrel fires FIRST, followed by left SECOND HalfBlast: - TNT1 A 0 A_TakeInventory("Reloading", 1) + TNT1 A 0 A_SetInventory("Reloading", 0) TNT1 A 0 A_JumpIfInventory("QSSGAmmoCounter", 4, "FireRightBarrels") TNT1 A 0 A_JumpIfInventory("QSSGAmmoCounter", 2, "FireLeftBarrels") TNT1 A 0 A_JumpIfInventory("QSSGAmmoCounter", 1, "FireLeftSingleBarrel") @@ -1306,7 +1301,7 @@ ACTOR PB_QuadSG : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(41); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "DualFireCheck") TNT1 A 0 A_JumpIfInventory("FullBlastMode", 1,"HalfBlast") @@ -1392,8 +1387,8 @@ ACTOR PB_QuadSG : PB_Weapon Goto Reload DualFireReload: - TNT1 A 0 A_TakeInventory("DualFiring",1) - TNT1 A 0 A_TakeInventory("DualFireReload", 2) + TNT1 A 0 A_SetInventory("DualFiring",0) + TNT1 A 0 A_SetInventory("DualFireReload",0) TNT1 A 0 { If (CountInv("QSSGAmmoCounter") != 4 && CountInv("PB_Shell") > 0) { A_ClearOverlays(10, 14); @@ -1439,7 +1434,7 @@ ACTOR PB_QuadSG : PB_Weapon } } "####" ABCDEFGH 1 - "####" A 0 A_TakeInventory("QuadShotgunHasUnloaded", 1) + "####" A 0 A_SetInventory("QuadShotgunHasUnloaded", 0) InsertShellsAnimationRight: QRS3 A 0 A_JumpIfInventory("QSSGAmmoCounter", 3, 4) QRS2 A 0 A_JumpIfInventory("QSSGAmmoCounter", 2, 3) @@ -1558,7 +1553,7 @@ ACTOR PB_QuadSG : PB_Weapon } } } - "####" a 0 A_TakeInventory("LeftQuadShotgunHasUnloaded", 1) + "####" a 0 A_SetInventory("LeftQuadShotgunHasUnloaded", 0) "####" ABCDEFGH 1 InsertShellsAnimationLeft: QRS3 A 0 A_JumpIfInventory("LeftQSSGAmmoCounter", 3, 4) @@ -1643,7 +1638,7 @@ ACTOR PB_QuadSG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_TakeInventory("Reloading",1) + TNT1 A 0 A_SetInventory("Reloading",0) TNT1 A 0 A_JumpIfInventory("QuadAkimboMode", 1, "DualFireReload") TNT1 A 0 A_JumpIfInventory("QSSGAmmoCounter", 4, "RealReady") TNT1 A 0 A_JumpIfInventory("PB_Shell", 2, 1) @@ -1680,7 +1675,7 @@ ACTOR PB_QuadSG : PB_Weapon } } "####" ABCDEFGH 1 - TNT1 A 0 A_TakeInventory("QuadShotgunHasUnloaded", 1) + TNT1 A 0 A_SetInventory("QuadShotgunHasUnloaded", 0) InsertShellsAnimation: QRS3 A 0 A_JumpIfInventory("QSSGAmmoCounter", 3, 4) QRS2 A 0 A_JumpIfInventory("QSSGAmmoCounter", 2, 3) @@ -1771,7 +1766,7 @@ ACTOR PB_QuadSG : PB_Weapon UnloadAkimboReal: TNT1 A 0 A_ZoomFactor(1.0) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) QAKS NOPQR 1 TNT1 A 8 TNT1 A 0 { @@ -1787,7 +1782,7 @@ ACTOR PB_QuadSG : PB_Weapon } UnloadAkimboRight: QSSG IJKLMNOPQ 1 - tnt1 a 0 a_giveinventory ("QuadShotgunHasUnloaded", 1) + tnt1 a 0 A_SetInventory ("QuadShotgunHasUnloaded", 1) TNT1 A 0 A_PlaySound("QSGOPN", 8) QRS4 A 0 A_JumpIfInventory("QSSGAmmoCounter", 4, 4) QRS3 A 0 A_JumpIfInventory("QSSGAmmoCounter", 3, 3) @@ -1847,7 +1842,7 @@ ACTOR PB_QuadSG : PB_Weapon UnloadAkimboLeft: QSSG IJKLMNOPQ 1 - TNT1 A 0 A_GiveInventory("LeftQuadShotgunHasUnloaded") + TNT1 A 0 A_SetInventory("LeftQuadShotgunHasUnloaded", 1) TNT1 A 0 A_PlaySound("QSGOPN", 8) QRS4 A 0 A_JumpIfInventory("LeftQSSGAmmoCounter", 4, 4) QRS3 A 0 A_JumpIfInventory("LeftQSSGAmmoCounter", 3, 3) @@ -1907,10 +1902,10 @@ ACTOR PB_QuadSG : PB_Weapon Unload: TNT1 A 0 A_JumpIfInventory("QuadAkimboMode", 1, "UnloadAkimbo") TNT1 A 0 A_ZoomFactor(1.0) - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("ADSmode",1) - TNT1 A 0 A_Giveinventory("QuadShotgunHasUnloaded",1) - TNT1 A 0 A_Takeinventory("Zoomed",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("ADSmode",0) + TNT1 A 0 A_SetInventory("QuadShotgunHasUnloaded",1) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 A_JumpIfInventory("QSSGAmmoCounter",1,3) Goto RealReady TNT1 AAA 0 diff --git a/actors/Weapons/Slot3/SHOTGUN.dec b/actors/Weapons/Slot3/SHOTGUN.dec index 179ef8d360..92afb953af 100644 --- a/actors/Weapons/Slot3/SHOTGUN.dec +++ b/actors/Weapons/Slot3/SHOTGUN.dec @@ -244,9 +244,9 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun NoAmmo: TNT1 A 0 { A_PlaySoundEx("weapons/empty", "Weapon"); - A_TakeInventory("Zoomed", 1); - A_TakeInventory("ADSmode", 1); - A_TakeInventory("Reloading", 1); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode", 0); + A_SetInventory("Reloading", 0); A_ZoomFactor(1.0); } Goto Ready3 @@ -266,7 +266,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("weapons/shotgun/equip", "Auto"); } SH00 ABCDEFGHI 1 A_DoPBWeaponAction(WRF_NOBOB) @@ -329,9 +329,9 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun Goto Ready3 InsertMagBegin: // Straight Into Inserting The Mag After Chambering a shell. - TNT1 A 0 A_TakeInventory("PumpshotgunMagNotInserted",1) + TNT1 A 0 A_SetInventory("PumpshotgunMagNotInserted",0) TNT1 A 0 A_GiveInventory("ShotgunAmmo",11) - TNT1 A 0 A_GiveInventory("PumpShotgunMagazine",1) + TNT1 A 0 A_SetInventory("PumpShotgunMagazine",1) SHTM A 1 A_DoPBWeaponAction(WRF_NOBOB) SHTM BCDEFG 1 { If(CountInv("HasSlugs") >=1 ) {A_SetWeaponSprite("SHMS");} @@ -348,10 +348,10 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun Goto Ready3 InsertMagShotgunRespectAlreadyRespected: TNT1 A 0 { - A_TakeInventory("PumpshotgunMagNotInserted",1); + A_SetInventory("PumpshotgunMagNotInserted",0); A_GiveInventory("ShotgunAmmo",11); - A_GiveInventory("PumpShotgunMagazine",1); - } + A_SetInventory("PumpShotgunMagazine",1); + } SHTG BCDEFGH 1 A_DoPBWeaponAction(WRF_NOBOB) SHTM A 1 A_DoPBWeaponAction(WRF_NOBOB) SHTM BCDEFG 1 { @@ -362,14 +362,14 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun Goto BeginInsertion SelectAnimation: - TNT1 A 0 A_TakeInventory("Zoomed", 1) + TNT1 A 0 A_SetInventory("Zoomed", 0) TNT1 A 0 A_PlaySoundEx("weapons/shotgun/equip", "Auto") SH00 JKGHI 1 Ready3: TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(69); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_SetInventory("CantDoAction",0); } TNT1 A 0 @@ -406,7 +406,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun TNT1 A 0 { A_SetRoll(0); A_SetCrosshair(5); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } ReadyToFire2: SHT8 A 1 @@ -439,7 +439,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2") SHZA ABCDEFGHIJKLMNOP 0 SHZB ABCDEFGHIJKLMNOP 0 @@ -449,34 +449,34 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun TNT1 A 0 { if (CountInv("SelectShotgun_No") >= 1 ) { A_Log("Ammo type not available"); - A_TakeInventory("SelectShotgun_Buckshot", 1); - A_TakeInventory("SelectShotgun_Slugshot", 1); - A_TakeInventory("SelectShotgun_Dragonsbreath", 1); - A_TakeInventory("SelectShotgun_No", 1); + A_SetInventory("SelectShotgun_Buckshot", 0); + A_SetInventory("SelectShotgun_Slugshot", 0); + A_SetInventory("SelectShotgun_Dragonsbreath", 0); + A_SetInventory("SelectShotgun_No", 0); return state("Ready3"); } if (CountInv("HasSlugs") >= 1 && CountInv("SelectShotgun_Slugshot") >= 1 ) { A_Log("Ammo type already selected"); - A_TakeInventory("SelectShotgun_Buckshot", 1); - A_TakeInventory("SelectShotgun_Slugshot", 1); - A_TakeInventory("SelectShotgun_Dragonsbreath", 1); - A_TakeInventory("SelectShotgun_No", 1); + A_SetInventory("SelectShotgun_Buckshot", 0); + A_SetInventory("SelectShotgun_Slugshot", 0); + A_SetInventory("SelectShotgun_Dragonsbreath", 0); + A_SetInventory("SelectShotgun_No", 0); return state("Ready3"); } if (CountInv("HasDragonBreath") >= 1 && CountInv("SelectShotgun_Dragonsbreath") >= 1) { A_Log("Ammo type already selected"); - A_TakeInventory("SelectShotgun_Buckshot", 1); - A_TakeInventory("SelectShotgun_Slugshot", 1); - A_TakeInventory("SelectShotgun_Dragonsbreath", 1); - A_TakeInventory("SelectShotgun_No", 1); + A_SetInventory("SelectShotgun_Buckshot", 0); + A_SetInventory("SelectShotgun_Slugshot", 0); + A_SetInventory("SelectShotgun_Dragonsbreath", 0); + A_SetInventory("SelectShotgun_No", 0); return state("Ready3"); } if (CountInv("HasBuckShot") && CountInv("SelectShotgun_Buckshot") >= 1) { A_Log("Ammo type already selected"); - A_TakeInventory("SelectShotgun_Buckshot", 1); - A_TakeInventory("SelectShotgun_Slugshot", 1); - A_TakeInventory("SelectShotgun_Dragonsbreath", 1); - A_TakeInventory("SelectShotgun_No", 1); + A_SetInventory("SelectShotgun_Buckshot", 0); + A_SetInventory("SelectShotgun_Slugshot", 0); + A_SetInventory("SelectShotgun_Dragonsbreath", 0); + A_SetInventory("SelectShotgun_No", 0); return state("Ready3"); } if(GetCvar("pb_SGAltAmmoSwap") >= 1) @@ -530,25 +530,25 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun } TNT1 A 0 { if (CountInv("SelectShotgun_Buckshot") >= 1 ) { - A_TakeInventory("HasSlugs", 1); - A_TakeInventory("HasDragonBreath", 1); - A_GiveInventory("HasBuckShot", 1); + A_SetInventory("HasSlugs", 0); + A_SetInventory("HasDragonBreath", 0); + A_SetInventory("HasBuckShot", 1); } if (CountInv("SelectShotgun_Slugshot") >= 1 ) { - A_GiveInventory("HasSlugs", 1); - A_TakeInventory("HasDragonBreath", 1); - A_TakeInventory("HasBuckShot", 1); + A_SetInventory("HasSlugs", 1); + A_SetInventory("HasDragonBreath", 0); + A_SetInventory("HasBuckShot", 0); } if (CountInv("SelectShotgun_Dragonsbreath") >= 1 ) { - A_TakeInventory("HasSlugs", 1); - A_GiveInventory("HasDragonBreath", 1); - A_TakeInventory("HasBuckShot", 1); + A_SetInventory("HasSlugs", 0); + A_SetInventory("HasDragonBreath", 1); + A_SetInventory("HasBuckShot", 0); } - A_TakeInventory("SelectShotgun_Buckshot", 1); - A_TakeInventory("SelectShotgun_Slugshot", 1); - A_TakeInventory("SelectShotgun_Dragonsbreath", 1); - A_TakeInventory("SelectShotgun_No", 1); + A_SetInventory("SelectShotgun_Buckshot", 0); + A_SetInventory("SelectShotgun_Slugshot", 0); + A_SetInventory("SelectShotgun_Dragonsbreath", 0); + A_SetInventory("SelectShotgun_No", 0); A_Setinventory("GoWeaponSpecialAbility", 0); A_Setinventory("CantWeaponSpecial" , 0); } @@ -571,7 +571,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun } return state(""); } - TNT1 A 0 A_GiveInventory("SG_IsSwapping",1) + TNT1 A 0 A_SetInventory("SG_IsSwapping",1) SHTG BCDEFGHI 1 TNT1 A 0 A_JumpIf(CountInv("ShotgunAmmo") >= 1,"EmptyTube") SHTG I 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE) @@ -702,7 +702,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_PlaySoundEx("weapons/sgpump","Auto"); A_Giveinventory("ShotgunAmmo",1); A_Takeinventory("PB_Shell",1); - A_Takeinventory("SG_IsSwapping",1); + A_SetInventory("SG_IsSwapping",0); } LoadTube: TNT1 A 0 A_JumpIfInventory("PB_Shell", 1,1) @@ -888,9 +888,9 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun SHTG EDCB 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE) TNT1 A 0 { - A_Takeinventory("Reloading",1); - A_Takeinventory("PB_LockScreenTilt",1); - A_Takeinventory("PBPumpShotgunHasUnloaded",1); + A_SetInventory("Reloading",0); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("PBPumpShotgunHasUnloaded",0); A_SetRoll(0,SPF_INTERPOLATE); } TNT1 A 0 { @@ -932,14 +932,14 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(69); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_SetInventory( "RandomHeadExploder", 0 ); } TNT1 A 0 { - A_Takeinventory("Unloading",1); - A_TakeInventory("Zoomed",1); - A_TakeInventory("ADSmode",1); + A_SetInventory("Unloading",0); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); A_ZoomFactor(1.0); } SH00 HGEDB 1 @@ -952,21 +952,16 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(69); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 { - A_Takeinventory("Unloading",1); + A_SetInventory("Unloading",0); PB_WeapTokenSwitch("ShotgunSelected"); A_SetInventory( "RandomHeadExploder", 1 ); } @@ -981,7 +976,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(69); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 { if (CountInv("Zoomed") >= 1 ) {return state("Fire2");} @@ -1039,7 +1034,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun SHTF EFG 1 Pump1: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_WeaponOffset(0,32); } TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine", 1, "MagPump") @@ -1100,7 +1095,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun TNT1 A 0 { A_SetRoll(0,SPF_INTERPOLATE); - A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } SHTG A 1 { @@ -1260,7 +1255,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun if(GetCvar("pb_toggle_aim_hold")) { if (!PressingAltfire() && CountInv("ShotgunAmmo") > 1){ - A_TakeInventory("Zoomed",1); + A_SetInventory("Zoomed",0); A_ZoomFactor(1.0); PB_HandleCrosshair(69); return state("Pump1"); @@ -1359,13 +1354,13 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(69); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 { A_WeaponOffset(0,32); A_PlaySoundEx("IronSights", "Auto"); If(CountInv("Zoomed") >=1 ) {return state("zoomout");} - A_GiveInventory("Zoomed",1); + A_SetInventory("Zoomed",1); A_ZoomFactor(1.2); A_SetCrosshair(5); return state(""); @@ -1378,7 +1373,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun Goto Ready2 Zoomout: TNT1 A 0 { - A_TakeInventory("Zoomed",1); + A_SetInventory("Zoomed",0); A_ZoomFactor(1.0); PB_HandleCrosshair(69); } @@ -1397,11 +1392,11 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_TakeInventory("Reloading", 1); - A_TakeInventory("Zoomed", 1); + A_SetInventory("Reloading", 0); + A_SetInventory("Zoomed",0); A_WeaponOffset(0,32); A_ZoomFactor(1.0); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); } SHTG A 1 { If(CountInv("HasSlugs") >=1 ) {A_SetWeaponSprite("SHTS");} @@ -1414,11 +1409,11 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun ReloadActuallyBegin: TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",9,"Ready3") TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, "ReloadNormally") - TNT1 A 0 A_GiveInventory("PBPumpShotgunWasEmpty", 1) + TNT1 A 0 A_SetInventory("PBPumpShotgunWasEmpty", 1) ReloadNormally: TNT1 A 0 A_JumpIf(CountInv("PB_Shell") == 0,"NoAmmo") SHTG BCDEFGHIJ 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE) - TNT1 A 0 A_TakeInventory("PBPumpShotgunHasUnloaded", 1) + TNT1 A 0 A_SetInventory("PBPumpShotgunHasUnloaded", 0) ShellChecker: TNT1 A 0 A_JumpIf(CountInv("PB_Shell") == 0,"ReloadFinished") TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",9,"ReloadFinished") @@ -1447,7 +1442,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun Goto ShellChecker ChamberInsertShell: - TNT1 A 0 A_Takeinventory("PBPumpShotgunWasEmpty",1) + TNT1 A 0 A_SetInventory("PBPumpShotgunWasEmpty",0) SSHR A 1 A_DoPBWeaponAction(WRF_NOBOB) SSHR H 2 A_PlaySoundEx("weapons/sgmvpump","Auto") SSHR I 3 A_PlaySoundEx("insertshell","Auto") @@ -1475,8 +1470,8 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun } TNT1 A 0 { - A_Takeinventory("Reloading",1); - A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("Reloading",0); + A_SetInventory("PB_LockScreenTilt",0); A_SetRoll(0,SPF_INTERPOLATE); } Goto Ready3 @@ -1570,9 +1565,9 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun SHTG EDCB 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE) TNT1 A 0 { - A_Takeinventory("Reloading",1); - A_Takeinventory("PB_LockScreenTilt",1); - A_Takeinventory("PBPumpShotgunHasUnloaded",1); + A_SetInventory("Reloading",0); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("PBPumpShotgunHasUnloaded",0); A_SetRoll(0,SPF_INTERPOLATE); } TNT1 A 0 A_Refire @@ -1581,11 +1576,11 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun SHTG A 1{ A_ZoomFactor(1.0); A_WeaponOffset(0,32); - A_Takeinventory("Unloading",1); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); - A_GiveInventory("PBPumpShotgunWasEmpty", 1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("Unloading",0); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PBPumpShotgunWasEmpty",1); + A_SetInventory("PB_LockScreenTilt",1); } TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,1) Goto Ready3 @@ -1650,9 +1645,9 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun SHTG IHGFEDCB 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE) TNT1 A 0 { A_SetRoll(0,SPF_INTERPOLATE); - A_GiveInventory("PBPumpShotgunHasUnloaded", 1); - A_Takeinventory("PB_LockScreenTilt",1); - A_Takeinventory("Unloading",1); + A_SetInventory("PBPumpShotgunHasUnloaded", 1); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("Unloading",0); } Goto Ready3 diff --git a/actors/Weapons/Slot3/SSG.dec b/actors/Weapons/Slot3/SSG.dec index 762cee6c56..d2dc4899fb 100644 --- a/actors/Weapons/Slot3/SSG.dec +++ b/actors/Weapons/Slot3/SSG.dec @@ -110,10 +110,10 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(92); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("SSGSelected",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("SSGSelected",0) TNT1 A 0 //A_JumpIfInventory("PB_QuadSG",1,"DeselectUpgrade") TNT1 A 0 A_JumpIfInventory("DualWieldingSSG", 1,"DeselectAnimationDualWield") @@ -135,15 +135,10 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(92); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -155,12 +150,12 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun Ready: TNT1 A 1 PB_SelectIfUpgrade("PB_QuadSG") //A_SelectWeapon("PB_QuadSG") - TNT1 A 0 A_TakeInventory("HasNotPickedUpSSG",1) + TNT1 A 0 A_SetInventory("HasNotPickedUpSSG",0) TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); A_SetCrosshair(5); } @@ -186,7 +181,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "ReadyDualWield") TNT1 A 0 { A_ClearOverlays(10,11); - A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); PB_HandleCrosshair(92); A_SetRoll(0); } @@ -232,7 +227,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(92); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_SetFiringRightWeapon(False); A_SetFiringLeftWeapon(False); A_TakeInventory("DualFiring",1); @@ -369,8 +364,8 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun PB_GunSmoke(3,0,0); PB_GunSmoke(5,0,0); A_ZoomFactor(0.95); - A_GiveInventory("PB_SSGFireAnimation2",1); - A_TakeInventory("PB_SSGFireAnimation1",1); + A_SetInventory("PB_SSGFireAnimation2",1); + A_SetInventory("PB_SSGFireAnimation1",0); A_TakeInventory("LeftSSGAmmo", 1); A_FireProjectile("ShotgunWad",random(-1,1),0,-10,-2,FPF_NOAUTOAIM,random(-1,1)); } @@ -385,8 +380,8 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun PB_GunSmoke(5,0,0); A_PlaySoundEx("SSHFIRE", "Weapon"); A_ZoomFactor(0.95); - A_GiveInventory("PB_SSGFireAnimation2",1); - A_TakeInventory("PB_SSGFireAnimation1",1); + A_SetInventory("PB_SSGFireAnimation2",1); + A_SetInventory("PB_SSGFireAnimation1",0); A_TakeInventory("LeftSSGAmmo", 2); A_FireProjectile("ShotgunWad",random(-1,1),0,-10,-2,FPF_NOAUTOAIM,random(-1,1)); A_FireProjectile("ShotgunWad",random(-1,1),0,-6,-2,FPF_NOAUTOAIM,random(-1,1)); @@ -437,7 +432,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun PB_GunSmoke(-3,0,0); PB_GunSmoke(-5,0,0); A_ZoomFactor(0.95); - A_GiveInventory("PB_SSGFireAnimation1",1); + A_SetInventory("PB_SSGFireAnimation1",1); A_TakeInventory("SSGAmmoCounter", 1); A_FireProjectile("ShotgunWad",random(-1,1),0,6,-2,FPF_NOAUTOAIM,random(-1,1)); } @@ -452,7 +447,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun PB_GunSmoke(-5,0,0); A_PlaySoundEx("SSHFIRE", "Weapon"); A_ZoomFactor(0.95); - A_GiveInventory("PB_SSGFireAnimation1",1); + A_SetInventory("PB_SSGFireAnimation1",1); A_TakeInventory("SSGAmmoCounter", 2); A_FireProjectile("ShotgunWad",random(-1,1),0,10,-2,FPF_NOAUTOAIM,random(-1,1)); A_FireProjectile("ShotgunWad",random(-1,1),0,6,-2,FPF_NOAUTOAIM,random(-1,1)); @@ -494,8 +489,8 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_Takeinventory("GoWeaponSpecialAbility",1); - A_GiveInventory("PB_LockScreenTilt",1); + A_SetInventory("GoWeaponSpecialAbility",0); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); PB_HandleCrosshair(92); } @@ -508,12 +503,12 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun A_PlaySoundEx("Ironsights", "Auto"); if (A_CheckAkimbo()) { A_SetAkimbo(False); - A_TakeInventory("DualWieldingSSG", 1); + A_SetInventory("DualWieldingSSG", 0); return state("SwitchFromDualWield"); } else { A_SetAkimbo(True); - A_GiveInventory("DualWieldingSSG", 1); + A_SetInventory("DualWieldingSSG", 1); return state(""); } } @@ -537,7 +532,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(92); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "DualFireCheck") TNT1 A 0 A_JumpIfInventory("SSGAmmoCounter", 2, 2) @@ -586,7 +581,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(92); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "DualFireCheck") TNT1 A 0 A_JumpIfInventory("SSGAmmoCounter", 2, 1) @@ -656,12 +651,12 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun TNT1 A 0 A_JumpIfInventory("DualWieldingSSG", 1, "ReloadDualWield") TNT1 A 0 A_JumpIfInventory("SSGAmmoCounter", 2, "Ready3") TNT1 A 0 A_JumpIfInventory("PB_Shell", 1, 2) - TNT1 A 0 A_TakeInventory("SSGAlt", 1) + TNT1 A 0 A_SetInventory("SSGAlt", 0) Goto Ready3 TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); - A_Takeinventory("PB_SSGFireAnimation1",1); - A_Takeinventory("PB_SSGFireAnimation2",1); + A_SetInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_SSGFireAnimation1",0); + A_SetInventory("PB_SSGFireAnimation2",0); A_SetCrosshair(5); } TNT1 A 0 A_DoPBWeaponAction(WRF_NOFIRE) @@ -703,12 +698,12 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun } Loop FinishReload: - TNT1 A 0 A_TakeInventory("PBSSGHasUnloaded",1) + TNT1 A 0 A_SetInventory("PBSSGHasUnloaded",0) SG11 ABCDEFGHIJKLMNOPQRST 1 SHT2 A 1 A_Refire Goto Ready3 FinishReloadOneShell: - TNT1 A 0 A_TakeInventory("PBSSGHasUnloaded",1) + TNT1 A 0 A_SetInventory("PBSSGHasUnloaded",0) SG11 ABC 1 SG12 YZ 1 SG11 FGHIJKLMNOPQRST 1 @@ -778,8 +773,8 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun } Loop FinishReloadDualWield: - TNT1 A 0 A_TakeInventory("DualFireReload",2) - TNT1 A 0 A_TakeInventory("PBSSGHasUnloaded",1)//So that the unload function won't break when in dual wield mode + TNT1 A 0 A_SetInventory("DualFireReload",0) + TNT1 A 0 A_SetInventory("PBSSGHasUnloaded",0)//So that the unload function won't break when in dual wield mode TNT1 A 0 A_PlaySoundEx("weapons/ssg/inspect4", "Auto") P6SS ABC 1 A_SetPitch(pitch-0.4, SPF_INTERPOLATE) TNT1 A 0 A_PlaySoundEx("weapons/ssg/inspect4", "Auto") @@ -787,7 +782,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun Goto ReadyDualWield Unload: - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) TNT1 A 0 A_JumpIfInventory("PBSSGHasUnloaded", 1, "Ready3") TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "UnloadDualWield") TNT1 A 0 A_JumpIfInventory("SSGAmmoCounter",1,1) @@ -817,8 +812,8 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun } Goto RemoveBullets FInishUnload: - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_GiveInventory("PBSSGHasUnloaded",1) + TNT1 A 0 A_SetInventory("Unloading",0) + TNT1 A 0 A_SetInventory("PBSSGHasUnloaded",1) Goto Ready3 UnloadDualWield: @@ -855,7 +850,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun TNT1 A 0 { A_Takeinventory("LeftSSGAmmo",1); A_Giveinventory("PB_Shell",1); - A_Giveinventory("PBSSGHasUnloaded",1); + A_SetInventory("PBSSGHasUnloaded",1); } Goto RemoveBullets_Left FinishUnload_Left: @@ -869,7 +864,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun SGAL ZYXWVU 1 SGAL TSRQBCDDCBA 1 TNT1 A 0 A_PlaySound("weapons/ssg/inspect3", 0) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto Ready3 DualWieldFlashPunching: From bac7b0936a2986b904b937335d8624953afeeb04 Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Tue, 6 Aug 2024 01:14:08 +0700 Subject: [PATCH 06/13] set inv pt 1 --- actors/Weapons/Slot2/Deagle.dec | 2 +- actors/Weapons/Slot2/REVOLVER.dec | 61 ++++++++++++++----------------- 2 files changed, 29 insertions(+), 34 deletions(-) diff --git a/actors/Weapons/Slot2/Deagle.dec b/actors/Weapons/Slot2/Deagle.dec index 101fda9239..0a0723e1fc 100644 --- a/actors/Weapons/Slot2/Deagle.dec +++ b/actors/Weapons/Slot2/Deagle.dec @@ -745,7 +745,7 @@ ACTOR PB_Deagle : PB_Weapon A_ZoomFactor(1.0); A_SetInventory("ADSmode",0); A_SetInventory("Zoomed",0); - A_SetInventory("UACSMGWasEmpty",0); + A_SetInventory("DeagleWasEmpty",0); A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("IronSights", "Auto"); } diff --git a/actors/Weapons/Slot2/REVOLVER.dec b/actors/Weapons/Slot2/REVOLVER.dec index ca6715da49..5ff66fedaf 100644 --- a/actors/Weapons/Slot2/REVOLVER.dec +++ b/actors/Weapons/Slot2/REVOLVER.dec @@ -71,8 +71,8 @@ ACTOR PB_Revolver : PB_Weapon Goto Ready FastSwitchFromDualWield2: - TNT1 A 0 A_TakeInventory("SwitchingFromDualWieldRevolver", 1) - TNT1 A 0 A_Giveinventory("PB_LockScreenTilt",1) + TNT1 A 0 A_SetInventory("SwitchingFromDualWieldRevolver", 0) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) R3V2 ABCD 1 A_SetRoll(roll-.8, SPF_INTERPOLATE) R3V2 E 1 R3V2 FGHI 1 A_SetRoll(roll+.8, SPF_INTERPOLATE) @@ -85,8 +85,8 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { - A_Giveinventory("RespectRevolver",1); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectRevolver",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySoundEx("REVOUP", "Auto"); A_SetCrosshair(5); } @@ -137,7 +137,7 @@ ACTOR PB_Revolver : PB_Weapon Goto Ready3 SelectAnimation: - TNT1 A 0 A_TakeInventory("Zoomed",1) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 A_JumpIf(A_CheckAkimbo(), "SelectAnimationDualWield") TNT1 A 0 A_PlaySound("REVOUP") R1V1 ABCD 1 @@ -146,7 +146,7 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 { A_SetRoll(0, SPF_INTERPOLATE); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } ReadyLoop: R1V1 E 0 PB_SelectIfUpgrade("PB_Deagle") //A_SelectWeapon("PB_Deagle") @@ -162,7 +162,7 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_SetFiringRightWeapon(False); A_SetFiringLeftWeapon(False); if(CountInv("LeftRevolverAmmo") < CountInv("RevolverAmmo")){ @@ -386,8 +386,8 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_GiveInventory("PB_LockScreenTilt",1); - A_Takeinventory("GoWeaponSpecialAbility",1); + A_SetInventory("PB_LockScreenTilt",1); + A_Setinventory("GoWeaponSpecialAbility",0); PB_HandleCrosshair(42); A_ZoomFactor(1.0); A_ClearOverlays(10,11); @@ -400,12 +400,12 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 { if (A_CheckAkimbo()) { A_SetAkimbo(False); - A_Takeinventory("DualWieldingRevolver",1); // this + A_SetInventory("DualWieldingRevolver",0); // this return state("SwitchFromDualWield"); } else { A_SetAkimbo(True); - A_Giveinventory("DualWieldingRevolver",1); // and this + A_SetInventory("DualWieldingRevolver",1); // and this return state(""); } } @@ -427,8 +427,8 @@ ACTOR PB_Revolver : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(42); - A_Takeinventory("Unloading",1); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("Unloading",0); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } @@ -448,12 +448,7 @@ ACTOR PB_Revolver : PB_Weapon Select: TNT1 A 0 - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens TNT1 A 0 PB_SelectIfUpgrade("PB_Deagle") //A_SelectWeapon("PB_Deagle") Goto SelectFirstPersonLegs SelectContinue: @@ -475,7 +470,7 @@ ACTOR PB_Revolver : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("RevolverAmmo",1,1) Goto Reload @@ -516,7 +511,7 @@ ACTOR PB_Revolver : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(42); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("RevolverAmmo",1,1) Goto Reload @@ -595,7 +590,7 @@ ACTOR PB_Revolver : PB_Weapon Goto NoAmmo TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySound("Ironsights"); } R6V1 ABCDDE 1 A_SetRoll(roll+0.2, SPF_INTERPOLATE) @@ -610,7 +605,7 @@ ACTOR PB_Revolver : PB_Weapon R6V1 T 1 R6V1 U 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) ReloadEmpty: - TNT1 A 0 A_TakeInventory("RevolverHasUnloaded", 1) + TNT1 A 0 A_SetInventory("RevolverHasUnloaded", 0) R6V1 VWXYZ 1 A_SetRoll(roll-0.5, SPF_INTERPOLATE) R6V2 A 1 A_PlaySoundEx("Weapons/Revolver/Load", "Auto") R6V2 BCDEFF 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) @@ -644,7 +639,7 @@ ACTOR PB_Revolver : PB_Weapon Goto NoAmmoDualWield TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySound("Ironsights"); A_ClearOverlays(10,11); } @@ -692,7 +687,7 @@ ACTOR PB_Revolver : PB_Weapon 42V3 IJKL 1 TNT1 A 0 A_PlaySoundEx("Ironsights", "Auto") 42V3 MNOPQRSTUV 1 - TNT1 A 0 A_Takeinventory("RevolverHasUnloaded", 1) + TNT1 A 0 A_SetInventory("RevolverHasUnloaded", 0) InsertBulletsDualWield_Right: TNT1 A 0 TNT1 A 0 PB_AmmoIntoMag("RevolverAmmo","PB_LowCalMag",6,2) @@ -700,7 +695,7 @@ ACTOR PB_Revolver : PB_Weapon Goto Ready3 AlreadyUnloaded: - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto Ready3 Unload: TNT1 A 0 A_JumpIfInventory("RevolverHasUnloaded", 1, "AlreadyUnloaded") @@ -709,7 +704,7 @@ ACTOR PB_Revolver : PB_Weapon Goto AlreadyUnloaded TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_PlaySound("Ironsights"); A_ClearOverlays(10,11); } @@ -731,8 +726,8 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 PB_UnloadMag("RevolverAmmo","PB_LowCalMag",2) Goto FinishUnload FInishUnload: - TNT1 A 0 A_GiveInventory("RevolverHasUnloaded", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("RevolverHasUnloaded", 1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto Ready3 @@ -742,7 +737,7 @@ ACTOR PB_Revolver : PB_Weapon Goto AlreadyUnloaded TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); } TNT1 A 0 A_PlaySoundEx("Weapons/Revolver/Open", "Auto") @@ -758,7 +753,7 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 A_PlaySoundEx("Weapons/Revolver/Click2", "Auto") 43V2 MNOPQR 1 A_SetRoll(roll-0.5, SPF_INTERPOLATE) 43V2 STUVWXYZ 1 - TNT1 A 0 A_Giveinventory("RevolverHasUnloaded",1) + TNT1 A 0 A_SetInventory("RevolverHasUnloaded",1) TNT1 A 0 A_PlaySoundEx("Weapons/Revolver/Close", "Auto") 43V3 ABCD 1 A_SetRoll(roll+0.4, SPF_INTERPOLATE) 43V3 EFGH 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) @@ -769,8 +764,8 @@ ACTOR PB_Revolver : PB_Weapon } Goto FInishUnloadDual FInishUnloadDual: - TNT1 A 0 A_GiveInventory("RevolverHasUnloaded", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("RevolverHasUnloaded", 1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto Ready3 Spawn: From 759d0f757c032353914ed11e25ab748f13679b3b Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Tue, 6 Aug 2024 13:40:17 +0700 Subject: [PATCH 07/13] setinv pt 2 --- actors/Weapons/Slot4/ChexRifle.dec | 36 +++----- actors/Weapons/Slot4/LMG.dec | 79 ++++++++--------- actors/Weapons/Slot4/MG42.dec | 54 ++++++------ actors/Weapons/Slot4/MINIGUN.dec | 109 ++++++++++++------------ actors/Weapons/Slot4/Nailgun.dec | 77 ++++++++--------- actors/Weapons/Slot4/PBRIFLE.dec | 3 +- actors/Weapons/Slot5/SUPERGL.dec | 132 ++++++++++++++--------------- actors/Weapons/Slot6/M2PLASMA.dec | 89 +++++++++---------- actors/Weapons/Slot6/PLASMA.dec | 85 +++++++++---------- 9 files changed, 312 insertions(+), 352 deletions(-) diff --git a/actors/Weapons/Slot4/ChexRifle.dec b/actors/Weapons/Slot4/ChexRifle.dec index 0395a2f267..fa78ce1e97 100644 --- a/actors/Weapons/Slot4/ChexRifle.dec +++ b/actors/Weapons/Slot4/ChexRifle.dec @@ -250,21 +250,16 @@ ACTOR PB_ChexRifle : PB_Weapon CRRS A -1 Loop Select: - TNT1 A 0 A_TakeInventory("Zoomed",1) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 { A_WeaponOffset(0,32); A_SetRoll(0); A_SetCrosshair(0); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") TNT1 A 0 A_Takeinventory("HasUnloaded",1) @@ -300,17 +295,14 @@ ACTOR PB_ChexRifle : PB_Weapon 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("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_GiveInventory ("JustGotAChexWeapon") - TNT1 A 0 A_Giveinventory("HasPlasmaWeapon",1) + TNT1 A 0 A_SetInventory ("JustGotAChexWeapon",1) + TNT1 A 0 A_Setinventory("HasPlasmaWeapon",1) TNT1 A 0 A_Raise Wait RespectAnimation: - TNT1 A 0 A_TakeInventory ("JustGotAChexWeapon", 1) + TNT1 A 0 A_SetInventory ("JustGotAChexWeapon", 0) TNT1 A 0 A_JumpIfInventory("ChexWeaponLooked", 1, "Ready") - TNT1 A 0 A_GiveInventory ("ChexWeaponLooked", 1) + TNT1 A 0 A_SetInventory ("ChexWeaponLooked", 1) CRR1 ABCDEFGHIKLMNOPQRSTVXYZ 1 CRR2 ABCD 1 TNT1 A 0 { @@ -437,13 +429,13 @@ ACTOR PB_ChexRifle : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_TakeInventory ("Reloading") + TNT1 A 0 A_SetInventory ("Reloading", 0) TNT1 A 0 A_JumpIfInventory ("ChexRifleAmmo", 42, "RealReady") TNT1 A 0 A_JumpIf(CountInv("PB_Cell") <= 0, "RealReady") //Goto RealReady ReloadAnimation: TNT1 A 0 A_JumpIfInventory ("UnloadedChexRifle",1,"ReloadAnimationIfUnloaded") - TNT1 A 0 A_TakeInventory ("UnloadedChexRifle") + TNT1 A 0 A_SetInventory ("UnloadedChexRifle", 0) CXR1 ABC 1 A_SetRoll(roll-1.2, SPF_INTERPOLATE) CXRE A 0 A_JumpIf(CountInv("ChexRifleAmmo") < 1, 2) CXR1 A 0 @@ -481,10 +473,10 @@ ACTOR PB_ChexRifle : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_TakeInventory ("GoWeaponSpecialAbility") + TNT1 A 0 A_SetInventory ("GoWeaponSpecialAbility",0) Goto RealReady ReloadAnimationIfUnloaded: - TNT1 A 0 A_TakeInventory ("UnloadedChexRifle") + TNT1 A 0 A_SetInventory ("UnloadedChexRifle",0) CHRU ABC 1 A_SetRoll(roll-1.8, SPF_INTERPOLATE) CHRU DEF 1 A_SetRoll(roll-1.8, SPF_INTERPOLATE) CHRU GHIJ 1 A_SetRoll(roll+.4) @@ -492,12 +484,12 @@ ACTOR PB_ChexRifle : PB_Weapon Goto ContinueReloadFromUnloaded Unload: - TNT1 A 0 A_TakeInventory ("Unloading") + TNT1 A 0 A_SetInventory ("Unloading",0) TNT1 A 0 A_JumpIfInventory("ChexRifleAmmo", 1, "UnloadAnimation") Goto RealReady UnloadAnimation: - TNT1 A 0 A_TakeInventory ("Unloading") - TNT1 A 0 A_GiveInventory ("UnloadedChexRifle",1) + TNT1 A 0 A_SetInventory ("Unloading",0) + TNT1 A 0 A_SetInventory ("UnloadedChexRifle",1) CXR1 ABC 1 A_SetRoll(roll-1.2, SPF_INTERPOLATE) CXRE A 0 A_JumpIf(CountInv("ChexRifleAmmo") < 1, 2) CXR1 A 0 diff --git a/actors/Weapons/Slot4/LMG.dec b/actors/Weapons/Slot4/LMG.dec index 83e7287584..22a635e754 100644 --- a/actors/Weapons/Slot4/LMG.dec +++ b/actors/Weapons/Slot4/LMG.dec @@ -242,7 +242,7 @@ ACTOR PB_LMG : PB_Weapon "####" "#" 0 A_PbvpInterpolate() LOOP*/ FlashPunching: - TNT1 A 0 A_TakeInventory("CantWeaponSpecial",1) + TNT1 A 0 A_SetInventory("CantWeaponSpecial",0) TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelPunching") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelPunching") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelPunching") @@ -375,7 +375,7 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 A_StartSound("weapons/smg_up", 0) - TNT1 A 0 A_GiveInventory("RespectLMG") + TNT1 A 0 A_SetInventory("RespectLMG", 1) LSM6 ABCD 1 A_DoPBWeaponAction LMRP AAAAABCDE 1 A_DoPBWeaponAction TNT1 A 0 A_StartSound("LINSP ", 2) @@ -394,7 +394,7 @@ ACTOR PB_LMG : PB_Weapon LRP4 MNOPQRSTUVWXY 1 A_DoPBWeaponAction Goto RealReady SelectAnimation: - TNT1 A 0 A_TakeInventory("Zoomed",1) + TNT1 A 0 A_Setinventory("Zoomed",0) TNT1 A 0 A_StartSound("weapons/smg_up", 0) TNT1 A 0 A_JumpIfInventory("LMGMicroMissiles", 1, "MissileSelect") TNT1 A 0 A_JumpIfInventory("PBLMGHasUnloaded", 1, "UnloadedSelect") @@ -431,7 +431,7 @@ ACTOR PB_LMG : PB_Weapon LUSB ABCDE 1 Goto ReadyUnload ReadyMissile: - "####" A 0 A_TakeInventory("CantWeaponSpecial",1) + "####" A 0 A_Setinventory("CantWeaponSpecial",0) LSM6 E 0 LSM5 E 0 LSM4 E 0 @@ -451,8 +451,8 @@ ACTOR PB_LMG : PB_Weapon } Loop Ready3: - TNT1 A 0 A_TakeInventory("CantDoAction",1) - TNT1 A 0 A_TakeInventory("CantWeaponSpecial",1) + TNT1 A 0 A_Setinventory("CantDoAction",0) + TNT1 A 0 A_Setinventory("CantWeaponSpecial",0) TNT1 A 0 A_SetCrosshair(0) TNT1 A 0 { if(GetCvar("pb_weapon_crosshairs")) { @@ -467,7 +467,7 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_JumpIfInventory("PBLMGHasUnloaded", 1, "ReadyUnload") TNT1 A 0 A_JumpIfInventory("LMGMicroMissiles", 1, "ReadyMissile") RealReady: - "####" A 0 A_TakeInventory("CantWeaponSpecial",1) + "####" A 0 A_Setinventory("CantWeaponSpecial",0) LSB7 E 0 LSB6 E 0 LSB5 E 0 @@ -563,12 +563,12 @@ ACTOR PB_LMG : PB_Weapon "####" CD 1 Stop AltFire: - TNT1 A 0 A_TakeInventory("CantWeaponSpecial",1) + TNT1 A 0 A_Setinventory("CantWeaponSpecial",0) TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Unzoom") - TNT1 A 0 A_GiveInventory("Zoomed", 1) + TNT1 A 0 A_SetInventory("Zoomed", 1) TNT1 A 0 A_SetCrosshair(5) LMAT A 0 A_JumpIfInventory("LMGMicroMissiles", 1, 2) LBAT A 0 @@ -618,7 +618,7 @@ ACTOR PB_LMG : PB_Weapon LMAT A 0 A_JumpIfInventory("LMGMicroMissiles", 1, 2) LBAT A 0 "####" A 0 A_ZoomFactor(1) - "####" A 0 A_TakeInventory("Zoomed", 1) + "####" A 0 A_Setinventory("Zoomed", 0) "####" A 0 A_Overlay(-2, "UnZoomOverlayContinue") "####" DC 1 "####" A 0 A_Overlay(2, "UnZoomOverlay") @@ -854,7 +854,7 @@ ACTOR PB_LMG : PB_Weapon Stop Fire: TNT1 A 0 A_ClearOverlays(-2,7) - TNT1 A 0 A_TakeInventory("CantWeaponSpecial",1) + TNT1 A 0 A_Setinventory("CantWeaponSpecial",0) TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "ThrowBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "ThrowFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "ThrowIceBarrel") @@ -1179,13 +1179,13 @@ ACTOR PB_LMG : PB_Weapon //QUITE A unload code Unload: - "####" A 0 A_TakeInventory("CantWeaponSpecial",1) - TNT1 A 0 A_Takeinventory("Unloading",1) + "####" A 0 A_Setinventory("CantWeaponSpecial",0) + TNT1 A 0 A_Setinventory("Unloading",1) TNT1 A 0 A_JumpIfInventory("LMGAmmo", 1, "UnloadAnimationBegin") Goto Ready2 UnloadAnimationBegin: - TNT1 A 0 A_GiveInventory("PBLMGHasUnloaded", 1) - TNT1 A 0 A_GiveInventory("LMGRechamberNeeded", 1) + TNT1 A 0 A_SetInventory("PBLMGHasUnloaded", 1) + TNT1 A 0 A_SetInventory("LMGRechamberNeeded", 1) TNT1 A 0 A_Overlay(2, "BeltReload") LMR1 A 0 A_JumpIfInventory("LMGMicroMissiles", 1, 2) LBR1 A 0 @@ -1218,7 +1218,7 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_TakeInventory("LMGAmmo", 1) Loop UnloadCalculations: - TNT1 A 0 A_TakeInventory("PBLMGHasUnloaded") + TNT1 A 0 A_SetInventory("PBLMGHasUnloaded", 0) TNT1 A 0 { If (CountInv("LMGMicroMissiles") == 1) { if (CountInv("PB_HighCalMag") >= 21) { @@ -1284,13 +1284,13 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_JumpIfInventory("PB_HighCalMag", 3, "ReloadBegin") Goto Ready3 Reload: - TNT1 A 0 A_GiveInventory("CantDoAction",1) - TNT1 A 0 A_TakeInventory("CantWeaponSpecial",1) + TNT1 A 0 A_SetInventory("CantDoAction",1) + TNT1 A 0 A_Setinventory("CantWeaponSpecial",0) TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 A_ZoomFactor(1) - TNT1 A 0 A_TakeInventory("Zoomed") + TNT1 A 0 A_SetInventory("Zoomed", 0) TNT1 A 0 A_JumpIfInventory("LMGAmmo", 75, "Ready3") TNT1 A 0 A_JumpIfInventory("LMGMicroMissiles", 1, "ReloadCheckRocket") //I don't really like TNT1 A 0 { if { } } stuff so I will keep it more simple TNT1 A 0 A_JumpIfInventory("PB_HighCalMag", 1, "ReloadBegin") @@ -1299,7 +1299,7 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_JumpIfInventory("PBLMGHasUnloaded", 1, "UnloadCalculations") //unload stuff TNT1 A 0 { If (CountInv("LMGAmmo") == 0) { - A_GiveInventory("LMGRechamberNeeded", 1); + A_SetInventory("LMGRechamberNeeded", 1); } } TNT1 A 0 A_Overlay(2, "BeltReload") @@ -1452,7 +1452,7 @@ ACTOR PB_LMG : PB_Weapon "####" CDEFGH 1 "####" A 0 A_StartSound("LLIDCL") "####" IJKLMNOPQR 1 - "####" A 0 A_TakeInventory("CantWeaponSpecial",1) + "####" A 0 A_Setinventory("CantWeaponSpecial",0) Goto BoltReset BeltRechamber: @@ -1496,7 +1496,7 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 TNT1 A 0 TNT1 A 0 A_Overlay(5, "BeltRechamber") - TNT1 A 0 A_TakeInventory("LMGRechamberNeeded", 1) + TNT1 A 0 A_SetInventory("LMGRechamberNeeded", 0) RELM A 0 A_JumpIfInventory("LMGMicroMissiles", 1, 2) RELB A 0 "####" A 0 @@ -1504,7 +1504,7 @@ ACTOR PB_LMG : PB_Weapon "####" A 0 A_StartSound("IronSights", 1) "####" A 0 A_StartSound("LMGCLK", 2) "####" GHIJKLMNOPQR 1 - "####" A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + "####" A 0 A_Setinventory("GoWeaponSpecialAbility",0) Goto Ready3 WeaponSpecial: @@ -1512,12 +1512,12 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 A_SetCrosshair(5) - TNT1 A 0 A_Takeinventory("Zoomed",1) + TNT1 A 0 A_Setinventory("Zoomed",0) TNT1 A 0 A_ZoomFactor(1.0) - TNT1 A 0 A_Takeinventory("ADSmode",1) - TNT1 A 0 A_GiveInventory("LMGRechamberNeeded", 1) - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) - TNT1 A 0 A_GiveInventory("CantWeaponSpecial",1) + TNT1 A 0 A_Setinventory("ADSmode",0) + TNT1 A 0 A_SetInventory("LMGRechamberNeeded", 1) + TNT1 A 0 A_Setinventory("GoWeaponSpecialAbility",0) + TNT1 A 0 A_SetInventory("CantWeaponSpecial",1) TNT1 A 0 A_JumpIfInventory("LMGMicroMissiles", 1, "MissileToBullet") TNT1 A 0 A_PRINT("$PB_LMGMICRO", 2) LBS1 A 0 A_JumpIfInventory("LMGAmmo", 7, 6) @@ -1547,7 +1547,7 @@ ACTOR PB_LMG : PB_Weapon "####" A 0 "####" A 0 "####" CBA 1 A_DoPBWeaponAction - "####" A 0 A_GiveInventory("LMGMicroMissiles", 1) + "####" A 0 A_SetInventory("LMGMicroMissiles", 1) Goto BarrelSwitchBulletMissile MissileToBullet: TNT1 A 0 A_PRINT("$PB_LMGBULLET", 2) @@ -1573,7 +1573,7 @@ ACTOR PB_LMG : PB_Weapon "####" A 0 "####" A 0 "####" CBA 1 A_DoPBWeaponAction - "####" A 0 A_TakeInventory("LMGMicroMissiles", 1) + "####" A 0 A_SetInventory("LMGMicroMissiles", 0) Goto BarrelSwitchMissileBullet BarrelSwitchBulletMissile: @@ -1745,11 +1745,11 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") TNT1 A 0 //A_SetCrosshair(0) - TNT1 A 0 A_Takeinventory("RandomHeadExploder",1) - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("Reloading",1) - TNT1 A 0 A_Takeinventory("Zoomed",1) - TNT1 A 0 A_Takeinventory("ADSmode",1) + TNT1 A 0 A_Setinventory("RandomHeadExploder",0) + TNT1 A 0 A_Setinventory("Unloading",0) + TNT1 A 0 A_Setinventory("Reloading",0) + TNT1 A 0 A_Setinventory("Zoomed",0) + TNT1 A 0 A_Setinventory("ADSmode",0) TNT1 A 0 A_ZoomFactor(1, ZOOM_INSTANT) TNT1 A 0 A_StopSound(6) TNT1 A 0 A_StopSound(4) @@ -1786,17 +1786,12 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_JumpIf(GetCvar("pb_UpgradeLMG") == 0, 2) TNT1 A 0 PB_TakeIfUpgrade("PB_Carbine") //A_TakeInventory("PB_Carbine",2) - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 PB_WeapTokenSwitch("CarbineSelected") - TNT1 A 0 A_Giveinventory("RandomHeadExploder",1) + TNT1 A 0 A_Setinventory("RandomHeadExploder",1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait diff --git a/actors/Weapons/Slot4/MG42.dec b/actors/Weapons/Slot4/MG42.dec index 7448144b90..60152f62c8 100644 --- a/actors/Weapons/Slot4/MG42.dec +++ b/actors/Weapons/Slot4/MG42.dec @@ -59,7 +59,7 @@ ACTOR PB_MG42 : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_Setinventory("GoWeaponSpecialAbility",0) Goto Ready3 EmptyFire: TNT1 A 0 A_PlaySoundEx("weapons/empty", "Auto") @@ -70,7 +70,7 @@ ACTOR PB_MG42 : PB_Weapon Cooling: TNT1 A 4 A_TakeInventory("MG42HeatLevel", 1) TNT1 A 0 { - if(CountInv("MG42HeatLevel") <= 60) {A_TakeInventory("MG42HasOverheated");} + if(CountInv("MG42HeatLevel") <= 60) {A_SetInventory("MG42HasOverheated", 0);} } Loop Spawn: @@ -87,22 +87,17 @@ ACTOR PB_MG42 : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(50); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 PB_WeapTokenSwitch("MG42Selected") - TNT1 A 0 A_Giveinventory("RandomHeadExploder",1) + TNT1 A 0 A_Setinventory("RandomHeadExploder",1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait @@ -133,9 +128,9 @@ ACTOR PB_MG42 : PB_Weapon WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("MG42Respected", 1); + A_SetInventory("MG42Respected", 1); A_PlaySound("weapons/MG42/Select"); - A_TakeInventory("MG42HeatLevel",100); // If give all or give everything is used + A_SetInventory("MG42HeatLevel",0); // If give all or give everything is used } MGR1 ABCDEFGHIJKLMNOPQRST 1 A_DoPBWeaponAction TNT1 A 0 A_PlaySound("MG42OP") @@ -184,7 +179,7 @@ ACTOR PB_MG42 : PB_Weapon TNT1 A 0 A_TakeInventory("MG42HeatLevel", 20) TNT1 A 0 PB_RespectIfNeeded SelectAnimation: - TNT1 A 0 A_TakeInventory("Zoomed", 1) + TNT1 A 0 A_SetInventory("Zoomed", 0) TNT1 A 0 { A_PlaySound("weapons/MG42/Select"); if(CountInv("MG42HeatLevel") > 1) {A_Overlay(3, "Cooling");} @@ -250,8 +245,8 @@ ACTOR PB_MG42 : PB_Weapon Goto ReadyToFire UnzoomOverheat: TNT1 A 0 { - A_TakeInventory("Zoomed", 1); - A_TakeInventory("ADSMode", 1); + A_SetInventory("Zoomed", 0); + A_SetInventory("ADSMode", 0); A_PlaySoundEx("IronSights", "Auto"); A_Overlay(5, "BeltUnzoomFlash"); A_ZoomFactor(1); @@ -262,8 +257,8 @@ ACTOR PB_MG42 : PB_Weapon Goto Overheat+1 UnzoomBarrelChange: TNT1 A 0 { - A_TakeInventory("Zoomed", 1); - A_TakeInventory("ADSMode", 1); + A_SetInventory("Zoomed", 0); + A_SetInventory("ADSMode", 0); A_PlaySoundEx("IronSights", "Auto"); A_Overlay(5, "BeltUnzoomFlash"); A_ZoomFactor(1); @@ -297,9 +292,9 @@ ACTOR PB_MG42 : PB_Weapon TNT1 A 0 A_Overlay(3, "Cooling") TNT1 A 0 { A_SetInventory("CantDoAction",0); - A_TakeInventory("MG42HeatLevel", 200); - A_TakeInventory("MG42HasOverheated"); - A_TakeInventory("MG42BarrelOverheat"); + A_SetInventory("MG42HeatLevel", 0); + A_SetInventory("MG42HasOverheated", 0); + A_SetInventory("MG42BarrelOverheat", 0); } Goto Ready3 Fire: @@ -373,8 +368,8 @@ ACTOR PB_MG42 : PB_Weapon Goto Ready3 Overheat: TNT1 A 0 A_PlaySound("MG42HEAT") - TNT1 A 0 A_GiveInventory("MG42HasOverheated") - TNT1 A 0 A_GiveInventory("MG42BarrelOverheat") + TNT1 A 0 A_SetInventory("MG42HasOverheated",1) + TNT1 A 0 A_SetInventory("MG42BarrelOverheat",1) MG5R A 0 A_JumpIfInventory("PB_HighCalMag", 14, 5) MG4R A 0 A_JumpIfInventory("PB_HighCalMag", 12, 4) MG3R A 0 A_JumpIfInventory("PB_HighCalMag", 10, 3) @@ -407,8 +402,8 @@ ACTOR PB_MG42 : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Unzoom") TNT1 A 0 { - A_GiveInventory("Zoomed", 1); - A_GiveInventory("ADSMode", 1); + A_SetInventory("Zoomed", 1); + A_SetInventory("ADSMode", 1); A_PlaySoundEx("IronSights", "Auto"); A_Overlay(5, "BeltZoomFlash"); A_ZoomFactor(1.25); @@ -435,8 +430,8 @@ ACTOR PB_MG42 : PB_Weapon Unzoom: TNT1 A 0 { - A_TakeInventory("Zoomed", 1); - A_TakeInventory("ADSMode", 1); + A_SetInventory("Zoomed", 0); + A_SetInventory("ADSMode", 0); A_PlaySoundEx("IronSights", "Auto"); A_Overlay(5, "BeltUnzoomFlash"); A_ZoomFactor(1); @@ -686,17 +681,18 @@ ACTOR PB_MG42 : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(50); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } TNT1 A 0 { A_GunFlash("DeselectFlash"); - A_Takeinventory("Zoomed",1); - A_Takeinventory("ADSmode",1); + A_Setinventory("Zoomed",0); + A_Setinventory("ADSmode",0); A_ZoomFactor(1.0); A_PlaySoundEx("weapons/changing", "Auto"); } MGSE BCDEF 1 + TNT1 A 0 A_Setinventory("RandomHeadExploder",0) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait } diff --git a/actors/Weapons/Slot4/MINIGUN.dec b/actors/Weapons/Slot4/MINIGUN.dec index 804e581af6..e0abd8e7f3 100644 --- a/actors/Weapons/Slot4/MINIGUN.dec +++ b/actors/Weapons/Slot4/MINIGUN.dec @@ -53,7 +53,7 @@ Actor PB_MinigunUpgrade: PB_UpgradeItem Pickup: - TNT1 A 0 A_GiveInventory("MinigunUpgraded", 1) + TNT1 A 0 A_SetInventory("MinigunUpgraded", 1) TNT1 A 0 A_GiveInventory("PB_Minigun", 3) Stop } @@ -140,8 +140,8 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectMiniGun"); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectMiniGun",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("Ironsights", CHAN_AUTO); } TNT1 A 0 A_JumpIfInventory("MinigunUpgraded", 1, "Ready3") @@ -178,7 +178,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(75); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("TripleBarrelMode", 1, "Ready_DeathDealer") TNT1 A 0 A_JumpIfInventory("MinigunUpgraded", 1, "RealReady_Upgraded") @@ -265,7 +265,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(75); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_Overlay(10,"DeathDealerCore"); } TNT1 A 0 A_JumpIfInventory("Spin",1,"Ready2_DeathDealer") @@ -305,7 +305,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_Takeinventory("GoWeaponSpecialAbility",1); + A_Setinventory("GoWeaponSpecialAbility",0); A_ClearOverlays(3,10); } TNT1 A 0 A_JumpIfInventory("SelectMinigun_Chaingun", 1, "SwitchToChaingun") @@ -316,9 +316,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun SwitchToChaingun: TNT1 A 0 { - A_TakeInventory("SelectMinigun_Chaingun",1); - A_TakeInventory("SelectMinigun_Gatling",1); - A_TakeInventory("SelectMinigun_Triple",1); + A_SetInventory("SelectMinigun_Chaingun",0); + A_SetInventory("SelectMinigun_Gatling",0); + A_SetInventory("SelectMinigun_Triple",0); A_Print("Chaingun fire mode already selected"); } TNT1 A 0 A_JumpIfInventory("TripleBarrelMode", 1, "SwitchToChaingun_Upgraded") @@ -327,9 +327,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_StopSound(5); A_StopSound(1); A_Print("Chaingun fire mode selected"); - A_TakeInventory("Spin",1); - A_TakeInventory("Overheating", 1000); - A_GiveInventory("ChainGunMode",1); + A_SetInventory("Spin",0); + A_SetInventory("Overheating", 0); + A_SetInventory("ChainGunMode",1); A_StartSound("weapons/minigun/respect3", CHAN_AUTO); } Goto RealReady @@ -337,10 +337,10 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun TNT1 A 0 { A_StopSound(5); A_StopSound(1); - A_TakeInventory("Spin",1); - A_TakeInventory("TripleBarrelMode",1); - A_TakeInventory("Overheating", 1000); - A_GiveInventory("ChainGunMode",1); + A_SetInventory("Spin",0); + A_SetInventory("TripleBarrelMode",0); + A_SetInventory("Overheating", 0); + A_SetInventory("ChainGunMode",1); A_StartSound("8HAINSW3", CHAN_AUTO); A_SetSpeed(1.0); A_Print("Single rotary mode activated, Chaingun fire mode"); @@ -357,9 +357,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun SwitchToGatling: TNT1 A 0 { - A_TakeInventory("SelectMinigun_Chaingun",1); - A_TakeInventory("SelectMinigun_Gatling",1); - A_TakeInventory("SelectMinigun_Triple",1); + A_SetInventory("SelectMinigun_Chaingun",0); + A_SetInventory("SelectMinigun_Gatling",0); + A_SetInventory("SelectMinigun_Triple",0); A_Print("Gatling fire mode already selected"); } TNT1 A 0 A_JumpIfInventory("TripleBarrelMode", 1, "SwitchToGatling_Upgraded") @@ -368,9 +368,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Print("Gatling fire mode selected"); A_StopSound(5); A_StopSound(1); - A_TakeInventory("Spin",1); - A_TakeInventory("Overheating", 1000); - A_TakeInventory("ChainGunMode",1); + A_SetInventory("Spin",0); + A_SetInventory("Overheating", 0); + A_SetInventory("ChainGunMode",0); A_StartSound("weapons/minigun/respect3", CHAN_AUTO); } Goto RealReady @@ -379,10 +379,10 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_StopSound(5); A_StopSound(1); A_Print("Single rotary mode activated, Gatling fire mode"); - A_TakeInventory("Spin",1); - A_TakeInventory("TripleBarrelMode",1); - A_TakeInventory("ChainGunMode",1); - A_TakeInventory("Overheating", 1000); + A_SetInventory("Spin",0); + A_SetInventory("TripleBarrelMode",0); + A_SetInventory("ChainGunMode",0); + A_SetInventory("Overheating", 0); A_StartSound("8HAINSW3", CHAN_AUTO); A_SetSpeed(1.0); } @@ -399,21 +399,21 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun SwitchToDeathDealer: TNT1 A 0 { A_ClearOverlays(10); - A_TakeInventory("SelectMinigun_Chaingun",1); - A_TakeInventory("SelectMinigun_Gatling",1); - A_TakeInventory("SelectMinigun_Triple",1); + A_SetInventory("SelectMinigun_Chaingun",0); + A_SetInventory("SelectMinigun_Gatling",0); + A_SetInventory("SelectMinigun_Triple",0); } TNT1 A 0 A_JumpIfInventory("TripleBarrelMode", 1, "TripleModeSelected") TNT1 A 0 { A_StopSound(5); A_StopSound(1); - A_TakeInventory("Spin",1); - A_TakeInventory("ChainGunMode",1); - A_TakeInventory("Overheating", 1000); + A_SetInventory("Spin",0); + A_SetInventory("ChainGunMode",0); + A_SetInventory("Overheating", 0); A_Print("Death Dealer Mode Activated"); } TNT1 A 0 { - A_GiveInventory("TripleBarrelMode", 1); + A_SetInventory("TripleBarrelMode", 1); A_SetSpeed(0.75); A_StartSound("8HAINSW2", CHAN_AUTO); } @@ -440,14 +440,14 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(75); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); //A_ZoomFactor(1.0); A_StopSound(5); A_StopSound(1); A_GunFlash("Null"); - A_TakeInventory ("Spin",1); - A_TakeInventory("Overheating", 100); - A_Takeinventory("RandomHeadExploder",1); + A_SetInventory ("Spin",0); + A_SetInventory("Overheating", 0); + A_Setinventory("RandomHeadExploder",0); SetPlayerProperty(0,0,0); A_SetSpeed(1.0); } @@ -465,10 +465,10 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_StopSound(5); A_StopSound(1); A_GunFlash("Null"); - A_TakeInventory ("TripleBarrelMode",1); - A_TakeInventory ("Spin",1); - A_TakeInventory("Overheating", 100); - A_Takeinventory("RandomHeadExploder",1); + A_SetInventory ("TripleBarrelMode",0); + A_SetInventory ("Spin",0); + A_SetInventory("Overheating", 0); + A_Setinventory("RandomHeadExploder",0); SetPlayerProperty(0,0,0); A_StartSound("8HAINSW3", CHAN_AUTO); A_SetSpeed(1.0); @@ -486,15 +486,10 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(75); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -506,8 +501,8 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_OverlayRenderStyle(9,STYLE_Add); } TNT1 A 0 PB_WeapTokenSwitch("MinigunSelected") - TNT1 A 0 A_Giveinventory("RandomHeadExploder",1) - TNT1 A 0 A_TakeInventory("Overheating", 100) + TNT1 A 0 A_Setinventory("RandomHeadExploder",1) + TNT1 A 0 A_SetInventory("Overheating", 0) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait @@ -535,7 +530,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(75); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } UCHG ABCDEFGH 0 UCHF ABCDEFG 0 @@ -823,7 +818,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(75); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 { A_StartSound("weapons/minigun/chaingunmode/start", CHAN_5); @@ -1720,13 +1715,13 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(75); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_StopSound(1); } TNT1 A 0 A_JumpIfInventory("TripleBarrelMode",1,"DeathDealerAltFire") TNT1 A 0 A_JumpIfInventory("Spin",1,"StopAlt") TNT1 A 0 { - A_GiveInventory ("Spin",1); + A_SetInventory ("Spin",1); A_Overlay(9,"AltFireGlow"); A_OverlayFlags(9,PSPF_RENDERSTYLE,true); A_OverlayRenderStyle(9,STYLE_Add); @@ -1799,7 +1794,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun TNT1 A 0 { A_StopSound(5); A_StopSound(1); - A_TakeInventory("Spin",1); + A_SetInventory("Spin",0); A_Overlay(9,"PostGlow"); A_OverlayFlags(9,PSPF_RENDERSTYLE,true); A_OverlayRenderStyle(9,STYLE_Add); @@ -1853,7 +1848,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun DeathDealerAltFire: TNT1 A 0 A_JumpIfInventory("Spin",1,"DeathDealerStopAlt") TNT1 A 0 { - A_GiveInventory ("Spin",1); + A_SetInventory ("Spin",1); A_StartSound("CHAINSTA", CHAN_AUTO); A_StartSound("DTHDLRST", CHAN_AUTO); } @@ -1892,7 +1887,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun TNT1 A 0 { A_StopSound(5); A_StopSound(1); - A_TakeInventory("Spin",1); + A_SetInventory("Spin",0); A_StartSound("CHAINSTO", CHAN_AUTO); A_StartSound("DTHDLRSP", CHAN_AUTO); } diff --git a/actors/Weapons/Slot4/Nailgun.dec b/actors/Weapons/Slot4/Nailgun.dec index 296fa08b9d..680c349a0e 100644 --- a/actors/Weapons/Slot4/Nailgun.dec +++ b/actors/Weapons/Slot4/Nailgun.dec @@ -87,13 +87,13 @@ ACTOR PB_Nailgun : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility", 0) TNT1 A 0 A_JumpIfInventory("JavelinMode", 1, "SwitchToNailgun") SwitchToJavelin: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("weapons/nailgun/up", CHAN_AUTO); } N6N0 ABCD 1 @@ -120,15 +120,15 @@ ACTOR PB_Nailgun : PB_Weapon N6N4 ABCDEFGHIJKLM 1 TNT1 A 0 { PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); - A_GiveInventory("JavelinMode",1); + A_Setinventory("PB_LockScreenTilt",0); + A_SetInventory("JavelinMode",1); } Goto InsertBullets SwitchToNailgun: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("weapons/nailgun/up", CHAN_AUTO); } N7N0 ABCDEFG 1 @@ -152,20 +152,20 @@ ACTOR PB_Nailgun : PB_Weapon N7N5 AB 1 TNT1 A 0 { PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); - A_TakeInventory("JavelinMode",1); + A_Setinventory("PB_LockScreenTilt",0); + A_SetInventory("JavelinMode",0); } Goto InsertBullets Ready: TNT1 A 0 PB_RespectIfNeeded WeaponRespect: - TNT1 A 0 A_Giveinventory("RespectNailgun",1) + TNT1 A 0 TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("weapons/nailgun/up", CHAN_AUTO); - A_GiveInventory("RespectNailgun"); + A_SetInventory("RespectNailgun", 1); } N0N0 ABCDEFGHIJ 1 A_DoPBWeaponAction @@ -286,7 +286,7 @@ ACTOR PB_Nailgun : PB_Weapon Ready3: TNT1 A 0 A_JumpIfInventory("JavelinMode", 1, "JavelinReady3") TNT1 A 0 { - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); PB_HandleCrosshair(76); A_SetRoll(0); } @@ -415,7 +415,7 @@ ACTOR PB_Nailgun : PB_Weapon //Javelin JavelinReady3: TNT1 A 0 { - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); PB_HandleCrosshair(76); A_SetRoll(0); } @@ -445,11 +445,11 @@ ACTOR PB_Nailgun : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } - // TNT1 A 0 A_Takeinventory("NailgunHasUnloaded",1) - // TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("RandomHeadExploder",1) + // TNT1 A 0 A_Setinventory("NailgunHasUnloaded",0) + // TNT1 A 0 A_Setinventory("Unloading",0) + TNT1 A 0 A_Setinventory("RandomHeadExploder",0) TNT1 A 0 A_TakeInventory("NailgunOverHeating", 240) TNT1 A 0 A_StopSound(6) TNT1 A 0 A_StopSound(4) @@ -471,21 +471,16 @@ ACTOR PB_Nailgun : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 A_TakeInventory("Overheating", 150) TNT1 A 0 PB_WeapTokenSwitch("NewChaingunSelected") - TNT1 A 0 A_GiveInventory("RandomHeadExploder",1) + TNT1 A 0 A_SetInventory("RandomHeadExploder",1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait @@ -502,7 +497,7 @@ ACTOR PB_Nailgun : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } N9N0 ABCDEF 0 N9N1 ABCDEF 0 @@ -510,7 +505,7 @@ ACTOR PB_Nailgun : PB_Weapon TNT1 A 0 A_JumpIfInventory("JavelinMode", 1, "FireJavelin") TNT1 A 0 A_JumpIfInventory("PB_NailgunAmmo",1,1) Goto Reload - TNT1 A 0 A_GiveInventory("RespectNailgun",1) + TNT1 A 0 A_SetInventory("RespectNailgun",1) TNT1 A 0 A_StartSound("weapons/nailgun/fireloop",CHAN_WEAPON, CHANF_LOOPING) TNT1 A 0 A_JumpIfInventory("NailgunFiringAnimation",1, "LeftSingleFire") RightSingleFire: @@ -523,7 +518,7 @@ ACTOR PB_Nailgun : PB_Weapon else {A_FireCustomMissile("PB_MGNail", 0, 0, 2, -2, 0, 0);} //A_FireCustomMissile("GunFireSmoke", 0, 0, 2, -8, 0, 0); PB_GunSmoke(-2,0,0); - A_Giveinventory("NailgunFiringAnimation",1); + A_Setinventory("NailgunFiringAnimation",1); A_Giveinventory("NailgunOverHeating",2); PB_LowAmmoSoundWarning("nailgun"); A_Takeinventory("PB_NailgunAmmo",1); @@ -552,7 +547,7 @@ ACTOR PB_Nailgun : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, -2, -8, 0, 0); PB_GunSmoke(2,0,0); A_Giveinventory("NailgunOverHeating",2); - A_Takeinventory("NailgunFiringAnimation",1); + A_Setinventory("NailgunFiringAnimation",0); PB_LowAmmoSoundWarning("nailgun"); A_Takeinventory("PB_NailgunAmmo",1); A_GunFlash; @@ -601,7 +596,7 @@ ACTOR PB_Nailgun : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, 2, -8, 0, 0); PB_GunSmoke(-2,0,0); A_Giveinventory("NailgunOverHeating",2); - A_Giveinventory("NailgunFiringAnimation",1); + A_Setinventory("NailgunFiringAnimation",1); PB_LowAmmoSoundWarning("nailgun"); A_Takeinventory("PB_NailgunAmmo",1); A_GunFlash; @@ -639,7 +634,7 @@ ACTOR PB_Nailgun : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, -2, -8, 0, 0); PB_GunSmoke(2,0,0); A_Giveinventory("NailgunOverHeating",2); - A_Takeinventory("NailgunFiringAnimation",1); + A_SetInventory("NailgunFiringAnimation",0); PB_LowAmmoSoundWarning("nailgun"); A_Takeinventory("PB_NailgunAmmo",1); A_GunFlash; @@ -668,7 +663,7 @@ ACTOR PB_Nailgun : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } N9N3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 0 // Initialize frames into virtual memory TNT1 A 0 A_JumpIfInventory("JavelinMode", 1, "AltFireJavelin") @@ -829,7 +824,7 @@ ACTOR PB_Nailgun : PB_Weapon ReloadNailgun: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("8HAINAMO", CHAN_AUTO); } N3N0 ABCDEFG 1 A_SetRoll(roll-0.2, SPF_INTERPOLATE) @@ -861,7 +856,7 @@ ACTOR PB_Nailgun : PB_Weapon ReloadNailgunEmpty: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("8HAINAMO", CHAN_AUTO); } N0NA ABCDEFG 1 A_SetRoll(roll-0.2, SPF_INTERPOLATE) @@ -895,7 +890,7 @@ ACTOR PB_Nailgun : PB_Weapon ReloadNailgunUnloaded: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("weapons/nailgun/inspect1", CHAN_AUTO); } N3N8 ABCDEFGHI 1 @@ -916,7 +911,7 @@ ACTOR PB_Nailgun : PB_Weapon InsertBullets: - TNT1 A 0 A_Takeinventory("NailgunHasUnloaded",1) + TNT1 A 0 A_Setinventory("NailgunHasUnloaded",0) TNT1 A 0 A_JumpIfInventory("PB_NailgunAmmo",120,"Ready3") TNT1 A 0 A_JumpIfInventory("PB_HighCalMag",1,1) Goto Ready3 @@ -939,7 +934,7 @@ ACTOR PB_Nailgun : PB_Weapon ReloadJavelinContinued: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("weapons/nailgun/inspect1", CHAN_AUTO); } J4N0 ABCDEFGHIJKLMNOPQ 1 @@ -958,7 +953,7 @@ ACTOR PB_Nailgun : PB_Weapon ReloadJavelinContinuedFromEmpty: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("weapons/nailgun/inspect1", CHAN_AUTO); } J4N4 ABCDEFGHIJKLMNOPQR 1 @@ -982,7 +977,7 @@ ACTOR PB_Nailgun : PB_Weapon ReloadJavelinContinuedFromUnloaded: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StartSound("weapons/nailgun/inspect1", CHAN_AUTO); } J6N0 ABCDEFGHIJKLMNOPQR 1 @@ -1002,7 +997,7 @@ ACTOR PB_Nailgun : PB_Weapon Goto InsertBullets Unload: - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_Setinventory("Unloading",0) TNT1 A 0 A_JumpIfInventory("JavelinMode", 1, "UnloadJavelin") TNT1 A 0 A_JumpIfInventory("NailgunHasUnloaded", 1, "ReadyToFireUnloaded") TNT1 A 0 A_JumpIfInventory("PB_NailgunAmmo",1,1) @@ -1027,8 +1022,8 @@ ACTOR PB_Nailgun : PB_Weapon Goto RemoveBullets FInishUnload: TNT1 A 0 { - A_GiveInventory("NailgunHasUnloaded", 1); - A_Takeinventory("Unloading",1); + A_Setinventory("NailgunHasUnloaded",1); + A_Setinventory("Unloading",0); } TNT1 A 0 A_JumpIfInventory("JavelinMode", 1, "JavelinReadyUnloaded") Goto ReadyToFireUnloaded diff --git a/actors/Weapons/Slot4/PBRIFLE.dec b/actors/Weapons/Slot4/PBRIFLE.dec index ac80916cd6..be85be36fe 100644 --- a/actors/Weapons/Slot4/PBRIFLE.dec +++ b/actors/Weapons/Slot4/PBRIFLE.dec @@ -160,6 +160,7 @@ Actor RifleUpgrade: PB_UpgradeItem Pickup: TNT1 A 0 TNT1 A 0 A_SetInventory("UnderBarrelGrenadeLoaded", 1) + TNT1 A 0 A_GiveInventory("Rifle", 1) TNT1 A 0 A_SetInventory("DMRUpgraded", 1) Stop } @@ -312,7 +313,6 @@ ACTOR Rifle : PB_Weapon H0F0 ABCDE 0 // Load Upgrades sprites into memory H3F0 ABCDE 0 // Load Upgrades sprites into memory TNT1 A 0 A_TakeInventory("SniperFiringCooldown", 1) - TNT1 A 0 PB_SetUsableWheel((countinv("DMRUpgraded") > 0)) TNT1 A 0 PB_WeapTokenSwitch("RifleSelected") TNT1 A 0 PB_RespectIfNeeded WeaponRespect: @@ -365,6 +365,7 @@ ACTOR Rifle : PB_Weapon A_TakeInventory("PB_LockScreenTilt",1); PB_HandleCrosshair(58); } + TNT1 A 0 PB_SetUsableWheel(CountInv("DMRUpgraded") > 0) TNT1 A 0 A_JumpIf(CountInv("UpgradeInspect") == 0 && CountInv("DMRUpgraded") == 1, "InspectUpgradeContinue") TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2") TNT1 A 0 A_JumpIfInventory("DualWieldingDMRs", 1, "ReadyDualWield") diff --git a/actors/Weapons/Slot5/SUPERGL.dec b/actors/Weapons/Slot5/SUPERGL.dec index e564848f8e..218446f88c 100644 --- a/actors/Weapons/Slot5/SUPERGL.dec +++ b/actors/Weapons/Slot5/SUPERGL.dec @@ -112,12 +112,12 @@ ACTOR PB_SuperGL: PB_Weapon SL32 ABCDEFGHI 0 SL42 ABCDEFGHI 0 S001 ABCDEFGHI 0 - TNT1 A 0 A_GiveInventory("HasExplosiveWeapon", 1) + TNT1 A 0 A_SetInventory("HasExplosiveWeapon", 1) TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { - A_GiveInventory("RespectSGL"); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectSGL",1); + A_SetInventory("PB_LockScreenTilt",1); A_StartSound("weapons/sgl/inspect1", CHAN_AUTO); A_SetCurrentGrenadeType("Impact"); } @@ -171,7 +171,7 @@ ACTOR PB_SuperGL: PB_Weapon SelectAnimation: TNT1 A 0 A_JumpIfInventory("GoFatality",1,"Steady") TNT1 A 0 A_PlaySoundEx("weapons/sgl/inspect2", CHAN_AUTO) - TNT1 A 0 A_TakeInventory("CycleAnimation", 1) + TNT1 A 0 A_SetInventory("CycleAnimation", 0) SL02 ABCD 1 { if (A_GetCurrentGrenadeType() == "Impact") {A_SetWeaponSprite("SL02");} if (A_GetCurrentGrenadeType() == "Sticky") {A_SetWeaponSprite("SL12");} @@ -184,8 +184,9 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(89); - A_TakeInventory("PB_LockScreenTilt",1); - A_TakeInventory("CycleAnimation", 1); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("CycleAnimation", 0); + A_SetInventory("CantWeaponSpecial" ,0 ); } ReadyToFire: SL02 E 1 { @@ -207,8 +208,8 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") TNT1 A 0 { - A_TakeInventory("CycleAnimation", 1); - A_TakeInventory("HasExplosiveWeapon", 1); + A_SetInventory("CycleAnimation", 0); + A_SetInventory("HasExplosiveWeapon", 0); } SL02 FGHI 1 { @@ -225,19 +226,14 @@ ACTOR PB_SuperGL: PB_Weapon Select: TNT1 A 0 - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 TNT1 A 0 PB_WeapTokenSwitch("SGLSelected") - TNT1 A 0 A_TakeInventory("GrenadeDetonator",1) - TNT1 A 0 A_TakeInventory("CantWeaponSpecial",1) + TNT1 A 0 A_SetInventory("GrenadeDetonator",0) + TNT1 A 0 A_SetInventory("CantWeaponSpecial",0) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait @@ -247,52 +243,52 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_GiveInventory("CantWeaponSpecial" ,1 ); - A_Giveinventory("PB_LockScreenTilt",1); - A_TakeInventory("GoWeaponSpecialAbility", 1); + A_SetInventory("CantWeaponSpecial" ,1 ); + A_SetInventory("PB_LockScreenTilt",1); + A_SetInventory("GoWeaponSpecialAbility", 0); if ((CountInv("GrenadeTypeImpact") == 1) && A_GetCurrentGrenadeType() == "Impact") { - A_TakeInventory("CantWeaponSpecial" ,1 ); - A_TakeInventory("GrenadeTypeImpact", 1); - A_TakeInventory("GrenadeTypeSticky", 1); - A_TakeInventory("GrenadeTypeIncendiary", 1); - A_TakeInventory("GrenadeTypeCryo", 1); - A_TakeInventory("GrenadeTypeAcid", 1); + A_SetInventory("CantWeaponSpecial" ,0 ); + A_SetInventory("GrenadeTypeImpact", 0); + A_SetInventory("GrenadeTypeSticky", 0); + A_SetInventory("GrenadeTypeIncendiary", 0); + A_SetInventory("GrenadeTypeCryo", 0); + A_SetInventory("GrenadeTypeAcid", 0); return state("Ready3"); } if ((CountInv("GrenadeTypeSticky") == 1) && A_GetCurrentGrenadeType() == "Sticky") { - A_TakeInventory("CantWeaponSpecial" ,1 ); - A_TakeInventory("GrenadeTypeImpact", 1); - A_TakeInventory("GrenadeTypeSticky", 1); - A_TakeInventory("GrenadeTypeIncendiary", 1); - A_TakeInventory("GrenadeTypeCryo", 1); - A_TakeInventory("GrenadeTypeAcid", 1); + A_SetInventory("CantWeaponSpecial" ,0 ); + A_SetInventory("GrenadeTypeImpact", 0); + A_SetInventory("GrenadeTypeSticky", 0); + A_SetInventory("GrenadeTypeIncendiary", 0); + A_SetInventory("GrenadeTypeCryo", 0); + A_SetInventory("GrenadeTypeAcid", 0); return state("Ready3"); } if ((CountInv("GrenadeTypeAcid") == 1) && A_GetCurrentGrenadeType() == "Acid") { - A_TakeInventory("CantWeaponSpecial" ,1 ); - A_TakeInventory("GrenadeTypeImpact", 1); - A_TakeInventory("GrenadeTypeSticky", 1); - A_TakeInventory("GrenadeTypeIncendiary", 1); - A_TakeInventory("GrenadeTypeCryo", 1); - A_TakeInventory("GrenadeTypeAcid", 1); + A_SetInventory("CantWeaponSpecial" ,0 ); + A_SetInventory("GrenadeTypeImpact", 0); + A_SetInventory("GrenadeTypeSticky", 0); + A_SetInventory("GrenadeTypeIncendiary", 0); + A_SetInventory("GrenadeTypeCryo", 0); + A_SetInventory("GrenadeTypeAcid", 0); return state("Ready3"); } if ((CountInv("GrenadeTypeIncendiary") == 1) && A_GetCurrentGrenadeType() == "Incendiary") { - A_TakeInventory("CantWeaponSpecial" ,1 ); - A_TakeInventory("GrenadeTypeImpact", 1); - A_TakeInventory("GrenadeTypeSticky", 1); - A_TakeInventory("GrenadeTypeIncendiary", 1); - A_TakeInventory("GrenadeTypeCryo", 1); - A_TakeInventory("GrenadeTypeAcid", 1); + A_SetInventory("CantWeaponSpecial" ,0 ); + A_SetInventory("GrenadeTypeImpact", 0); + A_SetInventory("GrenadeTypeSticky", 0); + A_SetInventory("GrenadeTypeIncendiary", 0); + A_SetInventory("GrenadeTypeCryo", 0); + A_SetInventory("GrenadeTypeAcid", 0); return state("Ready3"); } if ((CountInv("GrenadeTypeCryo") == 1) && A_GetCurrentGrenadeType() == "Cryo") { - A_TakeInventory("CantWeaponSpecial" ,1 ); - A_TakeInventory("GrenadeTypeImpact", 1); - A_TakeInventory("GrenadeTypeSticky", 1); - A_TakeInventory("GrenadeTypeIncendiary", 1); - A_TakeInventory("GrenadeTypeCryo", 1); - A_TakeInventory("GrenadeTypeAcid", 1); + A_SetInventory("CantWeaponSpecial" ,0 ); + A_SetInventory("GrenadeTypeImpact", 0); + A_SetInventory("GrenadeTypeSticky", 0); + A_SetInventory("GrenadeTypeIncendiary", 0); + A_SetInventory("GrenadeTypeCryo", 0); + A_SetInventory("GrenadeTypeAcid", 0); return state("Ready3"); } return state(""); @@ -457,12 +453,12 @@ ACTOR PB_SuperGL: PB_Weapon if (CountInv("GrenadeTypeAcid") == 1) {A_SetCurrentGrenadeType("Acid");} if (CountInv("GrenadeTypeIncendiary") == 1) {A_SetCurrentGrenadeType("Incendiary");} if (CountInv("GrenadeTypeCryo") == 1) {A_SetCurrentGrenadeType("Cryo");} - A_TakeInventory("CantWeaponSpecial" ,1 ); - A_TakeInventory("GrenadeTypeImpact", 1); - A_TakeInventory("GrenadeTypeSticky", 1); - A_TakeInventory("GrenadeTypeIncendiary", 1); - A_TakeInventory("GrenadeTypeCryo", 1); - A_TakeInventory("GrenadeTypeAcid", 1); + A_SetInventory("CantWeaponSpecial" ,0 ); + A_SetInventory("GrenadeTypeImpact", 0); + A_SetInventory("GrenadeTypeSticky", 0); + A_SetInventory("GrenadeTypeIncendiary", 0); + A_SetInventory("GrenadeTypeCryo", 0); + A_SetInventory("GrenadeTypeAcid", 0); } SpecialReload: TNT1 A 0 A_JumpIfInventory("GrenadeRounds",1,"InsertBullets2") @@ -478,7 +474,7 @@ ACTOR PB_SuperGL: PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(89); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("GrenadeRounds",1,1) Goto Reload @@ -545,7 +541,7 @@ ACTOR PB_SuperGL: PB_Weapon Goto WaitForCyclingAnimation CyclingAnimation: - TNT1 A 0 A_GiveInventory("CycleAnimation", 1) + TNT1 A 0 A_SetInventory("CycleAnimation", 1) TNT1 A 0 A_StartSound("RLCYCLE2", 13) SL60 DEFGHIJKLMNOPQ 1 { if (A_GetCurrentGrenadeType() == "Impact") {A_SetFlashWeaponSprite("SL60");} @@ -564,7 +560,7 @@ ACTOR PB_SuperGL: PB_Weapon if (A_GetCurrentGrenadeType() == "Cryo") {A_SetFlashWeaponSprite("SL64");} return A_DoPBWeaponAction(WRF_NOPRIMARY|WRF_NOBOB|WRF_NOSWITCH); //A_DoPBWeaponAction(WRF_NOPRIMARY|WRF_NOBOB|WRF_NOSWITCH); } - TNT1 A 0 A_TakeInventory("CycleAnimation", 1) + TNT1 A 0 A_SetInventory("CycleAnimation", 0) SL02 E 1 { if (A_GetCurrentGrenadeType() == "Impact") {A_SetFlashWeaponSprite("SL02");} if (A_GetCurrentGrenadeType() == "Sticky") {A_SetFlashWeaponSprite("SL12");} @@ -592,7 +588,7 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 A_PlaySoundEx ("weapons/pbarm", CHAN_BODY) TNT1 A 0 A_GiveInventory ("SGLDetonateSoundCooldown", 22) AltHold: - TNT1 A 0 A_GiveInventory("GrenadeDetonator",1) + TNT1 A 0 A_SetInventory("GrenadeDetonator",1) TNT1 E 1 { if (CountInv("CycleAnimation") != 1 && A_GetCurrentGrenadeType() == "Impact") {A_SetWeaponSprite("SL02");} if (CountInv("CycleAnimation") != 1 && A_GetCurrentGrenadeType() == "Sticky") {A_SetWeaponSprite("SL12");} @@ -600,7 +596,7 @@ ACTOR PB_SuperGL: PB_Weapon if (CountInv("CycleAnimation") != 1 && A_GetCurrentGrenadeType() == "Incendiary") {A_SetWeaponSprite("SL32");} if (CountInv("CycleAnimation") != 1 && A_GetCurrentGrenadeType() == "Cryo") {A_SetWeaponSprite("SL42");} } - TNT1 A 0 A_TakeInventory("GrenadeDetonator",1) + TNT1 A 0 A_SetInventory("GrenadeDetonator",0) WaitForCyclingAnimation: TNT1 E 1 { A_TakeInventory("SGLDetonateSoundCooldown",1); @@ -657,7 +653,7 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); } // Sigh... SL60 ABCDEFGHIJKLMNOPQRSTUVWX 0 @@ -825,7 +821,7 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 { A_Giveinventory("GrenadeRounds",1); A_Takeinventory("PB_RocketAmmo",1); - A_Takeinventory("SGLUnloaded",1); + A_SetInventory("SGLUnloaded",0); } Loop @@ -862,12 +858,12 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 { A_Giveinventory("GrenadeRounds",1); A_Takeinventory("PB_RocketAmmo",1); - A_Takeinventory("SGLUnloaded",1); + A_SetInventory("SGLUnloaded",0); } Loop Unload: - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) @@ -879,7 +875,7 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); } S400 ABCDEFGHIJKLMNOPQRSTUVWXYZ 0 @@ -930,7 +926,7 @@ ACTOR PB_SuperGL: PB_Weapon TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); } S402 ABCDEFGHIJKLMNOPQRSTUVWXYZ 0 @@ -988,8 +984,8 @@ ACTOR PB_SuperGL: PB_Weapon FInishUnload: TNT1 A 0 { - A_GiveInventory("SGLUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("SGLUnloaded",1); + A_SetInventory("Unloading",0); } Goto Ready3 diff --git a/actors/Weapons/Slot6/M2PLASMA.dec b/actors/Weapons/Slot6/M2PLASMA.dec index 7c7905b2ea..2f94ea204b 100644 --- a/actors/Weapons/Slot6/M2PLASMA.dec +++ b/actors/Weapons/Slot6/M2PLASMA.dec @@ -72,7 +72,7 @@ Actor PB_M2Upgrade: Custominventory Pickup: TNT1 A 0 A_GiveInventory ("PB_M2Plasma") - TNT1 A 0 A_GiveInventory("HasLightningGunUpgrade", 1) + TNT1 A 0 A_SetInventory("HasLightningGunUpgrade", 1) Stop } } @@ -133,8 +133,8 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectM2PlasmaGun"); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectM2PlasmaGun",1); + A_Setinventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); } M200 ABCDEFG 1 { @@ -216,7 +216,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 Goto Ready3 Ready3: TNT1 A 0 { - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); PB_HandleCrosshair(46); } ReallyReady3: @@ -247,7 +247,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 Ready2: TNT1 A 0 { - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); PB_HandleCrosshair(46); A_PlaySound("PLSMLG2"); } @@ -276,7 +276,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(46); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); A_SetFiringRightWeapon(False); A_SetFiringLeftWeapon(False); if(CountInv("LeftM2PlasmaAmmo") < CountInv("M2PlasmaAmmo")){ @@ -444,7 +444,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 A_AlertMonsters; A_Zoomfactor(0.98); PB_GunSmoke(-6,0,0);//A_FireCustomMissile("GunFireSmoke", 0, 0, 6, -1, 0, 0); - A_Giveinventory("PB_M2PlasmaFireAnimation1",1); + A_Setinventory("PB_M2PlasmaFireAnimation1",1); PB_LowAmmoSoundWarning("hdmr"); A_Takeinventory("M2PlasmaAmmo",2); A_GunFlash; @@ -500,8 +500,8 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_Takeinventory("GoWeaponSpecialAbility",1); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("GoWeaponSpecialAbility",0); + A_Setinventory("PB_LockScreenTilt",1); PB_HandleCrosshair(46); A_ClearOverlays(10,11); } @@ -514,7 +514,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 SwitchToDualWield: TNT1 A 0 { A_PlaySoundEx("Ironsights", "Auto"); - A_Giveinventory("DualWieldingM2Plasma",1); + A_Setinventory("DualWieldingM2Plasma",1); } M231 ABCD 1 A_Setroll(roll-0.2, SPF_INTERPOLATE) M231 EG 1 A_Setroll(roll+0.4, SPF_INTERPOLATE) @@ -522,7 +522,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 SwitchFromDualWield: TNT1 A 0 { A_PlaySoundEx("Ironsights", "Auto"); - A_Takeinventory("DualWieldingM2Plasma",1); + A_Setinventory("DualWieldingM2Plasma",0); } M231 EGDC 1 A_Setroll(roll-0.2, SPF_INTERPOLATE) M231 BA 1 A_Setroll(roll+0.4, SPF_INTERPOLATE) @@ -530,7 +530,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 SwitchToLightningMode: TNT1 A 0 A_JumpIfInventory("LightningGunMode", 1,"SwitchToRegularMode") TNT1 A 0 { - A_Giveinventory("LightningGunMode",1); + A_Setinventory("LightningGunMode",1); A_PlaySoundEx("PLSMLG2", "Auto"); } PR1G ABCDEF 1 @@ -539,7 +539,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 Goto ReallyReady2 SwitchToRegularMode: TNT1 A 0 { - A_Takeinventory("LightningGunMode",1); + A_Setinventory("LightningGunMode",0); A_PlaySoundEx("PLSMLG1", "Auto"); } PR1G GHIJ 1 @@ -554,16 +554,16 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(46); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } TNT1 A 0 A_StopSound(6) TNT1 A 0 { - A_Takeinventory("M2PlasmaUnloaded",1); - A_Takeinventory("Unloading",1); - A_TakeInventory("M2Selected",1); - A_TakeInventory("PlasmaGunSelected",1); - A_TakeInventory("HasPlasmaWeapon",1); + A_Setinventory("M2PlasmaUnloaded",0); + A_Setinventory("Unloading",0); + A_SetInventory("M2Selected",0); + A_SetInventory("PlasmaGunSelected",0); + A_SetInventory("HasPlasmaWeapon",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingM2Plasma",1,"DeselectDualWield") @@ -582,21 +582,16 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(46); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: - TNT1 A 0 A_Takeinventory("M2PlasmaUnloaded",1) + TNT1 A 0 A_Setinventory("M2PlasmaUnloaded",0) TNT1 A 0 PB_WeapTokenSwitch("M2Selected") - TNT1 A 0 A_GiveInventory("HasPlasmaWeapon",1) + TNT1 A 0 A_SetInventory("HasPlasmaWeapon",1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait @@ -609,7 +604,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(46); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } TNT1 A 0 { A_StopSound(6); @@ -721,7 +716,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(46); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } TNT1 A 0 A_StopSound(6) @@ -758,7 +753,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 Goto Reload PR4L A 0 A_JumpIfInventory("HasLightningGunUpgrade", 1,2) PR3L A 0 - "####" A 0 A_Giveinventory("PB_LockScreenTilt",1) + "####" A 0 A_Setinventory("PB_LockScreenTilt",1) "####" A 1 { A_Zoomfactor(.96); A_SetRoll(roll+0.2, SPF_INTERPOLATE); @@ -828,7 +823,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 Goto Reload PR4L A 0 A_JumpIfInventory("HasLightningGunUpgrade", 1,2) PR3L A 0 - "####" A 0 A_Giveinventory("PB_LockScreenTilt",1) + "####" A 0 A_Setinventory("PB_LockScreenTilt",1) "####" O 1 { A_Zoomfactor(.96); A_SetRoll(roll-0.2, SPF_INTERPOLATE); @@ -893,7 +888,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 CheckLightningReload: TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_StopSound(CHAN_6); A_PlaySoundEx("PLSMLG1","Auto"); } @@ -904,7 +899,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 TNT1 A 0 A_JumpIfInventory("LightningGunMode",1,"CheckLightningReload") TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); } ResumeUpgradedReloading: @@ -933,7 +928,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 ResumeNormalReloading: TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); A_PlaySoundEx("PLSM2RL","Auto"); A_ClearOverlays(10,11); @@ -970,7 +965,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 } Goto InsertBullets FinishReload: - TNT1 A 0 A_Takeinventory("M2PlasmaUnloaded",1) + TNT1 A 0 A_Setinventory("M2PlasmaUnloaded",0) Goto ready3 ReloadDualWield: @@ -984,7 +979,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 Goto ReadyDualWield TNT1 A 0 { A_SetCrosshair(5); - A_Giveinventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); A_PlaySoundEx("PLSM2RL","Auto"); A_ClearOverlays(10,11); @@ -1017,7 +1012,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 TNT1 A 1 A_Setroll(roll+1.0) TNT1 A 9 TNT1 A 0 A_JumpIfInventory("M2PlasmaUnloaded",1,2) - TNT1 A 0 A_TakeInventory("M2PlasmaUnloaded",1) + TNT1 A 0 A_SetInventory("M2PlasmaUnloaded",0) TNT1 A 0 A_JumpIf(CountInv("LeftM2PlasmaAmmo") < 50,1) Goto InsertBullets4 @@ -1036,7 +1031,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 "####" A 0 PB_SpawnCasing("EmptyCell",38,-22,38,Frandom(2,5),Frandom(-15,-10),Frandom(5,8)) M222 GGGGHIJKLMMMMNOPQRSTUUVWXYZ 1 M231 DEFG 1 - TNT1 A 0 A_TakeInventory("M2PlasmaUnloaded",1) + TNT1 A 0 A_SetInventory("M2PlasmaUnloaded",0) InsertBullets4: TNT1 A 0 A_JumpIfInventory("M2PlasmaAmmo",50,"InsertBullets5") TNT1 A 0 A_JumpIfInventory("PB_Cell",1,1) @@ -1057,7 +1052,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 Goto InsertBullets5 AlreadyUnloaded: - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_Setinventory("Unloading",0) Goto ready3 CheckLightningUnload: TNT1 A 0 A_PlaySound("PLSMLG1") @@ -1079,15 +1074,15 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 } Goto RemoveBullets2 FInishUnload2: - TNT1 A 0 A_GiveInventory("M2PlasmaUnloaded", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("M2PlasmaUnloaded", 1) + TNT1 A 0 A_Setinventory("Unloading",0) Goto ready3 Unload: TNT1 A 0 A_JumpIfInventory("M2PlasmaUnloaded", 1, "Ready3") TNT1 A 0 { A_ClearOverlays(10,11); A_StopSound(6); - A_Takeinventory("Unloading",1); + A_Setinventory("Unloading",0); } TNT1 A 0 A_JumpIfInventory("M2PlasmaAmmo",1,1) Goto ready3 @@ -1112,8 +1107,8 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 FInishUnload: TNT1 A 0 A_JumpIfInventory("DualWieldingM2Plasma",1,"UnloadLeft") TNT1 A 0 { - A_GiveInventory("M2PlasmaUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("M2PlasmaUnloaded", 1); + A_Setinventory("Unloading",0); } Goto ready3 @@ -1148,8 +1143,8 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 Loop FInishUnloadLeft: TNT1 A 0 { - A_GiveInventory("M2PlasmaUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("M2PlasmaUnloaded", 1); + A_Setinventory("Unloading",0); } Goto SelectAnimationDualWield diff --git a/actors/Weapons/Slot6/PLASMA.dec b/actors/Weapons/Slot6/PLASMA.dec index 6b932f9af4..c7ade4c0cd 100644 --- a/actors/Weapons/Slot6/PLASMA.dec +++ b/actors/Weapons/Slot6/PLASMA.dec @@ -139,8 +139,8 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectPlasmaGun"); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectPlasmaGun",1); + A_Setinventory("PB_LockScreenTilt",1); A_PlaySoundEx("Ironsights", "Auto"); } P0R0 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_DoPBWeaponAction @@ -222,7 +222,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle PLSD ABCD 1 Ready3: TNT1 A 0 { - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); PB_HandleCrosshair(76); } TNT1 A 0 A_PlaySound("PLSIDLE", 6,1,1) @@ -244,7 +244,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle TNT1 A 0 { A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); A_SetFiringRightWeapon(False); A_SetFiringLeftWeapon(False); if(CountInv("LeftPlasmaAmmo") < CountInv("PlasmaAmmo")){ @@ -434,8 +434,8 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { - A_Takeinventory("GoWeaponSpecialAbility",1); - A_GiveInventory("PB_LockScreenTilt",1); + A_Setinventory("GoWeaponSpecialAbility",0); + A_Setinventory("PB_LockScreenTilt",1); PB_HandleCrosshair(76); A_PlaySoundEx("Ironsights", "Auto"); A_ClearOverlays(10,65); @@ -445,12 +445,12 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle TNT1 A 0 A_print("You need two plasma rifles to dual wield!") Goto Ready3 StopDualWield: - TNT1 A 0 A_Takeinventory("DualWieldingPlasma",1) + TNT1 A 0 A_Setinventory("DualWieldingPlasma",0) P2R0 HGE 1 A_Setroll(roll+0.4, SPF_INTERPOLATE) P2R0 DCBA 1 A_Setroll(roll-0.3, SPF_INTERPOLATE) Goto Ready3 SwitchToDualWield: - TNT1 A 0 A_Giveinventory("DualWieldingPlasma",1) + TNT1 A 0 A_Setinventory("DualWieldingPlasma",1) P2R0 ABCD 1 A_Setroll(roll-0.3, SPF_INTERPOLATE) P2R0 EGH 1 A_Setroll(roll+0.4, SPF_INTERPOLATE) Goto ReadyDualWield @@ -463,13 +463,13 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); A_ClearOverlays(10,65); } - TNT1 A 0 A_Takeinventory("HasUnloaded",1) - TNT1 A 0 A_Takeinventory("Unloading",1) - TNT1 A 0 A_Takeinventory("HasPlasmaWeapon",1) - TNT1 A 0 A_TakeInventory("PlasmaGunSelected",1) + TNT1 A 0 A_Setinventory("HasUnloaded",0) + TNT1 A 0 A_Setinventory("Unloading",0) + TNT1 A 0 A_Setinventory("HasPlasmaWeapon",0) + TNT1 A 0 A_SetInventory("PlasmaGunSelected",0) TNT1 A 0 A_Zoomfactor(1.0) TNT1 A 0 A_StopSound(6) TNT1 A 0 A_PlaySound("PLSOFF", 4) @@ -491,22 +491,17 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); A_ClearOverlays(10,65); } TNT1 A 0 A_ClearReFire - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 //A_SelectWeapon("PB_Pulsecannon") TNT1 A 0 PB_WeapTokenSwitch("PlasmaGunSelected") - TNT1 A 0 A_Giveinventory("HasPlasmaWeapon",1) + TNT1 A 0 A_Setinventory("HasPlasmaWeapon",1) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait @@ -519,7 +514,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("DualWieldingPlasma", 1, "FireDualWield") TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,1) @@ -552,7 +547,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle TNT1 A 0 A_JumpIf(GetCvar("pb_nocooldown"), "Ready3") TNT1 A 0 A_PlaySoundEx("weapons/plasma/startup", "Auto") TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",1); } //P1R1 CBA 1 A_SetRoll(roll+0.5) //P1R0 Z 1 @@ -562,7 +557,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle //P1R0 Z 1 //P1R1 ABC 1 TNT1 A 0 { - A_Takeinventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } Goto Ready3 @@ -575,7 +570,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(76); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",20,1) Goto Reload @@ -708,8 +703,8 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle Goto Ready3 TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectPlasmaGun"); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectPlasmaGun",1); + A_Setinventory("PB_LockScreenTilt",1); A_PlaySoundEx("PLSM2RL", "Auto"); A_ClearOverlays(10,65); } @@ -767,8 +762,8 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle Goto ReadyDualWield TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectPlasmaGun"); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectPlasmaGun",1); + A_Setinventory("PB_LockScreenTilt",1); A_PlaySoundEx("PLSM2RL", "Auto"); A_ClearOverlays(10,65); } @@ -878,7 +873,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle TNT1 A 0 { A_Giveinventory("PlasmaAmmo",1); A_Takeinventory("PB_Cell",1); - A_TakeInventory("PlasmaRifleHasUnloaded", 1); + A_SetInventory("PlasmaRifleHasUnloaded", 0); } Goto InsertBullets @@ -889,7 +884,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle TNT1 A 0 { A_Giveinventory("PlasmaAmmo",1); A_Takeinventory("PB_Cell",1); - A_TakeInventory("PlasmaRifleHasUnloaded", 1); + A_SetInventory("PlasmaRifleHasUnloaded", 0); } Goto InsertBullets4 @@ -900,7 +895,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle TNT1 A 0 { A_Giveinventory("PlasmaAmmo",1); A_Takeinventory("PB_Cell",1); - A_TakeInventory("PlasmaRifleHasUnloaded", 1); + A_SetInventory("PlasmaRifleHasUnloaded", 0); } Goto InsertBullets_RightOnly @@ -916,7 +911,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle AlreadyUnloaded: - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto Ready3 UnloadDualWield: PLSR A 0 A_WeaponReady @@ -925,9 +920,9 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle A_ClearOverlays(10,65); A_StopSound(6); A_ZoomFactor(1.0); - A_Takeinventory("Unloading",1); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); + A_SetInventory("Unloading",0); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); } TNT1 A 0 { if (CountInv("PlasmaAmmo") <= 0 && CountInv("LeftPlasmaAmmo") <= 0) { @@ -997,9 +992,9 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle A_ClearOverlays(10,65); A_StopSound(6); A_ZoomFactor(1.0); - A_Takeinventory("Unloading",1); - A_Takeinventory("ADSmode",1); - A_Takeinventory("Zoomed",1); + A_SetInventory("Unloading",0); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); } TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,1) Goto GunEmpty @@ -1046,20 +1041,20 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle Goto RemoveBullets_Left FInishUnload: - TNT1 A 0 A_GiveInventory("PlasmaRifleHasUnloaded", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("PlasmaRifleHasUnloaded", 1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto GunEmpty FInishUnloadDualWield: - TNT1 A 0 A_GiveInventory("PlasmaRifleHasUnloaded", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("PlasmaRifleHasUnloaded", 1) + TNT1 A 0 A_SetInventory("Unloading",0) P1R3 D 1 A_Setroll(roll-0.3, SPF_INTERPOLATE) P2R2 EDC 1 A_Setroll(roll-0.3, SPF_INTERPOLATE) P2R2 BA 1 A_Setroll(roll+0.4, SPF_INTERPOLATE) P2R1 A 1 A_Setroll(roll+0.4, SPF_INTERPOLATE) Goto ReadyDualWield UnloadFinishedRightOnly: - TNT1 A 0 A_GiveInventory("PlasmaRifleHasUnloaded", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("PlasmaRifleHasUnloaded", 1) + TNT1 A 0 A_SetInventory("Unloading",0) P1R0 J 1 A_Setroll(roll+0.3, SPF_INTERPOLATE) P2R1 FED 1 A_Setroll(roll+0.3, SPF_INTERPOLATE) P2R1 CBA 1 A_Setroll(roll-0.4, SPF_INTERPOLATE) From dfd2cb606a2f2589008bf94b33d59fcc6a764705 Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Tue, 6 Aug 2024 13:44:55 +0700 Subject: [PATCH 08/13] Update MELEE.dec --- actors/Weapons/Slot1/MELEE.dec | 4216 ++++++++++++++++---------------- 1 file changed, 2107 insertions(+), 2109 deletions(-) diff --git a/actors/Weapons/Slot1/MELEE.dec b/actors/Weapons/Slot1/MELEE.dec index 4cd2e71da7..120b43c798 100644 --- a/actors/Weapons/Slot1/MELEE.dec +++ b/actors/Weapons/Slot1/MELEE.dec @@ -1,2110 +1,2108 @@ -ACTOR ExecuteStompWall : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR ExecuteBashWall : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR DoPunch : Inventory -{ -Inventory.MaxAmount 1 -} - -Actor HeavyStrikeRight : Inventory -{ -inventory.maxamount 1 -} - -Actor HeavyStrikeLeft : Inventory -{ -inventory.maxamount 1 -} - -Actor HeavyStrikeUpWard : Inventory -{ -inventory.maxamount 1 -} - - -Actor FistHit : Inventory -{ -inventory.maxamount 1 -} - -Actor Kicking : Inventory -{ -inventory.maxamount 1 -} - -Actor Punching : Inventory -{ -inventory.maxamount 1 -} - -Actor Berserker : Inventory -{ -inventory.maxamount 1 -} - -Actor NoFatality : Inventory -{ -inventory.maxamount 1 -} - -Actor KickHasHit : Inventory -{ -inventory.maxamount 1 -} - -Actor KickHasHitAnObject : Inventory -{ -inventory.maxamount 1 -} - -Actor IsSlideKicking : Inventory -{ -inventory.maxamount 1 -} - -Actor ShotgunguyHead: Inventory -{ -inventory.maxamount 1 -} - -Actor PSeq1 : Inventory -{ -inventory.maxamount 3 -} - -Actor PSeq2 : Inventory -{ -inventory.maxamount 1 -} - -Actor PSeq3 : Inventory -{ -inventory.maxamount 1 -} - -ACTOR PSeq4 : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR PhantasmFatality : Inventory -{ -Inventory.MaxAmount 1 -} - -ACTOR ArachnoGun_Plasma -{ - Radius 6 - Height 10 - Speed 60 - Damage 10 - DamageType Plasma - Decal "Scorch" - alpha 0.87 - Scale 0.30 - Projectile - +RANDOMIZE - renderstyle ADD - DeathSound "weapons/plasmax" - SeeSound "None" - Obituary "%o was melted by %k's Plasma Gun" - States - { - Spawn: - PBAL C 1 BRIGHT A_SpawnItem("PlasmaFlare",0,0) - TNT1 A 0 A_PlaySound("weapons/plasmaloop",6,1,1) - Loop - - Xdeath: - TNT1 A 0 A_StopSound(6) - TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 B 1 A_Explode(15,50,0) - TNT1 B 4 - TNT2 AAA 4 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160)) - Stop - - Death: - TNT1 A 0 A_StopSound(6) - TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - TNT1 B 1 A_Explode(8,50,1) - TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 B 4 - TNT2 AAAAAAAAA 4 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160)) - Stop - } -} - - -// -------------------------------------------------------------------------- -// -// Melee Weapons -// -// -------------------------------------------------------------------------- - - -ACTOR Melee_Attacks : PB_Weapon Replaces Fist -{ - Game Doom - Weapon.SelectionOrder 3700 - Weapon.Kickback 100 - Obituary "%o was Ripped and Torn by %k" - +WEAPON.WIMPY_WEAPON - +WEAPON.MELEEWEAPON - +WEAPON.NOALERT - +WEAPON.NOAUTOAIM - //+WEAPON.NOAUTOFIRE - +WEAPON.CHEATNOTWEAPON - Tag "Bare Hands" - inventory.AltHUDIcon "KUKRA0" - States - { - - - Steady: - TNT1 A 0 A_SetRoll(0) - TNT1 A 1 { - A_TakeInventory("GoWeaponSpecialAbility", 1); - A_TakeInventory("Grabbing_A_Ledge", 1); - A_TakeInventory("UseEquipment", 1); - A_TakeInventory("ToggleEquipment", 1); - A_TakeInventory("Taunting", 1); - A_TakeInventory("Salute1", 1); - A_TakeInventory("Salute2", 1); - A_TakeInventory("Kicking", 1); - } - Goto ReadyFists - - Reload: - WeaponSpecial: - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_TakeInventory("Punching", 1) - TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"KillLS") - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_JumpIfInventory("PB_PowerStrength",1,"SelectFatalityModes") - PUNS E 2 - PUNS F 2 A_PlaySoundEx("KNUCKLED", "Auto") - PUNS GFEK 2 - PUNS L 2 A_PlaySoundEx("KNUCKLED", "Auto") - PUNS MLK 2 - TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) - Goto ReadyFists - - SelectFatalityModes: - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "FatalityOn") - Goto FatalityOff - FatalityOn: - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_Print("Auto Execute: On") - PUNS E 2 - TNT1 A 0 A_PlaySoundEx("KNUCKLED", "Auto") - PUNS FGF 2 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) - PUNS EK 2 - TNT1 A 0 A_PlaySoundEx("KNUCKLED", "Auto") - PUNS LML 2 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) - PUNS K 2 - TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) - TNT1 A 0 A_TakeInventory("NoFatality", 1) - Goto ReadyFists - FatalityOff: - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_Print("Auto Execute: Off") - - P1NR ABCDEFFGGHIJKKLMMNOPQRSTUVWX 0 - P2NR ABCDEFFGGHIJKKLMMNOPQRSTUVWX 0 - P3NR ABCDEFFGGHIJKKLMMNOPQRSTUVWX 0 - - P9NS ABCDEFF 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P1NR"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NR");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NR");} - } - TNT1 A 0 { - A_PlaySoundEx("weapons/fists_smash", "Auto"); - A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); - } - P9NS GGHIJKKLMM 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P1NR"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NR");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NR");} - } - TNT1 A 0 { - A_PlaySoundEx("weapons/fists_smash", "Auto"); - A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); - } - P9NS NOPQRSTUVWX 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P1NR"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NR");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NR");} - } - TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) - TNT1 A 0 A_GiveInventory("NoFatality", 1) - Goto ReadyFists - - Ready: - ////////////////// Check if player is performing a fatality - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ReadyShotgunguyHead") - TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul") - TNT1 A 0 A_JumpIfInventory("PhantasmFatality",1, "ReadyPhantasm") - - //Play raising animation - SelectAnimation: - TNT1 A 0 A_PlaySoundEx("weapons/fists_up", "Auto") - P9NS EFGHITUVW 1 - ReadyFists: - TNT1 A 0 { - if(CountInv("GoFatality") >= 1) { - SetPlayerProperty(0,1,0); - } - else { - SetPlayerProperty(0,0,0); - } - } - TNTT A 0 A_JumpIfInventory("Kicking", 1, "Ready3") - TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") - Ready3: - TNT1 A 0 A_SetRoll(0) - TNT1 A 0 { - A_ClearOverlays(3,65); - PB_SetUsingKick(false); - PB_SetUsingMelee(false); - PB_SetUsingEquipment(false); - PB_SetExecutingEnemy(false); - } - TNT1 A 0 A_SetInventory("PB_LockScreenTilt",0) - P1NG ABCDEFGHIJKLMNOPQRS 0 - P2NG ABCDEFGHIJKLMNOPQRS 0 - P3NG ABCDEFGHIJKLMNOPQRS 0 - TNT1 A 0 A_SetInventory("PSeq1", 0) - TNT1 A 0 A_SetInventory("PSeq2", 0) - TNT1 A 0 A_SetInventory("PSeq3", 0) - TNT1 A 0 A_SetInventory("PSeq4", 0) - ReadyFistsLoop: - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ReadyShotgunguyHead") - TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul") - TNT1 A 0 A_JumpIfInventory("PhantasmFatality",1, "ReadyPhantasm") - P0NG ABCDEFGHIJKLMNOPQRSRQPONMLKJIHGFEDCBA 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P1NG"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NG");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NG");} - return A_DoPBWeaponAction; - } - loop - - ReadyShotgunguyHEad: - PTG1 B 1 A_DoPBWeaponAction - loop - - LostSoulHandFireOverlay: - TNT1 A 5 { - A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5); - if (CountInv("LostSoulFatality") < 1) { return state("LostSoulHandFireOverlayEnd"); } - return state(""); - } - Loop - LostSoulHandFireOverlayEnd: - TNT1 A 0 - Stop - - ReadySoul: - TNT1 A 0 A_Overlay(-3, "LostSoulHandFireOverlay") - THEA AAAABBBBAAAABBBBCCCCDDDDCCCCDDDD 1 BRIGHT A_DoPBWeaponAction - loop - - PhantasmHandFireOverlay: - TNT1 A 5 { - A_FireCustomMissile("PhantasmOnHandFireSpawner",40,0,0,5); - if (CountInv("PhantasmFatality") < 1) { return state("PhantasmHandFireOverlayEnd"); } - return state(""); - } - loop - PhantasmHandFireOverlayEnd: - TNT1 A 0 - Stop - ReadyPhantasm: - TNT1 A 0 A_Overlay(-3, "PhantasmHandFireOverlay") - TH3A AAAABBBBAAAABBBBCCCCDDDDCCCCDDDD 1 BRIGHT A_DoPBWeaponAction - loop - - Deselect: - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") - TNT1 A 0 { - A_WeaponOffset(0,32); - A_SetRoll(0); - PB_HandleCrosshair(5); - A_SetInventory("PB_LockScreenTilt",0); - } - TNT1 A 0 A_SetInventory("PowerBloodOnVisor",0) - TNT1 A 0 A_SetInventory("PowerBlueBloodOnVisor",0) - TNT1 A 0 A_SetInventory("PowerGreenBloodOnVisor",0) - TNT1 A 0 A_SetInventory("DoPunch",0) - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_SetInventory("FistsSelected",0) - - PUNS HIJ 1 - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower - Wait - GrabObject: - TNT1 A 0 - TNT1 A 0 A_PlaySound("weapons/fistwhoosh2") - PKUP ABCDEF 1 - Goto Ready - KillLS: - THEA E 1 A_PlaySound("gore/headshot") - THEA E 3 - THEA F 4 - { - A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); - A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); - A_FireCustomMissile("LSOHK",40,0,0,5); - A_SetInventory("LostSoulFatality",0); - A_SetInventory("PhantasmFatality",0); - A_SetInventory("GoWeaponSpecialAbility",0); - } - Goto Ready - - Select: - TNT1 A 0 { - A_WeaponOffset(0,32); - A_SetRoll(0); - PB_HandleCrosshair(5); - A_SetInventory("PB_LockScreenTilt",0); - } - Goto SelectFirstPersonLegs - SelectContinue: - - //Load bloody fist frames into memory +ACTOR ExecuteStompWall : Inventory +{ +Inventory.MaxAmount 1 +} + +ACTOR ExecuteBashWall : Inventory +{ +Inventory.MaxAmount 1 +} + +ACTOR DoPunch : Inventory +{ +Inventory.MaxAmount 1 +} + +Actor HeavyStrikeRight : Inventory +{ +inventory.maxamount 1 +} + +Actor HeavyStrikeLeft : Inventory +{ +inventory.maxamount 1 +} + +Actor HeavyStrikeUpWard : Inventory +{ +inventory.maxamount 1 +} + + +Actor FistHit : Inventory +{ +inventory.maxamount 1 +} + +Actor Kicking : Inventory +{ +inventory.maxamount 1 +} + +Actor Punching : Inventory +{ +inventory.maxamount 1 +} + +Actor Berserker : Inventory +{ +inventory.maxamount 1 +} + +Actor NoFatality : Inventory +{ +inventory.maxamount 1 +} + +Actor KickHasHit : Inventory +{ +inventory.maxamount 1 +} + +Actor KickHasHitAnObject : Inventory +{ +inventory.maxamount 1 +} + +Actor IsSlideKicking : Inventory +{ +inventory.maxamount 1 +} + +Actor ShotgunguyHead: Inventory +{ +inventory.maxamount 1 +} + +Actor PSeq1 : Inventory +{ +inventory.maxamount 3 +} + +Actor PSeq2 : Inventory +{ +inventory.maxamount 1 +} + +Actor PSeq3 : Inventory +{ +inventory.maxamount 1 +} + +ACTOR PSeq4 : Inventory +{ +Inventory.MaxAmount 1 +} + +ACTOR PhantasmFatality : Inventory +{ +Inventory.MaxAmount 1 +} + +ACTOR ArachnoGun_Plasma +{ + Radius 6 + Height 10 + Speed 60 + Damage 10 + DamageType Plasma + Decal "Scorch" + alpha 0.87 + Scale 0.30 + Projectile + +RANDOMIZE + renderstyle ADD + DeathSound "weapons/plasmax" + SeeSound "None" + Obituary "%o was melted by %k's Plasma Gun" + States + { + Spawn: + PBAL C 1 BRIGHT A_SpawnItem("PlasmaFlare",0,0) + TNT1 A 0 A_PlaySound("weapons/plasmaloop",6,1,1) + Loop + + Xdeath: + TNT1 A 0 A_StopSound(6) + TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 B 1 A_Explode(15,50,0) + TNT1 B 4 + TNT2 AAA 4 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160)) + Stop + + Death: + TNT1 A 0 A_StopSound(6) + TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + TNT1 B 1 A_Explode(8,50,1) + TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 B 4 + TNT2 AAAAAAAAA 4 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160)) + Stop + } +} + + +// -------------------------------------------------------------------------- +// +// Melee Weapons +// +// -------------------------------------------------------------------------- + + +ACTOR Melee_Attacks : PB_Weapon Replaces Fist +{ + Game Doom + Weapon.SelectionOrder 3700 + Weapon.Kickback 100 + Obituary "%o was Ripped and Torn by %k" + +WEAPON.WIMPY_WEAPON + +WEAPON.MELEEWEAPON + +WEAPON.NOALERT + +WEAPON.NOAUTOAIM + //+WEAPON.NOAUTOFIRE + +WEAPON.CHEATNOTWEAPON + Tag "Bare Hands" + inventory.AltHUDIcon "KUKRA0" + States + { + + + Steady: + TNT1 A 0 A_SetRoll(0) + TNT1 A 1 { + A_TakeInventory("GoWeaponSpecialAbility", 1); + A_TakeInventory("Grabbing_A_Ledge", 1); + A_TakeInventory("UseEquipment", 1); + A_TakeInventory("ToggleEquipment", 1); + A_TakeInventory("Taunting", 1); + A_TakeInventory("Salute1", 1); + A_TakeInventory("Salute2", 1); + A_TakeInventory("Kicking", 1); + } + Goto ReadyFists + + Reload: + WeaponSpecial: + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") + TNT1 A 0 A_TakeInventory("Punching", 1) + TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"KillLS") + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_JumpIfInventory("PB_PowerStrength",1,"SelectFatalityModes") + PUNS E 2 + PUNS F 2 A_PlaySoundEx("KNUCKLED", "Auto") + PUNS GFEK 2 + PUNS L 2 A_PlaySoundEx("KNUCKLED", "Auto") + PUNS MLK 2 + TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) + Goto ReadyFists + + SelectFatalityModes: + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "FatalityOn") + Goto FatalityOff + FatalityOn: + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_Print("Auto Execute: On") + PUNS E 2 + TNT1 A 0 A_PlaySoundEx("KNUCKLED", "Auto") + PUNS FGF 2 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) + PUNS EK 2 + TNT1 A 0 A_PlaySoundEx("KNUCKLED", "Auto") + PUNS LML 2 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0) + PUNS K 2 + TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) + TNT1 A 0 A_TakeInventory("NoFatality", 1) + Goto ReadyFists + FatalityOff: + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_Print("Auto Execute: Off") + + P1NR ABCDEFFGGHIJKKLMMNOPQRSTUVWX 0 + P2NR ABCDEFFGGHIJKKLMMNOPQRSTUVWX 0 + P3NR ABCDEFFGGHIJKKLMMNOPQRSTUVWX 0 + + P9NS ABCDEFF 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P1NR"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NR");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NR");} + } + TNT1 A 0 { + A_PlaySoundEx("weapons/fists_smash", "Auto"); + A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); + } + P9NS GGHIJKKLMM 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P1NR"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NR");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NR");} + } + TNT1 A 0 { + A_PlaySoundEx("weapons/fists_smash", "Auto"); + A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); + } + P9NS NOPQRSTUVWX 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P1NR"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NR");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NR");} + } + TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) + TNT1 A 0 A_GiveInventory("NoFatality", 1) + Goto ReadyFists + + Ready: + ////////////////// Check if player is performing a fatality + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ReadyShotgunguyHead") + TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul") + TNT1 A 0 A_JumpIfInventory("PhantasmFatality",1, "ReadyPhantasm") + + //Play raising animation + SelectAnimation: + TNT1 A 0 A_PlaySoundEx("weapons/fists_up", "Auto") + P9NS EFGHITUVW 1 + ReadyFists: + TNT1 A 0 { + if(CountInv("GoFatality") >= 1) { + SetPlayerProperty(0,1,0); + } + else { + SetPlayerProperty(0,0,0); + } + } + TNTT A 0 A_JumpIfInventory("Kicking", 1, "Ready3") + TNT1 A 0 A_Overlay(-10, "FirstPersonLegsStand") + Ready3: + TNT1 A 0 A_SetRoll(0) + TNT1 A 0 { + A_ClearOverlays(3,65); + PB_SetUsingKick(false); + PB_SetUsingMelee(false); + PB_SetUsingEquipment(false); + PB_SetExecutingEnemy(false); + } + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",0) + P1NG ABCDEFGHIJKLMNOPQRS 0 + P2NG ABCDEFGHIJKLMNOPQRS 0 + P3NG ABCDEFGHIJKLMNOPQRS 0 + TNT1 A 0 A_SetInventory("PSeq1", 0) + TNT1 A 0 A_SetInventory("PSeq2", 0) + TNT1 A 0 A_SetInventory("PSeq3", 0) + TNT1 A 0 A_SetInventory("PSeq4", 0) + ReadyFistsLoop: + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ReadyShotgunguyHead") + TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul") + TNT1 A 0 A_JumpIfInventory("PhantasmFatality",1, "ReadyPhantasm") + P0NG ABCDEFGHIJKLMNOPQRSRQPONMLKJIHGFEDCBA 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P1NG"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NG");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NG");} + return A_DoPBWeaponAction; + } + loop + + ReadyShotgunguyHEad: + PTG1 B 1 A_DoPBWeaponAction + loop + + LostSoulHandFireOverlay: + TNT1 A 5 { + A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5); + if (CountInv("LostSoulFatality") < 1) { return state("LostSoulHandFireOverlayEnd"); } + return state(""); + } + Loop + LostSoulHandFireOverlayEnd: + TNT1 A 0 + Stop + + ReadySoul: + TNT1 A 0 A_Overlay(-3, "LostSoulHandFireOverlay") + THEA AAAABBBBAAAABBBBCCCCDDDDCCCCDDDD 1 BRIGHT A_DoPBWeaponAction + loop + + PhantasmHandFireOverlay: + TNT1 A 5 { + A_FireCustomMissile("PhantasmOnHandFireSpawner",40,0,0,5); + if (CountInv("PhantasmFatality") < 1) { return state("PhantasmHandFireOverlayEnd"); } + return state(""); + } + loop + PhantasmHandFireOverlayEnd: + TNT1 A 0 + Stop + ReadyPhantasm: + TNT1 A 0 A_Overlay(-3, "PhantasmHandFireOverlay") + TH3A AAAABBBBAAAABBBBCCCCDDDDCCCCDDDD 1 BRIGHT A_DoPBWeaponAction + loop + + Deselect: + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") + TNT1 A 0 { + A_WeaponOffset(0,32); + A_SetRoll(0); + PB_HandleCrosshair(5); + A_SetInventory("PB_LockScreenTilt",0); + } TNT1 A 0 PB_ResetVisorBloodTokens - TNT1 A 0 PB_ResetBarrelTokens - - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_SetInventory("Reloading", 0) //Prevent accidentally switching to smash/fatality mode - TNT1 A 0 PB_WeapTokenSwitch("FistsSelected") - ////////////////// Check if player is performing a fatality\\\\ - TNT1 A 0 - //////////////////// - TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise - TNT1 AAAAAAAA 1 A_Raise - Wait - - - //Who needs multiple states for the same conditions anyway, its almost 2020! - Fire: //Left Handed Punches - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "ThrowBarrel") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "ThrowFlameBarrel") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "ThrowIceBarrel") - TNT1 A 0 { -// A_GiveInventory("PB_LockScreenTilt",1); - A_WeaponOffset(0,32); - A_SetRoll(0); - PB_HandleCrosshair(5); - if(CountInv("NoFatality") == 0) { - return PB_Execute(); - } - return state(""); - } - - //Combo Checker - TNT1 A 0 { - if (CountInv("PSeq4") >= 1 ) { return state("LeftHook"); } - if (CountInv("PSeq3") >= 1 ) { return state("LeftBackHand"); } - if (CountInv("PSeq2") >= 1 ) { return state("LeftUpperCut"); } - if (CountInv("PSeq1") >= 2 ) { return state("LeftHook"); } - return state(""); - } - - LeftJab: - TNT1 A 0 A_SetInventory("Punching",1) - TNT1 A 0 A_GiveInventory("PSeq1",1) -//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the -//green blood when doing punch and kick combos at the same time. - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - //Initialize Bloodied Sprites in GZDoom's virtual memory - P1NJ ABCDEFGH 0 - P2NJ ABCDEFGH 0 - P3NJ ABCDEFGH 0 - P4NJ ABCDEFGH 0 - P2NB ABCDEFGH 0 - P3NB ABCDEFGH 0 - P4NB ABCDEFGH 0 - - P1NB AAB 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NB"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NB");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NB");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NJ");} - A_SetRoll(roll+0.5); - } - TNT1 A 0 A_PlaySound("weapons/fistwhoosh2") - //Determine berserk strike or not - TNT1 A 0 { - if (CountInv("PB_PowerStrength") >= 1 ) - { - A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 0); - } - else {A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0);} - } - P1NB CDD 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NB"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NB");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NB");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NJ");} - } - P1NB EFGH 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NB"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NB");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NB");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NJ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NJ");} - A_SetRoll(roll-0.5); - A_WeaponReady(WRF_NOPRIMARY); - //if (JustPressed(BT_USER4) || JustReleased(BT_USER4)) { return state("SideKickRight"); } - if (PressingUser4() || JustReleased(BT_USER4)) { return state("SideKickRight"); } - return state(""); - } - TNT1 A 0 A_SetRoll(0) - Goto ReadyFists - - LeftHook: - TNT1 A 0 A_SetInventory("Punching",1) - TNT1 A 0 A_GiveInventory("PSeq2",1) - TNT1 A 0 A_TakeInventory("PSeq1",3) -//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the -//green blood when doing punch and kick combos at the same time. - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - - //Initialize Bloodied Sprites in GZDoom's virtual memory - P2NC ABCDEFGHIJKLMNOPQRSTUVWX 0 - P3NC ABCDEFGHIJKLMNOPQRSTUVWX 0 - P4NC ABCDEFGHIJKLMNOPQRSTUVWX 0 - P1NK ABCDEFGHIJKLMNOPQRSTUVWX 0 - P2NK ABCDEFGHIJKLMNOPQRSTUVWX 0 - P3NK ABCDEFGHIJKLMNOPQRSTUVWX 0 - P4NK ABCDEFGHIJKLMNOPQRSTUVWX 0 - - P1NC ABCDE 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} - A_SetRoll(roll-2); - } - TNT1 A 2 - TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) - P1NC FG 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} - A_SetRoll(roll+2); - } - - //Determine berserk strike or not - TNT1 A 0 { - if (CountInv("PB_PowerStrength") >= 1 ) - { - A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 5); - } - else { - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5); - A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5); - } - } - - P1NC HIJKLMNO 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} - A_SetRoll(roll+1); - } - - P1NC PPQRS 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} - A_SetRoll(roll-2); - } - P1NC TUVWX 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} - A_SetRoll(roll+2); - A_WeaponReady(WRF_NOPRIMARY); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("HookKickRight"); } - return state(""); - } - TNT1 A 0 A_SetRoll(0) - Goto ReadyFists - - LeftUpperCut: - TNT1 A 0 A_SetInventory("Punching",1) - TNT1 A 0 A_TakeInventory("PSeq1",3) - TNT1 A 0 A_TakeInventory("PSeq2",3) -//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the -//green blood when doing punch and kick combos at the same time. - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - //Initialize Bloodied Sprites in GZDoom's virtual memory - P2NE ABCDEFGHIJKLM 0 - P3NE ABCDEFGHIJKLM 0 - P4NE ABCDEFGHIJKLM 0 - P1NL ABCDEFGHIJKLM 0 - P2NL ABCDEFGHIJKLM 0 - P3NL ABCDEFGHIJKLM 0 - P4NL ABCDEFGHIJKLM 0 - - P1NE ABCDDD 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} - A_SetRoll(roll-2); - } - TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) - - //Determine berserk strike or not - TNT1 A 0 { - if (CountInv("PB_PowerStrength") >= 1 ) - { - A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 0); - A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 5); - } - else { - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0); - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 10); - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 15); - } - } - - - P1NE EE 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} - A_SetRoll(roll+2); - } - P1NE FGHH 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} - A_SetRoll(roll+2); - } - P1NE IJ 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} - } - P1NE KLM 1{ - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} - A_WeaponReady(WRF_NOPRIMARY); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("SideKickRight"); } - return state(""); - } - TNT1 A 0 A_SetRoll(0) - Goto ReadyFists - - LeftBackHand: - TNT1 A 0 A_SetInventory("Punching",1) - TNT1 A 0 A_TakeInventory("PSeq1",3) - TNT1 A 0 A_TakeInventory("PSeq2",3) - TNT1 A 0 A_TakeInventory("PSeq3",3) -//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the -//green blood when doing punch and kick combos at the same time. - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - //Initialize Bloodied Sprites in GZDoom's virtual memory - P2NH ABCDEFGHIJKLMNOPQRST 0 - P3NH ABCDEFGHIJKLMNOPQRST 0 - P4NH ABCDEFGHIJKLMNOPQRST 0 - P1NM ABCDEFGHIJKLMNOPQRST 0 - P2NM ABCDEFGHIJKLMNOPQRST 0 - P3NM ABCDEFGHIJKLMNOPQRST 0 - P4NM ABCDEFGHIJKLMNOPQRST 0 - - P1NH ABCD 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} - A_SetRoll(roll+2); - } - TNT1 A 2 - TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) - P1NH E 2 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} - } - - //Determine berserk strike or not - TNT1 A 0 { - if (CountInv("PB_PowerStrength") >= 1 ) - { - A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 25, 5); - - } - else { - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5); - } - } - - - P1NH FFGHIJKL 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} - A_SetRoll(roll-2); - } - P1NH MNOP 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} - A_SetRoll(roll+2); - } - P1NH QRST 1{ - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} - A_WeaponReady(WRF_NOPRIMARY); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("ThrustKick"); } - return state(""); - } - Goto ReadyFists - - AltFire: //Right Handed Punches - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") - TNT1 A 0 { - A_WeaponOffset(0,32); - A_SetRoll(0); - PB_HandleCrosshair(5); - if(CountInv("NoFatality") == 0) { - return PB_Execute(); - } - return state(""); - } - - - //Combo Checker - TNT1 A 0 { - if (CountInv("PSeq4") >= 1 ) { return state("RightBackHand"); } - if (CountInv("PSeq3") >= 1 ) { return state("RightHook"); } - if (CountInv("PSeq2") >= 1 ) { return state("RightUpperCut"); } - if (CountInv("PSeq1") >= 2 ) { return state("RightHook"); } - return state(""); - } - - - RightJab: - TNT1 A 0 A_SetInventory("Punching",1) - TNT1 A 0 A_GiveInventory("PSeq1",1) -//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the -//green blood when doing punch and kick combos at the same time. - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - //Initialize Bloodied Sprites in GZDoom's virtual memory - P2NA ABCDEFGH 0 - P3NA ABCDEFGH 0 - P4NA ABCDEFGH 0 - P1NN ABCDEFGH 0 - P2NN ABCDEFGH 0 - P3NN ABCDEFGH 0 - P4NN ABCDEFGH 0 - - P1NA AAB 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NA");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NA");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NA");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NN");} - A_SetRoll(roll-0.5); - } - TNT1 A 0 A_PlaySound("weapons/fistwhoosh2") - - //Determine berserk strike or not - TNT1 A 0 { - if (CountInv("PB_PowerStrength") >= 1 ) - { - A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 0); - } - else {A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0);} - } - - P1NA CDDE 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NA");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NA");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NA");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NN");} - } - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - P1NA FGH 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NA");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NA");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NA");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NN");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NN");} - A_SetRoll(roll+0.5); - A_WeaponReady(WRF_NOSECONDARY); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("SideKickLeft"); } - return state(""); - } - Goto ReadyFists - - - RightHook: - TNT1 A 0 A_SetInventory("Punching",1) - TNT1 A 0 A_GiveInventory("PSeq2",1) - TNT1 A 0 A_SetInventory("PSeq1",0) -//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the -//green blood when doing punch and kick combos at the same time. - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - - //Initialize Bloodied Sprites in GZDoom's virtual memory - P2ND ABCDEFGHIJKLMNOPQRSTUVW 0 - P3ND ABCDEFGHIJKLMNOPQRSTUVW 0 - P4ND ABCDEFGHIJKLMNOPQRSTUVW 0 - P1NO ABCDEFGHIJKLMNOPQRSTUVW 0 - P2NO ABCDEFGHIJKLMNOPQRSTUVW 0 - P3NO ABCDEFGHIJKLMNOPQRSTUVW 0 - P4NO ABCDEFGHIJKLMNOPQRSTUVW 0 - - P1ND ABCD 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} - A_SetRoll(roll+2); - } - TNT1 A 1 A_SetRoll(roll+2) - TNT1 A 2 - TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) - P1ND EF 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} - A_SetRoll(roll-2); - } - - //Determine berserk strike or not - TNT1 A 0 { - if (CountInv("PB_PowerStrength") >= 1 ) - { - A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 5); - } - else { - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5); - A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5); - } - } - - - P1ND G 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} - } - P1ND HIJKLMNO 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} - A_SetRoll(roll-1); - } - P1ND O 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} - } - P1ND PQRS 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} - A_SetRoll(roll+2); - } - P1ND TUVW 1{ - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} - A_SetRoll(roll-2); - A_WeaponReady(WRF_NOSECONDARY); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("HookKickLeft"); } - return state(""); - } - TNT1 A 0 A_SetRoll(0) - Goto ReadyFists - - RightUpperCut: - TNT1 A 0 A_SetInventory("Punching",1) - TNT1 A 0 A_SetInventory("PSeq1",0) - TNT1 A 0 A_SetInventory("PSeq2",0) - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - //Initialize Bloodied Sprites in GZDoom's virtual memory - P2NF ABCDEFGHIJKLM 0 - P3NF ABCDEFGHIJKLM 0 - P4NF ABCDEFGHIJKLM 0 - P1NP ABCDEFGHIJKLM 0 - P2NP ABCDEFGHIJKLM 0 - P3NP ABCDEFGHIJKLM 0 - P4NP ABCDEFGHIJKLM 0 - - P1NF ABCDDD 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} - A_SetRoll(roll+2); - } - TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) - //Determine berserk strike or not - TNT1 A 0 { - if (CountInv("PB_PowerStrength") >= 1 ) - { - A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 10); - } - else { - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0); - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 10); - } - } - P1NF EE 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} - A_SetRoll(roll-2); - } - P1NF FGHH 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} - A_SetRoll(roll-2); - } - P1NF IJ 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} - } - P1NF KLM 1{ - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} - A_WeaponReady(WRF_NOSECONDARY); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("SideKickLeft"); } - return state(""); - } - TNT1 A 0 A_SetRoll(0) - Goto ReadyFists - - RightBackHand: - TNT1 A 0 A_SetInventory("Punching",1) - TNT1 A 0 A_SetInventory("PSeq1",0) - TNT1 A 0 A_SetInventory("PSeq2",0) - TNT1 A 0 A_SetInventory("PSeq3",0) - TNT1 A 0 A_SetInventory("PSeq4",0) - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - //Initialize Bloodied Sprites in GZDoom's virtual memory - P2NI ABCDEFGHIJKLMNOPQRST 0 - P3NI ABCDEFGHIJKLMNOPQRST 0 - P4NI ABCDEFGHIJKLMNOPQRST 0 - P1NQ ABCDEFGHIJKLMNOPQRST 0 - P2NQ ABCDEFGHIJKLMNOPQRST 0 - P3NQ ABCDEFGHIJKLMNOPQRST 0 - P4NQ ABCDEFGHIJKLMNOPQRST 0 - - P1NI ABCD 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} - A_SetRoll(roll+2); - } - TNT1 A 2 - TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) - P1NI E 2 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} - } - - //Determine berserk strike or not - TNT1 A 0 { - if (CountInv("PB_PowerStrength") >= 1 ) - { - A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrike2Smash", 0, 0, -25, 5); - } - else { - A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); - A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5); - } - } - - P1NI FFGHIJKL 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} - A_SetRoll(roll-2); - } - P1NI MNOP 1 { - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} - A_SetRoll(roll+2); - } - P1NI QRST 1{ - if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} - if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} - if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} - if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} - if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} - A_WeaponReady(WRF_NOPRIMARY); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("ThrustKick"); } - return state(""); - } - Goto ReadyFists - - - SideKickLeft: - TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 A_SetInventory("Kicking", 1) - TNT1 A 0 { - A_SetRoll(0); - A_Overlay(-10, "FirstPersonLegsKickLeft"); - A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); - A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); - } - TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) - TNT1 A 0 A_Overlay(3, "FlashKickingCombo") - TNT1 A 0 A_SetInventory("PSeq1",0) - TNT1 A 0 A_SetInventory("PSeq2",0) - TNT1 A 0 A_SetInventory("PSeq4",0) - TNT1 A 0 A_GiveInventory("PSeq3",1) - KIC4 ABCDEF 1 A_SetRoll(roll+1) - TNT1 A 0 A_PlaySound("KICK", 5) - KIC4 GG 1 - TNT1 A 0 A_JumpIfInventory("PB_PowerStrength", 1, 3) - TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 5, 5) - TNT1 A 0 A_Jump(256, 2) - TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 5, 5) - KIC4 HIJKLM 1 A_SetRoll(roll-1) - TNT1 A 0 A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, false) - TNT1 A 0 A_SetInventory("Kicking",0) - TNT1 A 0 A_SetInventory("DoPunch",0) - TNT1 A 0 PB_SetUsingKick(false) - TNT1 AAAA 1 { - A_WeaponReady(WRF_NOSWITCH); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("HookKickLeft"); } - return state(""); - } - Goto ReadyFists - - SideKickRight: - TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 A_SetInventory("Kicking", 1) - TNT1 A 0 { - A_SetRoll(0); - A_Overlay(-10, "FirstPersonLegsKickRight"); - A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); - A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); - } - TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) - TNT1 A 0 A_Overlay(3, "FlashKickingCombo") - TNT1 A 0 A_SetInventory("PSeq1",0) - TNT1 A 0 A_SetInventory("PSeq2",0) - TNT1 A 0 A_SetInventory("PSeq4",0) - TNT1 A 0 A_GiveInventory("PSeq3",1) - KIC5 ABCDEF 1 A_SetRoll(roll-1) - TNT1 A 0 A_PlaySound("KICK", 5) - KIC5 GG 1 - TNT1 A 0 A_JumpIfInventory("PB_PowerStrength", 1, 3) - TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, -5, 5) - TNT1 A 0 A_Jump(256, 2) - TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, -5, 5) - KIC5 HIJKLM 1 A_SetRoll(roll+1) - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - TNT1 A 0 A_SetInventory("Kicking",0) - TNT1 A 0 A_SetInventory("DoPunch",0) - TNT1 A 0 PB_SetUsingKick(false) - TNT1 AAAA 1 { - A_WeaponReady(WRF_NOSWITCH); - if (PressingUser4() || JustReleased(BT_USER4)) { return state("HookKickRight"); } - return state(""); - } - Goto ReadyFists - - HookKickLeft: - TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 A_SetInventory("Kicking", 1) - TNT1 A 0 { - A_SetRoll(0); - A_Overlay(-10, "FirstPersonLegsKickLeft"); - A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); - A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); - } - TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) - TNT1 A 0 A_Overlay(3, "FlashKickingCombo") - TNT1 A 0 A_SetInventory("PSeq1",0) - TNT1 A 0 A_SetInventory("PSeq2",0) - TNT1 A 0 A_SetInventory("PSeq3",0) - TNT1 A 0 A_GiveInventory("PSeq4",1) - KIC3 ABCDE 1 A_SetRoll(roll+1) - TNT1 A 0 A_PlaySound("KICK", 0) - TNT1 A 0 A_JumpIfInventory("PB_PowerStrength", 1, 5) - KIC3 F 1 A_FireCustomMissile("KickAttack", -10, 0, 0, -8) - KIC3 G 1 A_FireCustomMissile("KickAttack", 0, 0, 0, -2) - KIC3 H 1 A_FireCustomMissile("KickAttack", 10, 0, 0, -8) - TNT1 A 0 A_Jump(256, 4) - TNT1 A 0 - KIC3 F 1 A_FireCustomMissile("SuperKickAttack", -10, 0, 0, -8) - KIC3 G 1 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -2) - KIC3 H 1 A_FireCustomMissile("SuperKickAttack", 10, 0, 0, -8) - TNT1 A 0 - KIC3 IJKLM 1 A_SetRoll(roll-2) - KIC3 NOPQR 1 A_SetRoll(roll+1) - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - TNT1 A 0 A_SetInventory("Kicking",0) - TNT1 A 0 A_SetInventory("DoPunch",0) - TNT1 A 0 PB_SetUsingKick(false) - TNT1 AAAA 1 A_DoPBWeaponAction(WRF_NOSWITCH) - Goto ReadyFists - - HookKickRight: - TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 A_SetInventory("Kicking", 1) - TNT1 A 0 { - A_SetRoll(0); - A_Overlay(-10, "FirstPersonLegsKickRight"); - A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); - A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); - } - TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) - TNT1 A 0 A_Overlay(3, "FlashKickingCombo") - TNT1 A 0 A_SetInventory("PSeq1",0) - TNT1 A 0 A_SetInventory("PSeq2",0) - TNT1 A 0 A_SetInventory("PSeq3",0) - TNT1 A 0 A_GiveInventory("PSeq4",1) - KIC6 ABCDE 1 A_SetRoll(roll-1) - TNT1 A 0 A_PlaySound("KICK", 0) - TNT1 A 0 A_JumpIfInventory("PB_PowerStrength", 1, 5) - KIC6 F 1 A_FireCustomMissile("KickAttack", 10, 0, 0, -8) - KIC6 G 1 A_FireCustomMissile("KickAttack", 0, 0, 0, -2) - KIC6 H 1 A_FireCustomMissile("KickAttack", -10, 0, 0, -8) - TNT1 A 0 A_Jump(256, 4) - TNT1 A 0 - KIC6 F 1 A_FireCustomMissile("SuperKickAttack", 10, 0, 0, -8) - KIC6 G 1 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -2) - KIC6 H 1 A_FireCustomMissile("SuperKickAttack", -10, 0, 0, -8) - TNT1 A 0 - KIC6 IJKLM 1 A_SetRoll(roll+2) - KIC6 NOPQR 1 A_SetRoll(roll-1) - TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) - TNT1 A 0 A_SetInventory("Kicking",0) - TNT1 A 0 A_SetInventory("DoPunch",0) - TNT1 A 0 PB_SetUsingKick(false) - TNT1 AAAA 1 A_DoPBWeaponAction(WRF_NOSWITCH) - Goto ReadyFists - - - ThrustKick: - TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") - TNT1 A 0 { - A_SetInventory("Kicking",1); - //A_Giveinventory("PB_LockScreenTilt",1); - A_Overlay(-10, "FirstPersonLegsKickRight"); - A_SetInventory("Zoomed",0); - A_SetInventory("ADSmode",0); - A_ZoomFactor(1.0); - } - TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - NULL A 0 A_JumpIfInventory("CanSlideKick", 1, "SlideKick") - NULL A 0 A_JumpIf (velZ != 0, "AirKickCombo") - TNT1 A 0 { - A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, true); - A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); - A_Overlay(3, "FlashKickingCombo"); - } - KIC1 A 1 { - A_PlaySoundEx("KICK", "Auto"); - SetPlayerProperty(0,1,0); - if(PB_WeaponIsInReadyState()) - { - A_Overlay(3, "FlashKickingCombo"); - } - A_SetAngle(-0.5 + angle, SPF_INTERPOLATE); - A_SetPitch(+0.5 + pitch, SPF_INTERPOLATE); - A_SetRoll(roll-2); - A_ZoomFactor(0.98); - } - KIC1 B 1 { - A_SetAngle(-0.5 + angle, SPF_INTERPOLATE); - A_SetPitch(+0.5 + pitch, SPF_INTERPOLATE); - A_SetRoll(roll-2); - A_ZoomFactor(0.970); - } - KIC1 C 1 { - A_SetAngle(-0.5 + angle, SPF_INTERPOLATE); - A_SetPitch(+0.5 + pitch, SPF_INTERPOLATE); - A_SetRoll(roll-2); - A_ZoomFactor(0.965); - } - KIC1 D 1 { - A_SetPitch(+1.25 + pitch, SPF_INTERPOLATE); - A_ZoomFactor(0.950); - } - KIC1 E 1 A_Recoil(-1) - KIC1 F 1 { //No more unneeded Super states here, this now unified into a single state with an if else statement. - if(CountInv("PB_PowerStrength") == 1) { - A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7); - } - else{ - A_FireCustomMissile("KickAttack", 0, 0, 0, -7); - } - } - KIC1 GG 1 - KIC1 I 1 { - A_ZoomFactor(0.965); - A_SetAngle(+1 + angle, SPF_INTERPOLATE); - } - KIC1 H 1 { - A_SetPitch(-0.5 + pitch, SPF_INTERPOLATE); - A_SetAngle(+1 + angle, SPF_INTERPOLATE); - A_SetRoll(roll+2); - A_ZoomFactor(0.970); - } - KIC1 J 1 { - A_SetPitch(-0.5 + pitch, SPF_INTERPOLATE); - A_SetRoll(roll+2); - A_SetAngle(+0.5 + angle, SPF_INTERPOLATE); - A_ZoomFactor(0.98); - } - KIC1 K 1 { - A_SetPitch(-0.5 + pitch, SPF_INTERPOLATE); - A_SetRoll(roll+2); - A_SetAngle(+0.5 + angle, SPF_INTERPOLATE); - A_ZoomFactor(0.99); - } - KIC1 L 1 { - A_SetAngle(+0.5 + angle, SPF_INTERPOLATE); - A_SetPitch(-0.5 + pitch, SPF_INTERPOLATE); - A_ZoomFactor(1.0); - } - KIC1 A 1 { - A_SetAngle(-0.5 + angle, SPF_INTERPOLATE); - A_SetPitch(-1.25 + pitch, SPF_INTERPOLATE); - } - TNT1 A 0 { - A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, false); - A_Overlay(-10, "FirstPersonLegsStand"); - SetPlayerProperty(0,0,0); - // A_Takeinventory("PB_LockScreenTilt",1); - A_SetInventory("Kicking",0); - PB_SetUsingKick(false); - } - Goto ReadyFists - - AirKickCombo: - TNT1 A 0 { - A_PlaySound("KICK", 6); - A_Recoil (-6); - if(PB_WeaponIsInReadyState()) - { - A_Overlay(3, "FlashKickingCombo"); - } - A_OverlayOffset(PSP_WEAPON, 0, 32); - A_ZoomFactor(0.95); - A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, true); - A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); - } - AKCK A 1 A_SetRoll(roll-2, SPF_INTERPOLATE) - AKCK B 1 A_SetRoll(roll-2, SPF_INTERPOLATE) - AKCK C 1 A_SetRoll(roll-2, SPF_INTERPOLATE) - AKCK DEFGH 1 - RIFF A 0 { - if(CountInv("PB_PowerStrength") == 1) { - A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31); - } - else{ - A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31); - } - } - TNT1 A 0 A_ZoomFactor(0.975) - AKCK IJK 1 - TNT1 A 0 A_ZoomFactor(0.995) - TNT1 A 0 - AKCK LM 1 - AKCK N 1 A_SetRoll(roll+2, SPF_INTERPOLATE) - AKCK O 1 A_SetRoll(roll+2, SPF_INTERPOLATE) - TNT1 A 1 A_SetRoll(roll+2, SPF_INTERPOLATE) - TNT1 A 0 { - A_ZoomFactor(1.0); - A_SetInventory("PB_LockScreenTilt",0); - A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, false); - PB_SetUsingKick(false); - A_Overlay(-10, "FirstPersonLegsStand"); - A_SetInventory("Kicking",0); - } - Goto ReadyFists - - - FlashKickingCombo: - P8NA A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1, 4) - P7NA A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1, 3) - P6NA A 0 A_JumpIfInventory("PowerBloodOnVisor",1, 2) - P5NA A 0 - "####" ABCDEFGHIJKLMNNNNN 1 - { -// A_OverlayOffset(3, 0, 0); - if (PB_MeleeKickInterruptCheck()) { - A_Overlay(-10, "FirstPersonLegsStand"); - A_SetInventory("Kicking",0); - PB_SetUsingKick(false); - return state("FlashInterrupt"); - } - return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE|WRF_NOSWITCH); - } - Stop - FlashInterrupt: - TNT1 A 1 - Stop - FlashAirKicking: - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelAirKicking") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelAirKicking") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelAirKicking") - FlashKicking: - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelKicking") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelKicking") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelKicking") - P8NA A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1, 4) - P7NA A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1, 3) - P6NA A 0 A_JumpIfInventory("PowerBloodOnVisor",1, 2) - P5NA A 0 - "####" ABCDEFGHIJKLMNNNNN 1 - { -// A_OverlayOffset(3, 0, 0); -// if (CountInv("Punching") == 1 || CountInv("GoWeaponSpecialAbility") == 1) { return state("FlashInterrupt"); } - return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); - } - Goto Ready3 - - FlashPunching: - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelPunching") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelPunching") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelPunching") - TNT1 A 14 - Stop - - - - - FlashSlideKicking: - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelSlideKicking") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelSlideKicking") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelSlideKicking") - P4NS A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1, 4) - P3NS A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1, 3) - P2NS A 0 A_JumpIfInventory("PowerBloodOnVisor",1, 2) - P1NS A 0 - "####" ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) - Goto Ready3 - FlashSlideKickingStop: - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelSlideKickingStop") - TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelSlideKickingStop") - TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelSlideKickingStop") - P4NS A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1, 4) - P3NS A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1, 3) - P2NS A 0 A_JumpIfInventory("PowerBloodOnVisor",1, 2) - P1NS A 0 - "####" TUVWXYZ 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) - Goto Ready3 - - - } -} - - - -ACTOR PoorLostSoul -{ - Radius 6 - Height 8 - Speed 22 - Fastspeed 26 - Damage 15 - Projectile - Scale 1.0 - +FORCEXYBILLBOARD - DamageType Fire -ExplosionRadius 70 -ExplosionDamage 50 - Alpha 1 - SeeSound "skull/melee" - DeathSound "fatso/shotx" - States - { - Spawn: - TNT1 A 0 A_CustomMissile ("FlameTrails", 24, 0, 0, 0, 0) - LSOL B 2 BRIGHT A_SpawnItem("RedFlare",0,0) - Loop - Death: - - LSOL F 2 BRIGHT - LSOL G 2 BRIGHT - TNT1 A 0 A_Explode - EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360)) - EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0) - TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160)) - TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160)) - TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160)) - TNT1 A 0 - LSOL HI 6 - Stop - Stop - } -} - -ACTOR PoorPhantasm -{ - Radius 6 - Height 8 - Speed 28 - Fastspeed 32 - Damage 20 - Projectile - Scale 1.0 - +FORCEXYBILLBOARD - DamageType GreenFire -ExplosionRadius 80 -ExplosionDamage 60 - Alpha 1 - SeeSound "skull/melee" - DeathSound "LSOD" - States - { - Spawn: - TNT1 A 0 A_CustomMissile ("GreenFlameTrails", 24, 0, 0, 0, 0) - STLK B 1 BRIGHT A_SpawnItem("GreenFlare",0,0) - Loop - Death: - - STLK F 2 BRIGHT - STLK G 2 BRIGHT - TNT1 AAA 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) - TNT1 A 0 A_SpawnItemEx ("BFGAltExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - TNT1 A 0 A_SpawnItem("BFGAltShockWave",0,0) - TNT1 A 0 A_Explode - EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 6, 0, random (0, 360), 2, random (0, 360)) - EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0) - TNT1 AAA 0 A_CustomMissile ("Phantasmpart1", 42, 0, random (0, 360), 2, random (0, 160)) - TNT1 A 0 A_CustomMissile ("Phantasmpart3", 42, 0, random (0, 360), 2, random (0, 160)) - TNT1 AAAA 0 A_CustomMissile ("Phantasmpart2", 42, 0, random (0, 360), 2, random (0, 160)) - TNT1 A 0 - LSOL HI 6 - Stop - } -} - -ACTOR KickAttack: FastProjectile -{ - Radius 6 - Height 6 - DamageType Kick - Projectile - +FORCEXYBILLBOARD - +NOEXTREMEDEATH - +NOGRAVITY - RenderStyle Add - Alpha 0.6 - Damage (random(38,42)) - Speed 30 - //HitObituary "$OB_IMPHIT" - SeeSound "none" - DeathSound "none" - Decal "none" - -RIPPER - States - { - Spawn: - TNT1 A 1 BRIGHT - TNT1 A 1 //A_PlaySound("weapons/gswing") - Stop - Death: - TNT1 A 0 - TNT1 A 0 A_CheckFloor("DeathOnGround") - TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 13) - PUFF A 0 A_PlaySound("FOOTWALL", 3) //A_PlaySound("player/cyborg/fist", 3) - TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 0 A_GiveToTarget("KickHasHit", 1) - TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1) - TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) - TNT1 A 10 - Stop - TNT1 A 0 A_CheckFloor(2) - PUFF A 0 A_PlaySound("player/cyborg/fist", 3) - TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 0 A_GiveToTarget("KickHasHit", 1) - TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1) - TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) - TNT1 A 10 - Stop - - XDeath: - PUFF A 0 A_PlaySound("player/cyborg/fist", 3) - TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 0 A_GiveToTarget("KickHasHit", 1) - TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1) - TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 4) - TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) - TNT1 A 10 - Stop - TNT1 AAA 0 - TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1) - TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) - TNT1 A 10 - Stop - - - DeathOnGround: - TNT1 A 0 - TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 2) - PUFF A 0 A_PlaySound("FOOTWALL", 3) //A_PlaySound("player/cyborg/fist", 3) - TNT1 A 0 - TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) - TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 2) - TNT1 A 0 A_Explode(10, 40, 0) - TNT1 AA 5 - Stop - } -} - -ACTOR KickAttackLow: KickAttack -{ - DamageType LowKick - Height 10 - States - { - Death: - TNT1 A 0 - TNT1 A 0 A_CheckFloor("DeathOnGround") - PUFF A 0 A_PlaySound("player/cyborg/fist", 3) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 0 Radius_Quake (3, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) - TNT1 A 1 - //TNT1 A 0 A_SpawnItemEx ("PLOFT4",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - TNT1 A 10 - Stop - } -} - -ACTOR SuperKickAttack: KickAttack -{ - Damage (random(64,70)) - -NOEXTREMEDEATH - DamageType ExtremePunches -} - -ACTOR StompAttack: KickAttack -{ - Damage (random(150,200)) - speed 100 - DamageType Trample - States - { - Death: - PUFF A 0 A_PlaySound("player/cyborg/fist") - TNT1 A 0 A_Explode(150, 15, 0) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 10 - Stop - } -} - -ACTOR SuperStompAttack: KickAttack -{ - Damage (random(300,500)) - Speed 100 - DamageType HeavyTrample - States - { - Death: - PUFF A 0 A_PlaySound("player/cyborg/fist") - TNT1 A 0 A_Explode(300, 15, 0) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 10 - Stop - } -} - -ACTOR HookAttack: KickAttack -{ - Speed 30 -} - -ACTOR AirKickAttack: KickAttack -{ - Radius 12 - Height 32 - Damage (random(54,62)) -} - -ACTOR SuperAirKickAttack: KickAttack -{ - Radius 12 - Height 32 - -NOEXTREMEDEATH - DamageType Extremepunches - Damage (random(92,110)) - States - { - Death: - PUFF A 0 A_PlaySound("player/cyborg/fist", 3) - TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 0 A_GiveToTarget("KickHasHit", 1) - TNT1 A 0 Radius_Quake (4, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) - TNT1 A 10 - Stop - } -} - -ACTOR MeleeStrike1: KickAttack -{ -DamageType Melee -Damage (random(13,18)) -Speed 22 -States -{ - Spawn: - TNT1 A 1 BRIGHT - TNT1 A 1 BRIGHT - Stop - Death: - TNT1 A 0 - PUFF A 0 A_PlaySound("player/cyborg/fist") - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 10 - Stop -} -} - -ACTOR MeleeStrike2: MeleeStrike1 -{ -Damage (random(24,32)) -Speed 22 -} - - -ACTOR MeleeStrike1Smash: MeleeStrike1 -{ -Damage 30 -DamageType Extremepunches -+FORCEPAIN -} - - -ACTOR MeleeStrike2Smash: MeleeStrike1 -{ -Damage 32 -Speed 22 -DamageType Extremepunches -+FORCEPAIN -} - -ACTOR MeleeStrikeSuperHook: MeleeStrike1 -{ -Damage 80 -DamageType ExtremePunches -+FORCEPAIN -} - - -actor PLOFT -{ - +NOTARGET -Radius 10 -Height 10 -DamageType MonsterKnocked -+NOGRAVITY -+NOTELEPORT -+NODAMAGETHRUST -+THRUGHOST -+NORADIUSDMG -+NOEXTREMEDEATH -PROJECTILE - +DEHEXPLOSION - +ACTIVATEMCROSS -States -{ -Spawn: -TNT1 A 0 - TNT1 A 0 A_Explode(25,150, 0) -Stop - } -} - -actor PLOFT2 -{ - +NOTARGET -Radius 10 -Height 10 -DamageType Kick -+NOGRAVITY -+NOTELEPORT -+NODAMAGETHRUST -+THRUGHOST -+NORADIUSDMG -+NOEXTREMEDEATH -PROJECTILE -+DEHEXPLOSION -+ACTIVATEMCROSS -States -{ -Spawn: -TNT1 A 0 - // TNT1 A 0 A_Explode(20,30, 0) -Stop - } -} - -actor PLOFT3 -{ - +NOTARGET -Radius 10 -Height 10 -+NOGRAVITY -+NOTELEPORT -+NODAMAGETHRUST -+THRUGHOST -+NORADIUSDMG -+NOEXTREMEDEATH -PROJECTILE -+DEHEXPLOSION -+ACTIVATEMCROSS -States -{ -Spawn: -TNT1 A 0 - TNT1 A 0 A_Explode(20,30, 0) -Stop - } -} - - -actor PLOFT4 -{ - +NOTARGET -Radius 10 -Height 10 -+NOGRAVITY -+NOTELEPORT -+NODAMAGETHRUST -+THRUGHOST -+NORADIUSDMG -+NOEXTREMEDEATH -PROJECTILE -+DEHEXPLOSION -+ACTIVATEMCROSS -DamageType Kick -States -{ -Spawn: -TNT1 A 0 - TNT1 A 0 A_Explode(20,30, 0) -Stop - } -} - -actor PLOFT5 -{ - +NOTARGET -Radius 10 -Height 10 -+NOGRAVITY -+NOTELEPORT -+NODAMAGETHRUST -+THRUGHOST -+NORADIUSDMG -+NOEXTREMEDEATH -PROJECTILE -+DEHEXPLOSION -+ACTIVATEMCROSS -DamageType Kick -States -{ -Spawn: -TNT1 A 2 - TNT1 A 0 A_Explode(10,30, 0) -Stop - } -} - -ACTOR MeleeStrikeSuperRound: SuperKickAttack -{ -Damage 42 -DamageType ExtremePunches -Decal "Crack" - states - { - XDeath: - PUFF A 0 A_PlaySound("player/cyborg/kick") - PUFF BCD 3 - stop - Death: - PUFF A 3 A_PlaySound("player/cyborg/kick") - PUFF BCD 3 - stop - Crash: - PUFF A 3 A_PlaySound("player/cyborg/kick") - PUFF BCD 3 - stop - } -} - -///////////////////KNIFE - -Actor KnifeHasHit : Inventory -{ -inventory.maxamount 1 -} - -ACTOR KnifeSwing : FastProjectile -{ - Radius 2 - Height 1 - DamageType Cut - Projectile - +FORCEXYBILLBOARD - +NOEXTREMEDEATH - +BLOODSPLATTER - +ForcePain - +NOGRAVITY - Damage 11 - Speed 45 - ProjectileKickBack 100 - Obituary "%o was sliced-n-diced by %k" - SeeSound "none" - DeathSound "none" - Decal "SawDecalNew1" - -RIPPER - States - { - Spawn: - TNT1 A 0 - TNT1 A 1 - Stop - XDeath: - TNT1 A 0 A_GiveToTarget("KnifeHasHit", 1) - TNT1 A 0 A_PlaySound("Machete/Yum", 3) - TNT1 A 1 - Stop - Death: - TNT1 A 0 A_SpawnItemEx("SSawPuff3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - TNT1 A 1 - Stop - Crash: - TNT1 A 0 A_SpawnItemEx("SSawPuff3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) - TNT1 A 1 - Stop - } -} - -ACTOR SuperKnifeSwing : KnifeSwing -{ - Radius 3 - Height 1 - Damage 25 - Speed 55 - ProjectileKickBack 100 -} - -Actor FistAttack : FastProjectile -{ - Radius 2 - Height 2 - Damage (0) - Speed 96 //64 - RenderStyle Add - Alpha 0.6 - Scale 0.65 - SeeSound "none" - DeathSound "none" - Species "Player" - DamageType "none" - Projectile - +BLOODSPLATTER - +THRUSPECIES - +THRUGHOST - +EXTREMEDEATH - +FORCERADIUSDMG - Decal WallCrack - -RIPPER - States - { - Spawn: - TNT1 A 2 - Stop - Death: - Crash: - TNT1 A 0 A_Stop - TNT1 A 1 A_GiveToTarget("FistHit",1) - Stop - XDeath: - TNT1 A 0 A_Stop - TNT1 A 1 A_GiveToTarget("FistHit",1) - Stop - } -} - -ACTOR ExecutionAttackKick: KickAttack -{ - Damage 22 - speed 100 - DamageType Kick - Radius 2 - Height 2 - -ACTIVATEIMPACT - -ACTIVATEPCROSS - -ACTIVATEMCROSS - -CANUSEWALLS - States - { - Death: - PUFF A 0 A_PlaySound("player/cyborg/fist") - TNT1 A 0 A_Explode(10, 10, 0) - EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) - TNT1 A 10 - Stop - } -} - - - -ACTOR ExecutionAttackMelee: ExecutionAttackKick -{ - DamageType Melee -} - - -ACTOR ExecutionAttackFatality: ExecutionAttackKick -{ - DamageType Fatality -} - -ACTOR ExecutionAttackStompWall: ExecutionAttackKick -{ - DamageType StompWall - Damage 110 - +ACTIVATEIMPACT - +ACTIVATEPCROSS - +ACTIVATEMCROSS - +CANUSEWALLS -} - - -ACTOR ExecutionFrontWallDetect: ExecutionAttackKick -{ - DamageType None - Damage (random (0, 1)) - +THRUACTORS - Radius 2 - Height 2 - Speed 40 - States - { - Spawn: - TNT1 A 2 - Stop - Death: - TNT1 A 1 - TNT1 A 0 A_GiveToTarget("ExecuteStompWall", 1) - Stop - Xdeath: - TNT1 A 0 - TNT1 A 1 - Stop - } -} - - -ACTOR ExecutionLeftWallDetect: ExecutionAttackKick -{ - DamageType None - Damage (random (0, 1)) - +THRUACTORS - Radius 2 - Height 2 - Speed 20 - States - { - Spawn: - TNT1 A 2 - Stop - Death: - TNT1 A 1 - TNT1 A 0 A_GiveToTarget("ExecuteBashWall", 1) - Stop - Xdeath: - TNT1 A 0 - TNT1 A 1 - Stop - } -} + TNT1 A 0 A_SetInventory("DoPunch",0) + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_SetInventory("FistsSelected",0) + + PUNS HIJ 1 + TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower + Wait + GrabObject: + TNT1 A 0 + TNT1 A 0 A_PlaySound("weapons/fistwhoosh2") + PKUP ABCDEF 1 + Goto Ready + KillLS: + THEA E 1 A_PlaySound("gore/headshot") + THEA E 3 + THEA F 4 + { + A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); + A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); + A_FireCustomMissile("LSOHK",40,0,0,5); + A_SetInventory("LostSoulFatality",0); + A_SetInventory("PhantasmFatality",0); + A_SetInventory("GoWeaponSpecialAbility",0); + } + Goto Ready + + Select: + TNT1 A 0 { + A_WeaponOffset(0,32); + A_SetRoll(0); + PB_HandleCrosshair(5); + A_SetInventory("PB_LockScreenTilt",0); + } + Goto SelectFirstPersonLegs + SelectContinue: + + //Load bloody fist frames into memory + TNT1 A 0 PB_ResetVisorBloodTokens + TNT1 A 0 PB_ResetBarrelTokens + + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_SetInventory("Reloading", 0) //Prevent accidentally switching to smash/fatality mode + TNT1 A 0 PB_WeapTokenSwitch("FistsSelected") + ////////////////// Check if player is performing a fatality\\\\ + TNT1 A 0 + //////////////////// + TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise + TNT1 AAAAAAAA 1 A_Raise + Wait + + + //Who needs multiple states for the same conditions anyway, its almost 2020! + Fire: //Left Handed Punches + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "ThrowBarrel") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "ThrowFlameBarrel") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "ThrowIceBarrel") + TNT1 A 0 { +// A_GiveInventory("PB_LockScreenTilt",1); + A_WeaponOffset(0,32); + A_SetRoll(0); + PB_HandleCrosshair(5); + if(CountInv("NoFatality") == 0) { + return PB_Execute(); + } + return state(""); + } + + //Combo Checker + TNT1 A 0 { + if (CountInv("PSeq4") >= 1 ) { return state("LeftHook"); } + if (CountInv("PSeq3") >= 1 ) { return state("LeftBackHand"); } + if (CountInv("PSeq2") >= 1 ) { return state("LeftUpperCut"); } + if (CountInv("PSeq1") >= 2 ) { return state("LeftHook"); } + return state(""); + } + + LeftJab: + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_GiveInventory("PSeq1",1) +//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the +//green blood when doing punch and kick combos at the same time. + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + //Initialize Bloodied Sprites in GZDoom's virtual memory + P1NJ ABCDEFGH 0 + P2NJ ABCDEFGH 0 + P3NJ ABCDEFGH 0 + P4NJ ABCDEFGH 0 + P2NB ABCDEFGH 0 + P3NB ABCDEFGH 0 + P4NB ABCDEFGH 0 + + P1NB AAB 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NB"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NB");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NB");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NJ");} + A_SetRoll(roll+0.5); + } + TNT1 A 0 A_PlaySound("weapons/fistwhoosh2") + //Determine berserk strike or not + TNT1 A 0 { + if (CountInv("PB_PowerStrength") >= 1 ) + { + A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 0); + } + else {A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0);} + } + P1NB CDD 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NB"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NB");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NB");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NJ");} + } + P1NB EFGH 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NB"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NB");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NB");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NJ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NJ");} + A_SetRoll(roll-0.5); + A_WeaponReady(WRF_NOPRIMARY); + //if (JustPressed(BT_USER4) || JustReleased(BT_USER4)) { return state("SideKickRight"); } + if (PressingUser4() || JustReleased(BT_USER4)) { return state("SideKickRight"); } + return state(""); + } + TNT1 A 0 A_SetRoll(0) + Goto ReadyFists + + LeftHook: + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_GiveInventory("PSeq2",1) + TNT1 A 0 A_TakeInventory("PSeq1",3) +//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the +//green blood when doing punch and kick combos at the same time. + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + + //Initialize Bloodied Sprites in GZDoom's virtual memory + P2NC ABCDEFGHIJKLMNOPQRSTUVWX 0 + P3NC ABCDEFGHIJKLMNOPQRSTUVWX 0 + P4NC ABCDEFGHIJKLMNOPQRSTUVWX 0 + P1NK ABCDEFGHIJKLMNOPQRSTUVWX 0 + P2NK ABCDEFGHIJKLMNOPQRSTUVWX 0 + P3NK ABCDEFGHIJKLMNOPQRSTUVWX 0 + P4NK ABCDEFGHIJKLMNOPQRSTUVWX 0 + + P1NC ABCDE 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} + A_SetRoll(roll-2); + } + TNT1 A 2 + TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) + P1NC FG 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} + A_SetRoll(roll+2); + } + + //Determine berserk strike or not + TNT1 A 0 { + if (CountInv("PB_PowerStrength") >= 1 ) + { + A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 5); + } + else { + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5); + A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5); + } + } + + P1NC HIJKLMNO 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} + A_SetRoll(roll+1); + } + + P1NC PPQRS 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} + A_SetRoll(roll-2); + } + P1NC TUVWX 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NC"); } + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NC");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NC");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NK");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NK");} + A_SetRoll(roll+2); + A_WeaponReady(WRF_NOPRIMARY); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("HookKickRight"); } + return state(""); + } + TNT1 A 0 A_SetRoll(0) + Goto ReadyFists + + LeftUpperCut: + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_TakeInventory("PSeq1",3) + TNT1 A 0 A_TakeInventory("PSeq2",3) +//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the +//green blood when doing punch and kick combos at the same time. + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + //Initialize Bloodied Sprites in GZDoom's virtual memory + P2NE ABCDEFGHIJKLM 0 + P3NE ABCDEFGHIJKLM 0 + P4NE ABCDEFGHIJKLM 0 + P1NL ABCDEFGHIJKLM 0 + P2NL ABCDEFGHIJKLM 0 + P3NL ABCDEFGHIJKLM 0 + P4NL ABCDEFGHIJKLM 0 + + P1NE ABCDDD 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} + A_SetRoll(roll-2); + } + TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) + + //Determine berserk strike or not + TNT1 A 0 { + if (CountInv("PB_PowerStrength") >= 1 ) + { + A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 0); + A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 5); + } + else { + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0); + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 10); + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 15); + } + } + + + P1NE EE 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} + A_SetRoll(roll+2); + } + P1NE FGHH 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} + A_SetRoll(roll+2); + } + P1NE IJ 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} + } + P1NE KLM 1{ + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NE");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NE");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NE");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NL");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NL");} + A_WeaponReady(WRF_NOPRIMARY); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("SideKickRight"); } + return state(""); + } + TNT1 A 0 A_SetRoll(0) + Goto ReadyFists + + LeftBackHand: + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_TakeInventory("PSeq1",3) + TNT1 A 0 A_TakeInventory("PSeq2",3) + TNT1 A 0 A_TakeInventory("PSeq3",3) +//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the +//green blood when doing punch and kick combos at the same time. + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + //Initialize Bloodied Sprites in GZDoom's virtual memory + P2NH ABCDEFGHIJKLMNOPQRST 0 + P3NH ABCDEFGHIJKLMNOPQRST 0 + P4NH ABCDEFGHIJKLMNOPQRST 0 + P1NM ABCDEFGHIJKLMNOPQRST 0 + P2NM ABCDEFGHIJKLMNOPQRST 0 + P3NM ABCDEFGHIJKLMNOPQRST 0 + P4NM ABCDEFGHIJKLMNOPQRST 0 + + P1NH ABCD 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} + A_SetRoll(roll+2); + } + TNT1 A 2 + TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) + P1NH E 2 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} + } + + //Determine berserk strike or not + TNT1 A 0 { + if (CountInv("PB_PowerStrength") >= 1 ) + { + A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 25, 5); + + } + else { + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5); + } + } + + + P1NH FFGHIJKL 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} + A_SetRoll(roll-2); + } + P1NH MNOP 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} + A_SetRoll(roll+2); + } + P1NH QRST 1{ + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NH");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NH");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NH");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NM");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NM");} + A_WeaponReady(WRF_NOPRIMARY); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("ThrustKick"); } + return state(""); + } + Goto ReadyFists + + AltFire: //Right Handed Punches + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") + TNT1 A 0 { + A_WeaponOffset(0,32); + A_SetRoll(0); + PB_HandleCrosshair(5); + if(CountInv("NoFatality") == 0) { + return PB_Execute(); + } + return state(""); + } + + + //Combo Checker + TNT1 A 0 { + if (CountInv("PSeq4") >= 1 ) { return state("RightBackHand"); } + if (CountInv("PSeq3") >= 1 ) { return state("RightHook"); } + if (CountInv("PSeq2") >= 1 ) { return state("RightUpperCut"); } + if (CountInv("PSeq1") >= 2 ) { return state("RightHook"); } + return state(""); + } + + + RightJab: + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_GiveInventory("PSeq1",1) +//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the +//green blood when doing punch and kick combos at the same time. + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + //Initialize Bloodied Sprites in GZDoom's virtual memory + P2NA ABCDEFGH 0 + P3NA ABCDEFGH 0 + P4NA ABCDEFGH 0 + P1NN ABCDEFGH 0 + P2NN ABCDEFGH 0 + P3NN ABCDEFGH 0 + P4NN ABCDEFGH 0 + + P1NA AAB 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NA");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NA");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NA");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NN");} + A_SetRoll(roll-0.5); + } + TNT1 A 0 A_PlaySound("weapons/fistwhoosh2") + + //Determine berserk strike or not + TNT1 A 0 { + if (CountInv("PB_PowerStrength") >= 1 ) + { + A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 0); + } + else {A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0);} + } + + P1NA CDDE 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NA");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NA");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NA");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NN");} + } + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + P1NA FGH 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NA");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NA");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NA");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NN");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NN");} + A_SetRoll(roll+0.5); + A_WeaponReady(WRF_NOSECONDARY); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("SideKickLeft"); } + return state(""); + } + Goto ReadyFists + + + RightHook: + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_GiveInventory("PSeq2",1) + TNT1 A 0 A_SetInventory("PSeq1",0) +//Added to prevent an issue with the PSPF_PLAYERTRANSLATED flag overwriting the +//green blood when doing punch and kick combos at the same time. + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + + //Initialize Bloodied Sprites in GZDoom's virtual memory + P2ND ABCDEFGHIJKLMNOPQRSTUVW 0 + P3ND ABCDEFGHIJKLMNOPQRSTUVW 0 + P4ND ABCDEFGHIJKLMNOPQRSTUVW 0 + P1NO ABCDEFGHIJKLMNOPQRSTUVW 0 + P2NO ABCDEFGHIJKLMNOPQRSTUVW 0 + P3NO ABCDEFGHIJKLMNOPQRSTUVW 0 + P4NO ABCDEFGHIJKLMNOPQRSTUVW 0 + + P1ND ABCD 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} + A_SetRoll(roll+2); + } + TNT1 A 1 A_SetRoll(roll+2) + TNT1 A 2 + TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) + P1ND EF 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} + A_SetRoll(roll-2); + } + + //Determine berserk strike or not + TNT1 A 0 { + if (CountInv("PB_PowerStrength") >= 1 ) + { + A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 5); + } + else { + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5); + A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5); + } + } + + + P1ND G 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} + } + P1ND HIJKLMNO 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} + A_SetRoll(roll-1); + } + P1ND O 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} + } + P1ND PQRS 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} + A_SetRoll(roll+2); + } + P1ND TUVW 1{ + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2ND");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3ND");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4ND");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NO");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NO");} + A_SetRoll(roll-2); + A_WeaponReady(WRF_NOSECONDARY); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("HookKickLeft"); } + return state(""); + } + TNT1 A 0 A_SetRoll(0) + Goto ReadyFists + + RightUpperCut: + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + //Initialize Bloodied Sprites in GZDoom's virtual memory + P2NF ABCDEFGHIJKLM 0 + P3NF ABCDEFGHIJKLM 0 + P4NF ABCDEFGHIJKLM 0 + P1NP ABCDEFGHIJKLM 0 + P2NP ABCDEFGHIJKLM 0 + P3NP ABCDEFGHIJKLM 0 + P4NP ABCDEFGHIJKLM 0 + + P1NF ABCDDD 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} + A_SetRoll(roll+2); + } + TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) + //Determine berserk strike or not + TNT1 A 0 { + if (CountInv("PB_PowerStrength") >= 1 ) + { + A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 10); + } + else { + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0); + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 10); + } + } + P1NF EE 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} + A_SetRoll(roll-2); + } + P1NF FGHH 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} + A_SetRoll(roll-2); + } + P1NF IJ 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} + } + P1NF KLM 1{ + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NF");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NF");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NF");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NP");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NP");} + A_WeaponReady(WRF_NOSECONDARY); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("SideKickLeft"); } + return state(""); + } + TNT1 A 0 A_SetRoll(0) + Goto ReadyFists + + RightBackHand: + TNT1 A 0 A_SetInventory("Punching",1) + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq3",0) + TNT1 A 0 A_SetInventory("PSeq4",0) + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + //Initialize Bloodied Sprites in GZDoom's virtual memory + P2NI ABCDEFGHIJKLMNOPQRST 0 + P3NI ABCDEFGHIJKLMNOPQRST 0 + P4NI ABCDEFGHIJKLMNOPQRST 0 + P1NQ ABCDEFGHIJKLMNOPQRST 0 + P2NQ ABCDEFGHIJKLMNOPQRST 0 + P3NQ ABCDEFGHIJKLMNOPQRST 0 + P4NQ ABCDEFGHIJKLMNOPQRST 0 + + P1NI ABCD 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} + A_SetRoll(roll+2); + } + TNT1 A 2 + TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5) + P1NI E 2 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} + } + + //Determine berserk strike or not + TNT1 A 0 { + if (CountInv("PB_PowerStrength") >= 1 ) + { + A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrike2Smash", 0, 0, -25, 5); + } + else { + A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5); + A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5); + } + } + + P1NI FFGHIJKL 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} + A_SetRoll(roll-2); + } + P1NI MNOP 1 { + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} + A_SetRoll(roll+2); + } + P1NI QRST 1{ + if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P2NI");} + if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P3NI");} + if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("P4NI");} + if (CountInv("PB_PowerStrength") >= 1 ) { A_SetWeaponSprite("P1NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBloodOnVisor") >= 1) { A_SetWeaponSprite("P2NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerBlueBloodOnVisor") >= 1) { A_SetWeaponSprite("P3NQ");} + if (CountInv("PB_PowerStrength") >= 1 & CountInv("PowerGreenBloodOnVisor") >= 1) { A_SetWeaponSprite("P4NQ");} + A_WeaponReady(WRF_NOPRIMARY); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("ThrustKick"); } + return state(""); + } + Goto ReadyFists + + + SideKickLeft: + TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") + TNT1 A 0 A_SetInventory("Kicking", 1) + TNT1 A 0 { + A_SetRoll(0); + A_Overlay(-10, "FirstPersonLegsKickLeft"); + A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); + A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); + } + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_Overlay(3, "FlashKickingCombo") + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq4",0) + TNT1 A 0 A_GiveInventory("PSeq3",1) + KIC4 ABCDEF 1 A_SetRoll(roll+1) + TNT1 A 0 A_PlaySound("KICK", 5) + KIC4 GG 1 + TNT1 A 0 A_JumpIfInventory("PB_PowerStrength", 1, 3) + TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 5, 5) + TNT1 A 0 A_Jump(256, 2) + TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 5, 5) + KIC4 HIJKLM 1 A_SetRoll(roll-1) + TNT1 A 0 A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, false) + TNT1 A 0 A_SetInventory("Kicking",0) + TNT1 A 0 A_SetInventory("DoPunch",0) + TNT1 A 0 PB_SetUsingKick(false) + TNT1 AAAA 1 { + A_WeaponReady(WRF_NOSWITCH); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("HookKickLeft"); } + return state(""); + } + Goto ReadyFists + + SideKickRight: + TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") + TNT1 A 0 A_SetInventory("Kicking", 1) + TNT1 A 0 { + A_SetRoll(0); + A_Overlay(-10, "FirstPersonLegsKickRight"); + A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); + A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); + } + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_Overlay(3, "FlashKickingCombo") + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq4",0) + TNT1 A 0 A_GiveInventory("PSeq3",1) + KIC5 ABCDEF 1 A_SetRoll(roll-1) + TNT1 A 0 A_PlaySound("KICK", 5) + KIC5 GG 1 + TNT1 A 0 A_JumpIfInventory("PB_PowerStrength", 1, 3) + TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, -5, 5) + TNT1 A 0 A_Jump(256, 2) + TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, -5, 5) + KIC5 HIJKLM 1 A_SetRoll(roll+1) + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + TNT1 A 0 A_SetInventory("Kicking",0) + TNT1 A 0 A_SetInventory("DoPunch",0) + TNT1 A 0 PB_SetUsingKick(false) + TNT1 AAAA 1 { + A_WeaponReady(WRF_NOSWITCH); + if (PressingUser4() || JustReleased(BT_USER4)) { return state("HookKickRight"); } + return state(""); + } + Goto ReadyFists + + HookKickLeft: + TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") + TNT1 A 0 A_SetInventory("Kicking", 1) + TNT1 A 0 { + A_SetRoll(0); + A_Overlay(-10, "FirstPersonLegsKickLeft"); + A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); + A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); + } + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_Overlay(3, "FlashKickingCombo") + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq3",0) + TNT1 A 0 A_GiveInventory("PSeq4",1) + KIC3 ABCDE 1 A_SetRoll(roll+1) + TNT1 A 0 A_PlaySound("KICK", 0) + TNT1 A 0 A_JumpIfInventory("PB_PowerStrength", 1, 5) + KIC3 F 1 A_FireCustomMissile("KickAttack", -10, 0, 0, -8) + KIC3 G 1 A_FireCustomMissile("KickAttack", 0, 0, 0, -2) + KIC3 H 1 A_FireCustomMissile("KickAttack", 10, 0, 0, -8) + TNT1 A 0 A_Jump(256, 4) + TNT1 A 0 + KIC3 F 1 A_FireCustomMissile("SuperKickAttack", -10, 0, 0, -8) + KIC3 G 1 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -2) + KIC3 H 1 A_FireCustomMissile("SuperKickAttack", 10, 0, 0, -8) + TNT1 A 0 + KIC3 IJKLM 1 A_SetRoll(roll-2) + KIC3 NOPQR 1 A_SetRoll(roll+1) + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + TNT1 A 0 A_SetInventory("Kicking",0) + TNT1 A 0 A_SetInventory("DoPunch",0) + TNT1 A 0 PB_SetUsingKick(false) + TNT1 AAAA 1 A_DoPBWeaponAction(WRF_NOSWITCH) + Goto ReadyFists + + HookKickRight: + TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") + TNT1 A 0 A_SetInventory("Kicking", 1) + TNT1 A 0 { + A_SetRoll(0); + A_Overlay(-10, "FirstPersonLegsKickRight"); + A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, true); + A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); + } + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",1) + TNT1 A 0 A_Overlay(3, "FlashKickingCombo") + TNT1 A 0 A_SetInventory("PSeq1",0) + TNT1 A 0 A_SetInventory("PSeq2",0) + TNT1 A 0 A_SetInventory("PSeq3",0) + TNT1 A 0 A_GiveInventory("PSeq4",1) + KIC6 ABCDE 1 A_SetRoll(roll-1) + TNT1 A 0 A_PlaySound("KICK", 0) + TNT1 A 0 A_JumpIfInventory("PB_PowerStrength", 1, 5) + KIC6 F 1 A_FireCustomMissile("KickAttack", 10, 0, 0, -8) + KIC6 G 1 A_FireCustomMissile("KickAttack", 0, 0, 0, -2) + KIC6 H 1 A_FireCustomMissile("KickAttack", -10, 0, 0, -8) + TNT1 A 0 A_Jump(256, 4) + TNT1 A 0 + KIC6 F 1 A_FireCustomMissile("SuperKickAttack", 10, 0, 0, -8) + KIC6 G 1 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -2) + KIC6 H 1 A_FireCustomMissile("SuperKickAttack", -10, 0, 0, -8) + TNT1 A 0 + KIC6 IJKLM 1 A_SetRoll(roll+2) + KIC6 NOPQR 1 A_SetRoll(roll-1) + TNT1 A 0 A_OverlayFlags(1,PSPF_PLAYERTRANSLATED, false) + TNT1 A 0 A_SetInventory("Kicking",0) + TNT1 A 0 A_SetInventory("DoPunch",0) + TNT1 A 0 PB_SetUsingKick(false) + TNT1 AAAA 1 A_DoPBWeaponAction(WRF_NOSWITCH) + Goto ReadyFists + + + ThrustKick: + TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ReadyFists") + TNT1 A 0 { + A_SetInventory("Kicking",1); + //A_Giveinventory("PB_LockScreenTilt",1); + A_Overlay(-10, "FirstPersonLegsKickRight"); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); + A_ZoomFactor(1.0); + } + TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + NULL A 0 A_JumpIfInventory("CanSlideKick", 1, "SlideKick") + NULL A 0 A_JumpIf (velZ != 0, "AirKickCombo") + TNT1 A 0 { + A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, true); + A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); + A_Overlay(3, "FlashKickingCombo"); + } + KIC1 A 1 { + A_PlaySoundEx("KICK", "Auto"); + SetPlayerProperty(0,1,0); + if(PB_WeaponIsInReadyState()) + { + A_Overlay(3, "FlashKickingCombo"); + } + A_SetAngle(-0.5 + angle, SPF_INTERPOLATE); + A_SetPitch(+0.5 + pitch, SPF_INTERPOLATE); + A_SetRoll(roll-2); + A_ZoomFactor(0.98); + } + KIC1 B 1 { + A_SetAngle(-0.5 + angle, SPF_INTERPOLATE); + A_SetPitch(+0.5 + pitch, SPF_INTERPOLATE); + A_SetRoll(roll-2); + A_ZoomFactor(0.970); + } + KIC1 C 1 { + A_SetAngle(-0.5 + angle, SPF_INTERPOLATE); + A_SetPitch(+0.5 + pitch, SPF_INTERPOLATE); + A_SetRoll(roll-2); + A_ZoomFactor(0.965); + } + KIC1 D 1 { + A_SetPitch(+1.25 + pitch, SPF_INTERPOLATE); + A_ZoomFactor(0.950); + } + KIC1 E 1 A_Recoil(-1) + KIC1 F 1 { //No more unneeded Super states here, this now unified into a single state with an if else statement. + if(CountInv("PB_PowerStrength") == 1) { + A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7); + } + else{ + A_FireCustomMissile("KickAttack", 0, 0, 0, -7); + } + } + KIC1 GG 1 + KIC1 I 1 { + A_ZoomFactor(0.965); + A_SetAngle(+1 + angle, SPF_INTERPOLATE); + } + KIC1 H 1 { + A_SetPitch(-0.5 + pitch, SPF_INTERPOLATE); + A_SetAngle(+1 + angle, SPF_INTERPOLATE); + A_SetRoll(roll+2); + A_ZoomFactor(0.970); + } + KIC1 J 1 { + A_SetPitch(-0.5 + pitch, SPF_INTERPOLATE); + A_SetRoll(roll+2); + A_SetAngle(+0.5 + angle, SPF_INTERPOLATE); + A_ZoomFactor(0.98); + } + KIC1 K 1 { + A_SetPitch(-0.5 + pitch, SPF_INTERPOLATE); + A_SetRoll(roll+2); + A_SetAngle(+0.5 + angle, SPF_INTERPOLATE); + A_ZoomFactor(0.99); + } + KIC1 L 1 { + A_SetAngle(+0.5 + angle, SPF_INTERPOLATE); + A_SetPitch(-0.5 + pitch, SPF_INTERPOLATE); + A_ZoomFactor(1.0); + } + KIC1 A 1 { + A_SetAngle(-0.5 + angle, SPF_INTERPOLATE); + A_SetPitch(-1.25 + pitch, SPF_INTERPOLATE); + } + TNT1 A 0 { + A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, false); + A_Overlay(-10, "FirstPersonLegsStand"); + SetPlayerProperty(0,0,0); + // A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("Kicking",0); + PB_SetUsingKick(false); + } + Goto ReadyFists + + AirKickCombo: + TNT1 A 0 { + A_PlaySound("KICK", 6); + A_Recoil (-6); + if(PB_WeaponIsInReadyState()) + { + A_Overlay(3, "FlashKickingCombo"); + } + A_OverlayOffset(PSP_WEAPON, 0, 32); + A_ZoomFactor(0.95); + A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, true); + A_OverlayFlags(PSP_WEAPON,PSPF_PLAYERTRANSLATED, true); + } + AKCK A 1 A_SetRoll(roll-2, SPF_INTERPOLATE) + AKCK B 1 A_SetRoll(roll-2, SPF_INTERPOLATE) + AKCK C 1 A_SetRoll(roll-2, SPF_INTERPOLATE) + AKCK DEFGH 1 + RIFF A 0 { + if(CountInv("PB_PowerStrength") == 1) { + A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31); + } + else{ + A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31); + } + } + TNT1 A 0 A_ZoomFactor(0.975) + AKCK IJK 1 + TNT1 A 0 A_ZoomFactor(0.995) + TNT1 A 0 + AKCK LM 1 + AKCK N 1 A_SetRoll(roll+2, SPF_INTERPOLATE) + AKCK O 1 A_SetRoll(roll+2, SPF_INTERPOLATE) + TNT1 A 1 A_SetRoll(roll+2, SPF_INTERPOLATE) + TNT1 A 0 { + A_ZoomFactor(1.0); + A_SetInventory("PB_LockScreenTilt",0); + A_OverlayFlags(-999,PSPF_PLAYERTRANSLATED, false); + PB_SetUsingKick(false); + A_Overlay(-10, "FirstPersonLegsStand"); + A_SetInventory("Kicking",0); + } + Goto ReadyFists + + + FlashKickingCombo: + P8NA A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1, 4) + P7NA A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1, 3) + P6NA A 0 A_JumpIfInventory("PowerBloodOnVisor",1, 2) + P5NA A 0 + "####" ABCDEFGHIJKLMNNNNN 1 + { +// A_OverlayOffset(3, 0, 0); + if (PB_MeleeKickInterruptCheck()) { + A_Overlay(-10, "FirstPersonLegsStand"); + A_SetInventory("Kicking",0); + PB_SetUsingKick(false); + return state("FlashInterrupt"); + } + return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE|WRF_NOSWITCH); + } + Stop + FlashInterrupt: + TNT1 A 1 + Stop + FlashAirKicking: + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelAirKicking") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelAirKicking") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelAirKicking") + FlashKicking: + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelKicking") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelKicking") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelKicking") + P8NA A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1, 4) + P7NA A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1, 3) + P6NA A 0 A_JumpIfInventory("PowerBloodOnVisor",1, 2) + P5NA A 0 + "####" ABCDEFGHIJKLMNNNNN 1 + { +// A_OverlayOffset(3, 0, 0); +// if (CountInv("Punching") == 1 || CountInv("GoWeaponSpecialAbility") == 1) { return state("FlashInterrupt"); } + return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); + } + Goto Ready3 + + FlashPunching: + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelPunching") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelPunching") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelPunching") + TNT1 A 14 + Stop + + + + + FlashSlideKicking: + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelSlideKicking") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelSlideKicking") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelSlideKicking") + P4NS A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1, 4) + P3NS A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1, 3) + P2NS A 0 A_JumpIfInventory("PowerBloodOnVisor",1, 2) + P1NS A 0 + "####" ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) + Goto Ready3 + FlashSlideKickingStop: + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelSlideKickingStop") + TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelSlideKickingStop") + TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelSlideKickingStop") + P4NS A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1, 4) + P3NS A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1, 3) + P2NS A 0 A_JumpIfInventory("PowerBloodOnVisor",1, 2) + P1NS A 0 + "####" TUVWXYZ 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) + Goto Ready3 + + + } +} + + + +ACTOR PoorLostSoul +{ + Radius 6 + Height 8 + Speed 22 + Fastspeed 26 + Damage 15 + Projectile + Scale 1.0 + +FORCEXYBILLBOARD + DamageType Fire +ExplosionRadius 70 +ExplosionDamage 50 + Alpha 1 + SeeSound "skull/melee" + DeathSound "fatso/shotx" + States + { + Spawn: + TNT1 A 0 A_CustomMissile ("FlameTrails", 24, 0, 0, 0, 0) + LSOL B 2 BRIGHT A_SpawnItem("RedFlare",0,0) + Loop + Death: + + LSOL F 2 BRIGHT + LSOL G 2 BRIGHT + TNT1 A 0 A_Explode + EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360)) + EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0) + TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160)) + TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 + LSOL HI 6 + Stop + Stop + } +} + +ACTOR PoorPhantasm +{ + Radius 6 + Height 8 + Speed 28 + Fastspeed 32 + Damage 20 + Projectile + Scale 1.0 + +FORCEXYBILLBOARD + DamageType GreenFire +ExplosionRadius 80 +ExplosionDamage 60 + Alpha 1 + SeeSound "skull/melee" + DeathSound "LSOD" + States + { + Spawn: + TNT1 A 0 A_CustomMissile ("GreenFlameTrails", 24, 0, 0, 0, 0) + STLK B 1 BRIGHT A_SpawnItem("GreenFlare",0,0) + Loop + Death: + + STLK F 2 BRIGHT + STLK G 2 BRIGHT + TNT1 AAA 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) + TNT1 A 0 A_SpawnItemEx ("BFGAltExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + TNT1 A 0 A_SpawnItem("BFGAltShockWave",0,0) + TNT1 A 0 A_Explode + EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 6, 0, random (0, 360), 2, random (0, 360)) + EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0) + TNT1 AAA 0 A_CustomMissile ("Phantasmpart1", 42, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 A_CustomMissile ("Phantasmpart3", 42, 0, random (0, 360), 2, random (0, 160)) + TNT1 AAAA 0 A_CustomMissile ("Phantasmpart2", 42, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 + LSOL HI 6 + Stop + } +} + +ACTOR KickAttack: FastProjectile +{ + Radius 6 + Height 6 + DamageType Kick + Projectile + +FORCEXYBILLBOARD + +NOEXTREMEDEATH + +NOGRAVITY + RenderStyle Add + Alpha 0.6 + Damage (random(38,42)) + Speed 30 + //HitObituary "$OB_IMPHIT" + SeeSound "none" + DeathSound "none" + Decal "none" + -RIPPER + States + { + Spawn: + TNT1 A 1 BRIGHT + TNT1 A 1 //A_PlaySound("weapons/gswing") + Stop + Death: + TNT1 A 0 + TNT1 A 0 A_CheckFloor("DeathOnGround") + TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 13) + PUFF A 0 A_PlaySound("FOOTWALL", 3) //A_PlaySound("player/cyborg/fist", 3) + TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 0 A_GiveToTarget("KickHasHit", 1) + TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1) + TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) + TNT1 A 10 + Stop + TNT1 A 0 A_CheckFloor(2) + PUFF A 0 A_PlaySound("player/cyborg/fist", 3) + TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 0 A_GiveToTarget("KickHasHit", 1) + TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1) + TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) + TNT1 A 10 + Stop + + XDeath: + PUFF A 0 A_PlaySound("player/cyborg/fist", 3) + TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 0 A_GiveToTarget("KickHasHit", 1) + TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1) + TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 4) + TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) + TNT1 A 10 + Stop + TNT1 AAA 0 + TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1) + TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) + TNT1 A 10 + Stop + + + DeathOnGround: + TNT1 A 0 + TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 2) + PUFF A 0 A_PlaySound("FOOTWALL", 3) //A_PlaySound("player/cyborg/fist", 3) + TNT1 A 0 + TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) + TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 2) + TNT1 A 0 A_Explode(10, 40, 0) + TNT1 AA 5 + Stop + } +} + +ACTOR KickAttackLow: KickAttack +{ + DamageType LowKick + Height 10 + States + { + Death: + TNT1 A 0 + TNT1 A 0 A_CheckFloor("DeathOnGround") + PUFF A 0 A_PlaySound("player/cyborg/fist", 3) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 0 Radius_Quake (3, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) + TNT1 A 1 + //TNT1 A 0 A_SpawnItemEx ("PLOFT4",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + TNT1 A 10 + Stop + } +} + +ACTOR SuperKickAttack: KickAttack +{ + Damage (random(64,70)) + -NOEXTREMEDEATH + DamageType ExtremePunches +} + +ACTOR StompAttack: KickAttack +{ + Damage (random(150,200)) + speed 100 + DamageType Trample + States + { + Death: + PUFF A 0 A_PlaySound("player/cyborg/fist") + TNT1 A 0 A_Explode(150, 15, 0) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 10 + Stop + } +} + +ACTOR SuperStompAttack: KickAttack +{ + Damage (random(300,500)) + Speed 100 + DamageType HeavyTrample + States + { + Death: + PUFF A 0 A_PlaySound("player/cyborg/fist") + TNT1 A 0 A_Explode(300, 15, 0) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 10 + Stop + } +} + +ACTOR HookAttack: KickAttack +{ + Speed 30 +} + +ACTOR AirKickAttack: KickAttack +{ + Radius 12 + Height 32 + Damage (random(54,62)) +} + +ACTOR SuperAirKickAttack: KickAttack +{ + Radius 12 + Height 32 + -NOEXTREMEDEATH + DamageType Extremepunches + Damage (random(92,110)) + States + { + Death: + PUFF A 0 A_PlaySound("player/cyborg/fist", 3) + TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 0 A_GiveToTarget("KickHasHit", 1) + TNT1 A 0 Radius_Quake (4, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) + TNT1 A 10 + Stop + } +} + +ACTOR MeleeStrike1: KickAttack +{ +DamageType Melee +Damage (random(13,18)) +Speed 22 +States +{ + Spawn: + TNT1 A 1 BRIGHT + TNT1 A 1 BRIGHT + Stop + Death: + TNT1 A 0 + PUFF A 0 A_PlaySound("player/cyborg/fist") + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 10 + Stop +} +} + +ACTOR MeleeStrike2: MeleeStrike1 +{ +Damage (random(24,32)) +Speed 22 +} + + +ACTOR MeleeStrike1Smash: MeleeStrike1 +{ +Damage 30 +DamageType Extremepunches ++FORCEPAIN +} + + +ACTOR MeleeStrike2Smash: MeleeStrike1 +{ +Damage 32 +Speed 22 +DamageType Extremepunches ++FORCEPAIN +} + +ACTOR MeleeStrikeSuperHook: MeleeStrike1 +{ +Damage 80 +DamageType ExtremePunches ++FORCEPAIN +} + + +actor PLOFT +{ + +NOTARGET +Radius 10 +Height 10 +DamageType MonsterKnocked ++NOGRAVITY ++NOTELEPORT ++NODAMAGETHRUST ++THRUGHOST ++NORADIUSDMG ++NOEXTREMEDEATH +PROJECTILE + +DEHEXPLOSION + +ACTIVATEMCROSS +States +{ +Spawn: +TNT1 A 0 + TNT1 A 0 A_Explode(25,150, 0) +Stop + } +} + +actor PLOFT2 +{ + +NOTARGET +Radius 10 +Height 10 +DamageType Kick ++NOGRAVITY ++NOTELEPORT ++NODAMAGETHRUST ++THRUGHOST ++NORADIUSDMG ++NOEXTREMEDEATH +PROJECTILE ++DEHEXPLOSION ++ACTIVATEMCROSS +States +{ +Spawn: +TNT1 A 0 + // TNT1 A 0 A_Explode(20,30, 0) +Stop + } +} + +actor PLOFT3 +{ + +NOTARGET +Radius 10 +Height 10 ++NOGRAVITY ++NOTELEPORT ++NODAMAGETHRUST ++THRUGHOST ++NORADIUSDMG ++NOEXTREMEDEATH +PROJECTILE ++DEHEXPLOSION ++ACTIVATEMCROSS +States +{ +Spawn: +TNT1 A 0 + TNT1 A 0 A_Explode(20,30, 0) +Stop + } +} + + +actor PLOFT4 +{ + +NOTARGET +Radius 10 +Height 10 ++NOGRAVITY ++NOTELEPORT ++NODAMAGETHRUST ++THRUGHOST ++NORADIUSDMG ++NOEXTREMEDEATH +PROJECTILE ++DEHEXPLOSION ++ACTIVATEMCROSS +DamageType Kick +States +{ +Spawn: +TNT1 A 0 + TNT1 A 0 A_Explode(20,30, 0) +Stop + } +} + +actor PLOFT5 +{ + +NOTARGET +Radius 10 +Height 10 ++NOGRAVITY ++NOTELEPORT ++NODAMAGETHRUST ++THRUGHOST ++NORADIUSDMG ++NOEXTREMEDEATH +PROJECTILE ++DEHEXPLOSION ++ACTIVATEMCROSS +DamageType Kick +States +{ +Spawn: +TNT1 A 2 + TNT1 A 0 A_Explode(10,30, 0) +Stop + } +} + +ACTOR MeleeStrikeSuperRound: SuperKickAttack +{ +Damage 42 +DamageType ExtremePunches +Decal "Crack" + states + { + XDeath: + PUFF A 0 A_PlaySound("player/cyborg/kick") + PUFF BCD 3 + stop + Death: + PUFF A 3 A_PlaySound("player/cyborg/kick") + PUFF BCD 3 + stop + Crash: + PUFF A 3 A_PlaySound("player/cyborg/kick") + PUFF BCD 3 + stop + } +} + +///////////////////KNIFE + +Actor KnifeHasHit : Inventory +{ +inventory.maxamount 1 +} + +ACTOR KnifeSwing : FastProjectile +{ + Radius 2 + Height 1 + DamageType Cut + Projectile + +FORCEXYBILLBOARD + +NOEXTREMEDEATH + +BLOODSPLATTER + +ForcePain + +NOGRAVITY + Damage 11 + Speed 45 + ProjectileKickBack 100 + Obituary "%o was sliced-n-diced by %k" + SeeSound "none" + DeathSound "none" + Decal "SawDecalNew1" + -RIPPER + States + { + Spawn: + TNT1 A 0 + TNT1 A 1 + Stop + XDeath: + TNT1 A 0 A_GiveToTarget("KnifeHasHit", 1) + TNT1 A 0 A_PlaySound("Machete/Yum", 3) + TNT1 A 1 + Stop + Death: + TNT1 A 0 A_SpawnItemEx("SSawPuff3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + TNT1 A 1 + Stop + Crash: + TNT1 A 0 A_SpawnItemEx("SSawPuff3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) + TNT1 A 1 + Stop + } +} + +ACTOR SuperKnifeSwing : KnifeSwing +{ + Radius 3 + Height 1 + Damage 25 + Speed 55 + ProjectileKickBack 100 +} + +Actor FistAttack : FastProjectile +{ + Radius 2 + Height 2 + Damage (0) + Speed 96 //64 + RenderStyle Add + Alpha 0.6 + Scale 0.65 + SeeSound "none" + DeathSound "none" + Species "Player" + DamageType "none" + Projectile + +BLOODSPLATTER + +THRUSPECIES + +THRUGHOST + +EXTREMEDEATH + +FORCERADIUSDMG + Decal WallCrack + -RIPPER + States + { + Spawn: + TNT1 A 2 + Stop + Death: + Crash: + TNT1 A 0 A_Stop + TNT1 A 1 A_GiveToTarget("FistHit",1) + Stop + XDeath: + TNT1 A 0 A_Stop + TNT1 A 1 A_GiveToTarget("FistHit",1) + Stop + } +} + +ACTOR ExecutionAttackKick: KickAttack +{ + Damage 22 + speed 100 + DamageType Kick + Radius 2 + Height 2 + -ACTIVATEIMPACT + -ACTIVATEPCROSS + -ACTIVATEMCROSS + -CANUSEWALLS + States + { + Death: + PUFF A 0 A_PlaySound("player/cyborg/fist") + TNT1 A 0 A_Explode(10, 10, 0) + EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360)) + TNT1 A 10 + Stop + } +} + + + +ACTOR ExecutionAttackMelee: ExecutionAttackKick +{ + DamageType Melee +} + + +ACTOR ExecutionAttackFatality: ExecutionAttackKick +{ + DamageType Fatality +} + +ACTOR ExecutionAttackStompWall: ExecutionAttackKick +{ + DamageType StompWall + Damage 110 + +ACTIVATEIMPACT + +ACTIVATEPCROSS + +ACTIVATEMCROSS + +CANUSEWALLS +} + + +ACTOR ExecutionFrontWallDetect: ExecutionAttackKick +{ + DamageType None + Damage (random (0, 1)) + +THRUACTORS + Radius 2 + Height 2 + Speed 40 + States + { + Spawn: + TNT1 A 2 + Stop + Death: + TNT1 A 1 + TNT1 A 0 A_GiveToTarget("ExecuteStompWall", 1) + Stop + Xdeath: + TNT1 A 0 + TNT1 A 1 + Stop + } +} + + +ACTOR ExecutionLeftWallDetect: ExecutionAttackKick +{ + DamageType None + Damage (random (0, 1)) + +THRUACTORS + Radius 2 + Height 2 + Speed 20 + States + { + Spawn: + TNT1 A 2 + Stop + Death: + TNT1 A 1 + TNT1 A 0 A_GiveToTarget("ExecuteBashWall", 1) + Stop + Xdeath: + TNT1 A 0 + TNT1 A 1 + Stop + } +} From e70235378370b0de2e9113a18f0a57c89a06e7fb Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Tue, 6 Aug 2024 19:58:14 +0700 Subject: [PATCH 09/13] setinv (done) man that took a while --- actors/Weapons/Slot7/CRYORIFLE.dec | 71 ++++++++++----------- actors/Weapons/Slot7/RAILGUN.dec | 77 +++++++++++------------ actors/Weapons/Slot8/BFGMKIV.dec | 33 +++++----- actors/Weapons/Slot9/DemonTech.dec | 57 ++++++++--------- actors/Weapons/Slot9/Flamethrower.dec | 91 +++++++++++++-------------- actors/Weapons/Slot9/Unmaker.dec | 38 +++++------ 6 files changed, 169 insertions(+), 198 deletions(-) diff --git a/actors/Weapons/Slot7/CRYORIFLE.dec b/actors/Weapons/Slot7/CRYORIFLE.dec index 8a6fda06cc..4ddfb1748e 100644 --- a/actors/Weapons/Slot7/CRYORIFLE.dec +++ b/actors/Weapons/Slot7/CRYORIFLE.dec @@ -69,9 +69,9 @@ Actor PB_CryoRifle: PB_Weapon WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectCryoRifle"); - A_GiveInventory("FireModeCryoRifleBeam"); - A_GiveInventory("FireModeCryoRifleFlak"); + A_SetInventory("RespectCryoRifle",1); + A_SetInventory("FireModeCryoRifleBeam",1); + A_SetInventory("FireModeCryoRifleFlak",1); } TNT1 A 0 A_StartSound("weapons/CryoRifle/up", CHAN_AUTO, CHANF_OVERLAP) FR00 ABCDEFGHIJKLMNO 1 A_DoPBWeaponAction @@ -155,8 +155,8 @@ Actor PB_CryoRifle: PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 { A_StopSound(2); - A_Takeinventory("ADSmode",1); - A_Takeinventory("GoWeaponSpecialAbility",1); + A_SetInventory("ADSmode",0); + A_SetInventory("GoWeaponSpecialAbility",0); PB_HandleCrosshair(5); A_ZoomFactor(1.0); A_ClearOverlays(10,11); @@ -185,29 +185,29 @@ Actor PB_CryoRifle: PB_Weapon if(CountInv("FireModeCryoRifleMissile_WW")==1) { A_Print("Primary Mode: Ice Missile"); - A_GiveInventory("FireModeCryoRifleMissile", 1); - A_TakeInventory("FireModeCryoRifleBeam", 1); + A_SetInventory("FireModeCryoRifleMissile", 1); + A_SetInventory("FireModeCryoRifleBeam", 0); } // Beam if(CountInv("FireModeCryoRifleBeam_WW")==1) { A_Print("Primary Mode: Ice Beam"); - A_TakeInventory("FireModeCryoRifleMissile", 1); - A_GiveInventory("FireModeCryoRifleBeam", 1); + A_SetInventory("FireModeCryoRifleMissile", 0); + A_SetInventory("FireModeCryoRifleBeam", 1); } // Spike if(CountInv("FireModeCryoRifleSpear_WW")==1) { A_Print("Secondary Mode: Ice Spear"); - A_GiveInventory("FireModeCryoRifleSpear", 1); - A_TakeInventory("FireModeCryoRifleFlak", 1); + A_SetInventory("FireModeCryoRifleSpear", 1); + A_SetInventory("FireModeCryoRifleFlak", 0); } // Flak if(CountInv("FireModeCryoRifleFlak_WW")==1) { A_Print("Secondary Mode: Ice Flak"); - A_TakeInventory("FireModeCryoRifleSpear", 1); - A_GiveInventory("FireModeCryoRifleFlak", 1); + A_SetInventory("FireModeCryoRifleSpear", 0); + A_SetInventory("FireModeCryoRifleFlak", 1); } return state(""); } @@ -218,19 +218,19 @@ Actor PB_CryoRifle: PB_Weapon FR20 VWXYZ 1 A_FireCustomMissile("GunFireSmoke", 0, 0, -5, -5, 0, 0) FR21 ABCDEDFGHIJKLMNOPQRS 1 TNT1 A 0 { - A_TakeInventory("FireModeCryoRifleMissile_WW", 1); - A_TakeInventory("FireModeCryoRifleBeam_WW", 1); - A_TakeInventory("FireModeCryoRifleSpear_WW", 1); - A_TakeInventory("FireModeCryoRifleFlak_WW", 1); + A_SetInventory("FireModeCryoRifleMissile_WW", 0); + A_SetInventory("FireModeCryoRifleBeam_WW", 0); + A_SetInventory("FireModeCryoRifleSpear_WW", 0); + A_SetInventory("FireModeCryoRifleFlak_WW", 0); } Goto Ready3 CancelModeSwap: TNT1 A 0 { A_Print("Fire Mode Already Selected"); - A_TakeInventory("FireModeCryoRifleMissile_WW", 1); - A_TakeInventory("FireModeCryoRifleBeam_WW", 1); - A_TakeInventory("FireModeCryoRifleSpear_WW", 1); - A_TakeInventory("FireModeCryoRifleFlak_WW", 1); + A_SetInventory("FireModeCryoRifleMissile_WW", 0); + A_SetInventory("FireModeCryoRifleBeam_WW", 0); + A_SetInventory("FireModeCryoRifleSpear_WW", 0); + A_SetInventory("FireModeCryoRifleFlak_WW", 0); } Goto Ready3 @@ -239,13 +239,8 @@ Actor PB_CryoRifle: PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(79); - A_TakeInventory("PB_LockScreenTilt",1); - A_TakeInventory("HasBarrel",1); - A_TakeInventory("HasIceBarrel",1); - A_TakeInventory("HasFlameBarrel",1); - A_TakeInventory("GrabbedBarrel",1); - A_TakeInventory("GrabbedIceBarrel",1); - A_TakeInventory("GrabbedFlameBarrel",1); + A_SetInventory("PB_LockScreenTilt",0); + PB_ResetBarrelTokens; } @@ -264,9 +259,9 @@ Actor PB_CryoRifle: PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(79); - A_TakeInventory("PB_LockScreenTilt",1); - A_Takeinventory("HasUnloadedCryoRifle",1); - A_Takeinventory("Unloading",1); + A_Setinventory("PB_LockScreenTilt",0); + A_Setinventory("HasUnloadedCryoRifle",0); + A_Setinventory("Unloading",0); A_StopSound(1); A_StopSound(2); A_StopSound(CHAN_6); @@ -423,7 +418,7 @@ Actor PB_CryoRifle: PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(79); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") @@ -583,7 +578,7 @@ Actor PB_CryoRifle: PB_Weapon FR06 JKLMN 1 { if (CountInv("CryoRifleOverCooling") >= 100 ) { A_SetWeaponSprite("FR96");} } - TNT1 A 0 A_Takeinventory("HasUnloadedCryoRifle", 1) + TNT1 A 0 A_Setinventory("HasUnloadedCryoRifle", 0) Goto InsertBullets ReloadUnloaded: FR94 ABCDEFGHIJKLMNOPQRSTUVWXYZ 0 @@ -618,7 +613,7 @@ Actor PB_CryoRifle: PB_Weapon FR06 JKLMN 1 { if (CountInv("CryoRifleOverCooling") >= 100 ) { A_SetWeaponSprite("FR96");} } - TNT1 A 0 A_Takeinventory("HasUnloadedCryoRifle", 1) + TNT1 A 0 A_Setinventory("HasUnloadedCryoRifle", 0) InsertBullets: TNT1 A 0 A_JumpIfInventory("CryoRifleAmmo",60,"Ready3") TNT1 A 0 A_JumpIfInventory("PB_Cell",1,1) @@ -629,8 +624,8 @@ Actor PB_CryoRifle: PB_Weapon } Goto InsertBullets Unload: - TNT1 A 0 A_Takeinventory("ADSmode",1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_Setinventory("ADSmode",0) + TNT1 A 0 A_Setinventory("Unloading",0) FR03 E 1 A_JumpIfInventory("HasUnloadedCryoRifle", 1, "Ready3") TNT1 A 0 A_StopSound(6) TNT1 A 0 A_StopSound(1) @@ -648,8 +643,8 @@ Actor PB_CryoRifle: PB_Weapon TNT1 A 0 A_Giveinventory("PB_Cell",1) Goto RemoveBullets FInishUnload: - TNT1 A 0 A_GiveInventory("HasUnloadedCryoRifle", 1) - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_Setinventory("HasUnloadedCryoRifle", 1) + TNT1 A 0 A_Setinventory("Unloading",0) Goto Ready3 Flash: diff --git a/actors/Weapons/Slot7/RAILGUN.dec b/actors/Weapons/Slot7/RAILGUN.dec index c24b609acf..0de71d9c33 100644 --- a/actors/Weapons/Slot7/RAILGUN.dec +++ b/actors/Weapons/Slot7/RAILGUN.dec @@ -89,17 +89,17 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "PlaceFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "PlaceIceBarrel") TNT1 A 0 { - A_TakeInventory("RailgunInfrared", 1); - A_Takeinventory("InfraredActivated", 1); -// A_Takeinventory("RailgunUnloaded",1); - A_Takeinventory("Unloading",1); + A_Setinventory("RailgunInfrared", 0); + A_Setinventory("InfraredActivated", 0); +// A_Setinventory("RailgunUnloaded",0); + A_Setinventory("Unloading",0); A_StopSound(3); A_StopSound(6); A_StopSound(CHAN_7); A_StopSound(1); - A_Takeinventory("Zoomed",1); - A_Takeinventory("HasCutingWeapon",1); - A_Takeinventory("ADSMode",1); + A_Setinventory("Zoomed",0); + A_Setinventory("HasCutingWeapon",0); + A_Setinventory("ADSMode",0); A_ZoomFactor(1.0); } TNT1 A 0 A_JumpIf(CountInv("RailgunAmmo") < 12, 3) @@ -126,12 +126,7 @@ ACTOR PB_Railgun : PB_Weapon Select: TNT1 A 0 - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: //TNT1 A 0 A_Takeinventory("RailgunUnloaded",1) @@ -146,8 +141,8 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { - A_GiveInventory("PB_LockScreenTilt",1); - A_GiveInventory("RespectRailgun",1); + A_Setinventory("PB_LockScreenTilt",1); + A_Setinventory("RespectRailgun",1); A_SetCrosshair(5); A_StartSound("weapons/railgun/inspect1", CHAN_AUTO, CHANF_OVERLAP); } @@ -204,7 +199,7 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "ReadyToFire_Scoped") TNT1 A 0 A_JumpIfInventory("RailgunLaserMode", 1, "ReadyToFire_Red") TNT1 A 0 { - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); PB_HandleCrosshair(77); } ReadyToFire_Blue: @@ -258,7 +253,7 @@ ACTOR PB_Railgun : PB_Weapon //Change Sprite if in Laser Mode A_Zoomfactor(4.0); // A_SetRenderStyle(1,STYLE_Normal); - if(CountInv("InfraredActivated") == 1) {A_GiveInventory("RailgunInfrared", 1);} + if(CountInv("InfraredActivated") == 1) {A_SetInventory("RailgunInfrared", 1);} //A_WeaponOffset(0,32); if (CountInv("RailgunLaserMode") == 1) { A_SetWeaponSprite("R030");} @@ -293,7 +288,7 @@ ACTOR PB_Railgun : PB_Weapon R030 GH 0 // <-- Initialize sprites into virtual memory R007 GGGGGGGGGGHHHHHHHHHH 1 { //Change Sprite if in Laser Mode - if(CountInv("InfraredActivated") == 1) {A_GiveInventory("RailgunInfrared", 1);} + if(CountInv("InfraredActivated") == 1) {A_SetInventory("RailgunInfrared", 1);} A_WeaponOffset(0,32); if (CountInv("RailgunLaserMode") == 1) { A_SetWeaponSprite("R030");} @@ -320,10 +315,10 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 { A_StartSound("LIGHTON", CHAN_AUTO, CHANF_OVERLAP); if(CountInv("InfraredActivated") == 1) { - A_TakeInventory("InfraredActivated", 1); - A_TakeInventory("RailgunInfrared", 1); + A_Setinventory("InfraredActivated", 0); + A_Setinventory("RailgunInfrared", 0); } - else { A_GiveInventory("InfraredActivated", 1); } + else { A_Setinventory("InfraredActivated", 1); } } Goto Ready3 @@ -354,7 +349,7 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_Setinventory("GoWeaponSpecialAbility",0) TNT1 A 0 A_JumpIfInventory("Zoomed",1,"SwitchInfrared") TNT1 A 0 { A_StopSound(1); @@ -365,7 +360,7 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 A_JumpIfInventory("RailgunLaserMode",1,"SwitchToRailgun") SwitchToLaser: TNT1 A 0 A_Print ("Firemode: \cgLaser") - TNT1 A 0 A_Giveinventory("RailgunLaserMode",1) + TNT1 A 0 A_Setinventory("RailgunLaserMode",1) TNT1 A 0 A_JumpIf(CountInv("RailgunAmmo") == 0, "SwitchToLaser_Empty") TNT1 A 0 A_JumpIf(CountInv("RailgunAmmo") < 12, "SwitchToLaser_Partial") R014 ABCDEF 1 @@ -401,7 +396,7 @@ ACTOR PB_Railgun : PB_Weapon SwitchToRailgun: TNT1 A 0 A_Print ("Firemode: \chRail") - TNT1 A 0 A_Takeinventory("RailgunLaserMode",1) + TNT1 A 0 A_Setinventory("RailgunLaserMode",0) TNT1 A 0 A_JumpIf(CountInv("RailgunAmmo") == 0, "SwitchToRailgun_Empty") TNT1 A 0 A_JumpIf(CountInv("RailgunAmmo") < 12, "SwitchToRailgun_Partial") R018 ABCDEF 1 @@ -457,8 +452,8 @@ ACTOR PB_Railgun : PB_Weapon ZoomIn: TNT1 A 0 { A_StartSound("weapons/railgun/zoomin"); - A_Giveinventory("Zoomed",1); - A_GiveInventory("ADSMode",1); + A_Setinventory("Zoomed",1); + A_Setinventory("ADSMode",1); A_SetCrosshair(5); A_ZoomFactor(4.0); A_ChangeFlag("DONTBOB", True); @@ -478,12 +473,12 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 { A_StopSound(7); A_StartSound("weapons/railgun/zoomout"); - A_Takeinventory("Zoomed",1); + A_Setinventory("Zoomed",0); PB_HandleCrosshair(77); A_ZoomFactor(1.0); A_ChangeFlag("DONTBOB", False); - A_TakeInventory("RailgunInfrared", 1); - A_Takeinventory("ADSMode",1); + A_Setinventory("RailgunInfrared", 0); + A_Setinventory("ADSMode",0); } R033 ABCDE 0 // Blue, Empty R034 ABCDE 0 // Red @@ -508,7 +503,7 @@ ACTOR PB_Railgun : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(77); - A_TakeInventory("PB_LockScreenTilt",1); + A_Setinventory("PB_LockScreenTilt",0); A_StopSound(6); } TNT1 A 0 A_JumpIfInventory("Zoomed",1, "Fire_Scope") @@ -1116,14 +1111,14 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 { PB_HandleCrosshair(77); A_ZoomFactor(1.0); - A_TakeInventory("RailgunInfrared", 1); + A_SetInventory("RailgunInfrared", 0); A_StopSound(1); A_StopSound(7); if (CountInv("RailgunAmmo") == 0 ) { A_StopSound(6); } - A_Takeinventory("Zoomed",1); - A_TakeInventory("RailgunInfrared", 1); + A_SetInventory("Zoomed",0); + A_SetInventory("RailgunInfrared", 0); A_StartSound("weapons/nailgun/up", CHAN_AUTO, CHANF_OVERLAP); } Reload_Part1: @@ -1334,7 +1329,7 @@ ACTOR PB_Railgun : PB_Weapon TNT1 A 0 { A_Giveinventory("RailgunAmmo",1); A_Takeinventory("PB_Cell",1); - A_Takeinventory("RailgunUnloaded",1); + A_SetInventory("RailgunUnloaded",0); } Goto InsertBullets //I had to make this NoAmmo state to fix a major bug with the game crashing when you @@ -1352,11 +1347,11 @@ ACTOR PB_Railgun : PB_Weapon } Goto Ready3 AlreadyUnloaded: - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) Goto Ready3 Unload: - TNT1 A 0 A_Takeinventory("Unloading",1) //Prevents crash when unloading with no railgun ammo. + TNT1 A 0 A_SetInventory("Unloading",0) //Prevents crash when unloading with no railgun ammo. TNT1 A 0 A_JumpIfInventory("RailgunUnloaded", 1, "AlreadyUnloaded") TNT1 A 0 A_JumpIfInventory("RailgunAmmo", 1,1) Goto Ready3 @@ -1366,9 +1361,9 @@ ACTOR PB_Railgun : PB_Weapon A_StopSound(1); A_StopSound(7); A_StopSound(6); - A_TakeInventory("RailgunInfrared", 1); - A_Takeinventory("Zoomed",1); - A_TakeInventory("RailgunInfrared", 1); + A_SetInventory("RailgunInfrared", 0); + A_SetInventory("Zoomed",0); + A_SetInventory("RailgunInfrared", 0); A_StartSound("weapons/nailgun/up", CHAN_AUTO, CHANF_OVERLAP); } Unload_Part1: @@ -1467,8 +1462,8 @@ ACTOR PB_Railgun : PB_Weapon Goto RemoveBullets FInishUnload: TNT1 A 0 { - A_GiveInventory("RailgunUnloaded", 1); - A_Takeinventory("Unloading",1); + A_SetInventory("RailgunUnloaded", 1); + A_SetInventory("Unloading",0); } Goto Ready3 diff --git a/actors/Weapons/Slot8/BFGMKIV.dec b/actors/Weapons/Slot8/BFGMKIV.dec index 4685f4ae23..e6454625c0 100644 --- a/actors/Weapons/Slot8/BFGMKIV.dec +++ b/actors/Weapons/Slot8/BFGMKIV.dec @@ -49,10 +49,9 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectBFG"); - A_Giveinventory("PB_LockScreenTilt",1); + A_SetInventory("RespectBFG",1); + A_SetInventory("PB_LockScreenTilt",1); A_StartSound("Ironsights", CHAN_AUTO); - A_Giveinventory("PB_LockScreenTilt",1); A_StartSound("IronSights", CHAN_AUTO); A_StartSound("weapons/railgun/inspect1", CHAN_AUTO); } @@ -119,12 +118,8 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait Select: - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 @@ -203,15 +198,15 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(72); - A_TakeInventory("PB_LockScreenTilt",1); - A_Takeinventory("GoWeaponSpecialAbility",1); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("GoWeaponSpecialAbility",0); } TNT1 A 0 A_JumpIfInventory("PB_Cell", 1, 1) Goto FailedToFireEmpty TNT1 A 0 A_JumpIfInventory("BFGBlackHoleMode", 1, "SwitchToGreen") SwitchToBlackhole: TNT1 A 0 { - A_GiveInventory("BFGBlackHoleMode", 1); + A_SetInventory("BFGBlackHoleMode", 1); A_StopSound(CHAN_WEAPON); A_StartSound("weapons/bfg_switch2", CHAN_AUTO); } @@ -220,11 +215,11 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 TNT1 A 0 A_StartSound("weapons/bfg_switch", CHAN_AUTO) 019G QRSTUVWXYZ 1 BRIGHT 020G ABCD 1 BRIGHT - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 SwitchToGreen: TNT1 A 0 { - A_TakeInventory("BFGBlackHoleMode", 1); + A_SetInventory("BFGBlackHoleMode", 0); A_StopSound(CHAN_WEAPON); A_StartSound("weapons/bfg_switch2", CHAN_AUTO); } @@ -233,7 +228,7 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 TNT1 A 0 A_StartSound("weapons/bfg_switch", CHAN_AUTO) 017G QRSTUVWXYZ 1 BRIGHT 018G ABCD 1 BRIGHT - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) Goto Ready3 @@ -242,7 +237,7 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(72); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("BFGBlackHoleMode", 1, "Fire_Blackhole") TNT1 A 0 A_JumpIfInventory("PB_Cell",50,1) @@ -342,7 +337,7 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(72); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("BFGBlackHoleMode", 1, "AltFire_Blackhole") TNT1 A 0 A_JumpIfInventory("PB_Cell",5,1) @@ -412,8 +407,8 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 Goto Ready3 "####" A 0 A_StartSound("weapons/pbarm",CHAN_AUTO) ReloadHold: - "####" A 1 A_GiveInventory("BlackHoleDetonator",1) - "####" A 0 A_TakeInventory("BlackHoleDetonator",1) + "####" A 1 A_SetInventory("BlackHoleDetonator",1) + "####" A 0 A_SetInventory("BlackHoleDetonator",0) "####" A 0 A_JumpIf(PressingReload(), "ReloadHold") Goto Ready3 diff --git a/actors/Weapons/Slot9/DemonTech.dec b/actors/Weapons/Slot9/DemonTech.dec index 9fbadec69c..0973c9dc2d 100644 --- a/actors/Weapons/Slot9/DemonTech.dec +++ b/actors/Weapons/Slot9/DemonTech.dec @@ -78,7 +78,7 @@ ACTOR PB_Demontech : PB_UpgradeItem HRPU A 10 A_PbvpFramework("VRPU") "####" "#" 0 A_PbvpInterpolate() LOOP - pickup: + Pickup: TNT1 A 0 A_GiveInventory ("Hell_rifle") Stop } @@ -139,7 +139,7 @@ ACTOR Hell_rifle : PB_Weapon WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectDemonTech"); + A_SetInventory("RespectDemonTech",1); A_PlaySoundEx("weapons/carbine/up", "Auto"); } D0T0 ABCDEFGHIJKLMNOPQRSSSSS 1 A_DoPBWeaponAction @@ -160,11 +160,11 @@ ACTOR Hell_rifle : PB_Weapon TNT1 A 0 A_StartSound("HRReady") TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") TNT1 A 0 A_JumpIfInventory("FireModeAcidGun",1,"SelectAnimation2") - TNT1 A 0 A_GiveInventory("HasIncendiaryWeapon", 1) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon", 1) D2T0 ABCDE 1 Ready3: TNT1 A 0 { - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); PB_HandleCrosshair(39); } ReadyToFire1: @@ -175,7 +175,7 @@ ACTOR Hell_rifle : PB_Weapon SelectAnimation2: TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") - TNT1 A 0 A_GiveInventory("HasAcidWeapon", 1) + TNT1 A 0 A_SetInventory("HasAcidWeapon", 1) D2T1 ABCDE 1 ReadyToFire2: TNT1 A 0 A_TakeInventory("CausticCharge",20) @@ -188,11 +188,11 @@ ACTOR Hell_rifle : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 A_StopSound(1) - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) TNT1 A 0 A_JumpIfInventory("FireModeAcidGun",1,"SwitchFireMode") - TNT1 A 0 A_TakeInventory("HasIncendiaryWeapon", 1) - TNT1 A 0 A_GiveInventory("HasAcidWeapon", 1) - TNT1 A 0 A_GiveInventory("FireModeAcidGun", 1) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon", 0) + TNT1 A 0 A_SetInventory("HasAcidWeapon", 1) + TNT1 A 0 A_SetInventory("FireModeAcidGun", 1) TNT1 A 0 A_Print("Firemode: \cdCaustic") TNT1 A 0 A_PlaySoundEx("weapons/demontech/weaponspecial1", "Auto") D1T0 ABCD 1 @@ -201,9 +201,9 @@ ACTOR Hell_rifle : PB_Weapon Goto ReadyToFire2 SwitchFireMode: TNT1 A 0 A_StopSound(1) - TNT1 A 0 A_TakeInventory("FireModeAcidGun", 1) - TNT1 A 0 A_TakeInventory("HasAcidWeapon", 1) - TNT1 A 0 A_GiveInventory("HasIncendiaryWeapon", 1) + TNT1 A 0 A_SetInventory("FireModeAcidGun", 0) + TNT1 A 0 A_SetInventory("HasAcidWeapon", 0) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon", 1) TNT1 A 0 A_Print("Firemode: \cgInferno") TNT1 A 0 A_PlaySoundEx("weapons/demontech/weaponspecial1", "Auto") D1T1 ABCD 1 @@ -219,11 +219,11 @@ ACTOR Hell_rifle : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(39); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_StopSound(1) - TNT1 A 0 A_TakeInventory("HasIncendiaryWeapon", 1) - TNT1 A 0 A_TakeInventory("HasAcidWeapon", 1) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon", 0) + TNT1 A 0 A_SetInventory("HasAcidWeapon", 0) TNT1 A 0 A_JumpIfInventory("FireModeAcidGun",1,6) D2T0 DCBA 1 @@ -236,15 +236,10 @@ ACTOR Hell_rifle : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(39); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -260,7 +255,7 @@ ACTOR Hell_rifle : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(39); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "ThrowBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "ThrowFlameBarrel") @@ -270,7 +265,7 @@ ACTOR Hell_rifle : PB_Weapon Goto Reload D3T0 A 1 BRIGHT { PB_FireOffset; - A_Giveinventory("HasIncendiaryWeapon",1); + A_SetInventory("HasIncendiaryWeapon",1); A_FireCustomMissile("Hellbullet", 0, 0, 0, 0, 0, random(-1,1)); PB_GunSmoke(0,0,0);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); A_PlaySoundEx("HRFire", "Weapon"); @@ -291,15 +286,15 @@ ACTOR Hell_rifle : PB_Weapon TNT1 A 0 A_ReFire TNT1 A 0 A_PlaySoundEx("HRSteam", "Auto") D3T0 EFGHIJKLMNOPQRS 1 - TNT1 A 0 A_Takeinventory("HasIncendiaryWeapon",1) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon",0) Goto ReadyToFire1 Fire2: TNT1 A 0 A_JumpIfInventory("HellAmmo",1,1) Goto Reload D3T1 A 1 BRIGHT { - PB_FireOffset; - A_Takeinventory("HasIncendiaryWeapon",1); + PB_FireOffset; + A_SetInventory("HasIncendiaryWeapon",0); A_FireCustomMissile("Hellbullet2", 0, 0, 0, 0, 0, random(-1,1)); PB_GunSmoke(0,0,0);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); A_PlaySoundEx("8FGGFIRE", "Weapon"); @@ -400,7 +395,7 @@ ACTOR Hell_rifle : PB_Weapon A_WeaponOffset(0,32); A_SetRoll(0); PB_HandleCrosshair(39); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 A_JumpIfInventory("FireModeAcidGun",1,"AltFire2") TNT1 A 0 A_JumpIfInventory("HellAmmo",1,1) @@ -425,8 +420,8 @@ ACTOR Hell_rifle : PB_Weapon D3T0 EFGHIJKLNOPQRS 1 Goto ReadyToFire1 - Reload: - TNT1 A 0 A_ClearReFire + Reload: + TNT1 A 0 A_ClearReFire TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") @@ -467,7 +462,7 @@ ACTOR Hell_rifle : PB_Weapon TNT1 A 0 { A_Giveinventory("HellAmmo",1); A_Takeinventory("PB_DTech",1); - } + } Goto InsertBullets Reload2: diff --git a/actors/Weapons/Slot9/Flamethrower.dec b/actors/Weapons/Slot9/Flamethrower.dec index 54a38858d7..e9e06277cd 100644 --- a/actors/Weapons/Slot9/Flamethrower.dec +++ b/actors/Weapons/Slot9/Flamethrower.dec @@ -191,8 +191,8 @@ Actor PB_FlamethrowerUpgrade : CustomInventory Pickup: TNT1 A 0 A_GiveInventory ("PB_Flamethrower") TNT1 A 0 A_JumpIfInventory("FlamerUpgraded",1,3) - TNT1 A 0 A_GiveInventory ("FlamerUpgraded") - TNT1 A 0 A_GiveInventory("FlamerTankNotInserted") + TNT1 A 0 A_SetInventory ("FlamerUpgraded",1) + TNT1 A 0 A_SetInventory("FlamerTankNotInserted",1) TNT1 A 0 A_GiveInventory ("PB_Fuel", 90) Stop } @@ -206,8 +206,8 @@ Actor PB_FlamethrowerMancubusGas : CustomInventory States { Spawn: - MANA H 1 - Loop + MANA H -1 + Stop Pickup: TNT1 A 0 A_GiveInventory ("PB_Fuel", 50) Stop @@ -242,16 +242,16 @@ ACTOR PB_Flamethrower : PB_Weapon ReadyUpgraded: TNT1 A 0 A_JumpIfInventory("RespectFlamerGoonUpgraded", 1, "SelectAnimation") - TNT1 A 0 A_GiveInventory("RespectFlamerGoonUpgraded") + TNT1 A 0 A_SetInventory("RespectFlamerGoonUpgraded",1) TNT1 A 0 A_StartSound("Ironsights", CHAN_AUTO) FLS1 ABCD 1 A_DoPBWeaponAction //respect animation here StartUpgradeRespect: TNT1 A 0 { - A_GiveInventory("RespectFlamerGoonUpgraded"); - A_GiveInventory("RespectFlamerGoon"); - A_TakeInventory("FlamerTankNotInserted",1); - } + A_SetInventory("RespectFlamerGoonUpgraded",1); + A_SetInventory("RespectFlamerGoon",1); + A_SetInventory("FlamerTankNotInserted",0); + } FRL1 ABCDEFGHIJKLMNOPQRSTUVWXY 1 A_DoPBWeaponAction TNT1 A 0 A_StartSound("weapons/flamethrower/respect4", CHAN_AUTO) FRL1 Z 1 A_DoPBWeaponAction @@ -378,12 +378,12 @@ ACTOR PB_Flamethrower : PB_Weapon Ready3: TNT1 A 0 { if(CountInv("FlamerNukageMode") == 1) { - A_GiveInventory("HasAcidWeapon", 1); - A_TakeInventory("HasFireWeapon", 1); + A_SetInventory("HasAcidWeapon", 1); + A_SetInventory("HasFireWeapon", 0); } else { - A_TakeInventory("HasAcidWeapon", 1); - A_GiveInventory("HasFireWeapon", 1); + A_SetInventory("HasAcidWeapon", 0); + A_SetInventory("HasFireWeapon", 1); } } TNT1 A 0 A_JumpIfInventory("FlamerTankNotInserted", 1, "StartUpgradeRespect") @@ -429,18 +429,18 @@ ACTOR PB_Flamethrower : PB_Weapon ToggleNukageBlobModeUp: TNT1 A 0 { - A_Takeinventory("ToggleBlobStream",1); - A_Takeinventory("ToggleNukageBlob",1); - A_Takeinventory("ToggleNukage",1); + A_SetInventory("ToggleBlobStream",0); + A_SetInventory("ToggleNukageBlob",0); + A_SetInventory("ToggleNukage",0); A_GunFlash; A_Overlay(-5, "NoOverlay"); - A_TakeInventory("FlamerNukeDMR"); - A_TakeInventory("FlamerBlobDMR"); + A_SetInventory("FlamerNukeDMR",0); + A_SetInventory("FlamerBlobDMR",0); } TNT1 A 0 { if (CountInv("FlamerBlobStream") != 1) { - A_GiveInventory("FlamerBlobStream"); + A_SetInventory("FlamerBlobStream",1); A_Print("Primary fire - nukage stream, alt. fire - nuke blob"); return state("Unwield"); } @@ -459,7 +459,7 @@ ACTOR PB_Flamethrower : PB_Weapon FDS1 A 0 "####" A 0 "####" HGFEDC 1 - TNT1 A 0 A_TakeInventory("FlamerDMRAkimbo") + TNT1 A 0 A_SetInventory("FlamerDMRAkimbo",0) FDS1 BA 1 Goto ToggleUpgraded @@ -468,7 +468,7 @@ ACTOR PB_Flamethrower : PB_Weapon FDS1 A 0 "####" A 0 "####" HGFEDC 1 - TNT1 A 0 A_TakeInventory("FlamerDMRAkimbo") + TNT1 A 0 A_SetInventory("FlamerDMRAkimbo",0) FDS1 BA 1 Goto Ready3 @@ -476,9 +476,9 @@ ACTOR PB_Flamethrower : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") - TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility", 0) TNT1 A 0 { - A_GiveInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",1); A_ZoomFactor(1.0); A_ClearOverlays(10,11); A_PlaySoundEx("Ironsights", "Auto"); @@ -491,20 +491,20 @@ ACTOR PB_Flamethrower : PB_Weapon } TNT1 A 0 { if (CountInv("FlamerNukageMode") == 1) { - A_TakeInventory("FlamerNukageMode"); - A_TakeInventory("FlamerBlobStream"); + A_SetInventory("FlamerNukageMode",0); + A_SetInventory("FlamerBlobStream",0); A_Print("$PB_FLAMER_FLAME"); return state ("SwitchFromNukage"); } else if (CountInv("FlamerAmmo") < 3) { - A_GiveInventory("FlamerNukageMode"); - A_GiveInventory("FlamerBlobStream"); + A_SetInventory("FlamerNukageMode",1); + A_SetInventory("FlamerBlobStream",1); A_Print("$PB_FLAMER_ACID"); return state ("SwitchEmpty"); } else { - A_GiveInventory("FlamerNukageMode"); - A_GiveInventory("FlamerBlobStream"); + A_SetInventory("FlamerNukageMode",1); + A_SetInventory("FlamerBlobStream",1); A_Print("$PB_FLAMER_ACID"); return state ("SwitchToNukage"); } @@ -516,20 +516,20 @@ ACTOR PB_Flamethrower : PB_Weapon TNT1 A 0 TNT1 A 0 { if (CountInv("FlamerNukageMode") == 1) { - A_TakeInventory("FlamerNukageMode"); - A_TakeInventory("FlamerBlobStream"); + A_SetInventory("FlamerNukageMode",0); + A_SetInventory("FlamerBlobStream",0); A_Print("$PB_FLAMER_FLAME"); return state ("SwitchFromNukageTube"); } else if (CountInv("PB_Fuel") < 3) { - A_GiveInventory("FlamerNukageMode"); - A_GiveInventory("FlamerBlobStream"); + A_SetInventory("FlamerNukageMode",1); + A_SetInventory("FlamerBlobStream",1); A_Print("$PB_FLAMER_ACID"); return state ("SwitchEmptyTube"); } else { - A_GiveInventory("FlamerNukageMode"); - A_GiveInventory("FlamerBlobStream"); + A_SetInventory("FlamerNukageMode",1); + A_SetInventory("FlamerBlobStream",1); A_Print("$PB_FLAMER_ACID"); return state ("SwitchToNukageTube"); } @@ -684,7 +684,7 @@ ACTOR PB_Flamethrower : PB_Weapon Goto ReloadLoop ReloadInsertFromUnload: - TNT1 A 0 A_TakeInventory("FlamerUnloaded") + TNT1 A 0 A_SetInventory("FlamerUnloaded",0) FRE5 XWVUT 1 FRE2 F 1 Offset(-15,38) FRE2 F 1 Offset(-7, 35) @@ -729,14 +729,14 @@ ACTOR PB_Flamethrower : PB_Weapon Goto ReloadLoop Unload: - ATFG A 0 A_Takeinventory("Unloading",1) + ATFG A 0 A_SetInventory("Unloading",0) TNT1 A 0 A_JumpIfInventory("FlamerDMRAkimbo", 1, "Ready3") TNT1 A 0 A_JumpIfInventory("FlamerUpgraded", 1, "Ready3") TNT1 A 0 A_JumpIfInventory("FlamerUnloaded", 1, "Ready3") TNT1 A 0 A_JumpIfInventory("FlamerAmmo", 1, 2) Goto Ready3 TNT1 A 0 - TNT1 A 0 A_GiveInventory("FlamerUnloaded") + TNT1 A 0 A_SetInventory("FlamerUnloaded",1) TNT1 A 0 { if (CountInv("FlamerNukageMode") == 1 || CountInv("FlamerAmmo") == 0) { A_StopSound(1); @@ -796,8 +796,8 @@ ACTOR PB_Flamethrower : PB_Weapon A_StopSound(CHAN_WEAPON); A_StopSound(CHAN_BODY); A_StopSound(CHAN_6); - A_Takeinventory("HasFireWeapon",1); - A_Takeinventory("HasAcidWeapon",1); + A_SetInventory("HasFireWeapon",0); + A_SetInventory("HasAcidWeapon",0); } @@ -820,12 +820,7 @@ ACTOR PB_Flamethrower : PB_Weapon Select: TNT1 A 0 - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -836,8 +831,8 @@ ACTOR PB_Flamethrower : PB_Weapon wait Spawn: - FSPW A 1 - Loop + FSPW A -1 + Stop //////////////////////////////////////////////////////// Fire: diff --git a/actors/Weapons/Slot9/Unmaker.dec b/actors/Weapons/Slot9/Unmaker.dec index e7db6cd0ff..5ba56cd1b8 100644 --- a/actors/Weapons/Slot9/Unmaker.dec +++ b/actors/Weapons/Slot9/Unmaker.dec @@ -85,7 +85,7 @@ ACTOR PB_Unmaker : PB_Weapon WeaponRespect: TNT1 A 0 { A_SetCrosshair(5); - A_GiveInventory("RespectUnmaker"); + A_SetInventory("RespectUnmaker",1); A_Startsound("UNMIDL", CHAN_AUTO); } UNR1 CDEFGHIJKLMNO 1 { @@ -129,7 +129,7 @@ ACTOR PB_Unmaker : PB_Weapon SelectAnimation: TNT1 A 0 A_WeaponOffset(0,32) TNT1 A 0 A_Playsound("UNMUP") - TNT1 A 0 A_GiveInventory("HasIncendiaryWeapon", 1) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon", 1) UNHS DCBA 1 { if(CountInv("UnmakerFireSelected") == 1) {A_SetWeaponSprite("UNOS");} } @@ -174,24 +174,20 @@ ACTOR PB_Unmaker : PB_Weapon Goto ReadyToFire2+1 - Select: - TNT1 A 0 A_TakeInventory("HasBarrel",1) - TNT1 A 0 A_TakeInventory("HasIceBarrel",1) - TNT1 A 0 A_TakeInventory("HasFlameBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedIceBarrel",1) - TNT1 A 0 A_TakeInventory("GrabbedFlameBarrel",1) + Select: + TNT1 A 0 + TNT1 A 0 PB_ResetBarrelTokens TNT1 A 0 { A_WeaponOffset(0,32); A_SetRoll(0); - A_TakeInventory("PB_LockScreenTilt",1); + A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(5,9); } Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 TNT1 A 0 PB_WeapTokenSwitch("UnmakerSelected") - TNT1 A 0 A_Takeinventory("Unloading",1) + TNT1 A 0 A_SetInventory("Unloading",0) TNT1 AAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait @@ -201,7 +197,7 @@ WeaponSpecial: TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "IdleIceBarrel") TNT1 A 0 A_ClearOverlays(5,7) - TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1) + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0) TNT1 A 0 { if(CountInv("UnmakerFireSelected")==1) { A_Print("The Overcharge has to run its course."); return state ("Ready3");} return state (""); @@ -212,8 +208,8 @@ WeaponSpecial: } TNT1 A 0 A_Playsound("UNMSWTC") TNT1 A 0 A_Print("Overcharge Mode") - TNT1 A 0 A_GiveInventory("UnmakerFireSelected",1) - TNT1 A 0 A_TakeInventory("HasIncendiaryWeapon",1) + TNT1 A 0 A_SetInventory("UnmakerFireSelected",1) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon",0) UNHS FGHI 2 BRIGHT TNT1 A 0 A_Playsound("UNOCFIR2") TNT1 AAAAA 0 A_FireCustomMissile("GunFireSmoke", random(-5,5), 0, random(-3,3),random(1,3)) @@ -226,8 +222,8 @@ WeaponSpecial: SwitchToNormal: TNT1 A 0 A_ClearOverlays(5,9) //TNT1 A 0 A_Print("Desolation Mode") - TNT1 A 0 A_TakeInventory("UnmakerFireSelected",1) - TNT1 A 0 A_GiveInventory("HasIncendiaryWeapon",1) + TNT1 A 0 A_SetInventory("UnmakerFireSelected",0) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon",1) UNHS MLKJ 2 BRIGHT TNT1 A 0 A_FireCustomMissile("UnmakerSwitchModeEffect", 0, 0, 0, random(1,3)) TNT1 A 0 A_Playsound("UNMSWT2",3) @@ -239,19 +235,19 @@ SwitchToNormal: TNT1 A 0 A_StopSOund(4) TNT1 A 0 A_StopSOund(5) TNT1 A 0 A_StopSOund(6) - TNT1 A 0 A_TakeInventory("UnmakerFireSelected",1) + TNT1 A 0 A_SetInventory("UnmakerFireSelected",0) TNT1 A 0 A_JumpIfInventory("HasPlayedRunOutAnim",1,1) Goto WeaponEmpty TNT1 A 0 A_ClearOverlays(5,9) UNHH ONMLK 1 A_DoPBWeaponAction - TNT1 A 0 A_GiveInventory("HasPlayedRunOutAnim",1) + TNT1 A 0 A_SetInventory("HasPlayedRunOutAnim",1) WeaponEmpty: TNT1 A 0 A_ClearOverlays(5,9) UNHH K 1 A_DoPBWeaponAction TNT1 A 0 A_JumpIfInventory("PB_DTech",10,"ReadyBackUp") Loop ReadyBackUp: - TNT1 A 0 A_TakeInventory("HasPlayedRunOutAnim",1) + TNT1 A 0 A_SetInventory("HasPlayedRunOutAnim",0) TNT1 A 0 A_ClearOverlays(5,9) UNHH KLMNO 1 A_DoPBWeaponAction Goto Ready3 @@ -462,8 +458,8 @@ SwitchToNormal: TNT1 A 0 A_StopSOund(1) TNT1 A 0 A_StopSOund(6) TNT1 A 0 A_StopSOund(CHAN_AUTO) - TNT1 A 0 A_Takeinventory("HasIncendiaryWeapon",1) - TNT1 A 0 A_Takeinventory("UnmakerSelected",1) + TNT1 A 0 A_SetInventory("HasIncendiaryWeapon",0) + TNT1 A 0 A_SetInventory("UnmakerSelected",0) UNHS ABCD 1 { if(CountInv("UnmakerFireSelected") == 1) {A_SetWeaponSprite("UNOS");} } From a1ecfab69d47baa079980d467b672610e7c20aad Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Wed, 7 Aug 2024 11:07:36 +0700 Subject: [PATCH 10/13] Update DyingDarkImps.dec --- actors/Monsters/T1-Imps/DyingDarkImps.dec | 89 +++++++++++++++++++---- 1 file changed, 76 insertions(+), 13 deletions(-) diff --git a/actors/Monsters/T1-Imps/DyingDarkImps.dec b/actors/Monsters/T1-Imps/DyingDarkImps.dec index 3540d7d701..2ce06487b3 100644 --- a/actors/Monsters/T1-Imps/DyingDarkImps.dec +++ b/actors/Monsters/T1-Imps/DyingDarkImps.dec @@ -143,6 +143,22 @@ ACTOR DyingDarkImpNoArm : SwitchableDecoration TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoArm", 5) Stop + Death.Cut: + TNT1 A 0 + TNT1 A 0 A_XScream + TNT1 A 0 A_Recoil(2) + TNT1 A 0 A_CustomMissile ("XDeathGuts", 32, 0, random (0, 360), 2, random (0, 160)) + TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (0, 160)) + TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 40, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 A_CustomMissile ("XDeathHalfDarkImpUpperPart32", 40, 0, random (0, 360), 2, random (0, 160)) + D2S2 EFGH 6 + TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health") + TNT1 A 0 A_SpawnItem ("DeadDarkImpD2S2H") + Stop + Death.Head: Death.Decaptate: Death.MINORHead: @@ -152,11 +168,11 @@ ACTOR DyingDarkImpNoArm : SwitchableDecoration D1S5 F 8 TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health") TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoArmNoHead", 1) -Stop + Stop - XDeath: - Death.SSG: - Death.Explosives: + XDeath: + Death.SSG: + Death.Explosives: TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_FaceTarget @@ -182,7 +198,31 @@ Stop TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem ("BigBloodSpot") Stop -} + + Death.Shotgun: + Death.Blast: + Death.Railgun: + Death.Eat: + TNT1 A 0 + TNT1 A 0 A_FaceTarget + TNT1 A 0 A_NoBlocking + TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health") + //TNT1 A 0 A_Jump(128, "Death.Blast2") + TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) + TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40)) + TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 32, 0, random (150, 210), 2, random (0, 40)) + TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90)) + D3S3 A 6 A_Stop + TNT1 A 0 A_SpawnItem ("GrowingBloodPool") + D3S3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60)) + TNT1 A 0 A_SpawnItem ("AbsolutelyDestroyedDarkImp2") + Stop + } } ACTOR DarkImpDyingOfBloodLoss: PB_DarkImpNami @@ -206,7 +246,7 @@ ACTOR DarkImpDyingOfBloodLoss: PB_DarkImpNami Spawn: D1S8 E 1 D1S8 EFEFEFEFEFEFEFEFEFEFEFEF 10 - Goto Colapse + Goto Collapse Death: TNT1 A 0 Goto DeathNoGuts @@ -216,7 +256,7 @@ ACTOR DarkImpDyingOfBloodLoss: PB_DarkImpNami TNT1 A 0 A_JumpIfCloser(150, "Death.Shotgunontheface") Goto DeathNoGuts - Colapse: + Collapse: TNT1 A 0 TNT1 A 0 A_NoBlocking D1S8 GHIJ 5 @@ -246,12 +286,12 @@ ACTOR DyingDarkImpNoLeg : SwitchableDecoration Death.SuperPunch: TNT1 A 1 TNT1 A 0 A_NoBlocking - Goto Colapse + Goto Collapse Spawn: D1S4 D 1 TNT1 A 0 - TNT1 A 0 A_Jump(192, "Colapse") + TNT1 A 0 A_Jump(192, "Collapse") Goto Suffer Suffer: TNT1 A 0 @@ -323,14 +363,14 @@ ACTOR DyingDarkImpNoLeg : SwitchableDecoration D1S4 FF 4 A_SpawnItem ("brutal_FlyingBlood", 0, 10) TNT1 A 0 D1S4 FF 5 A_Pain - Goto Colapse + Goto Collapse Death: TNT1 A 0 A_PlaySound("imp/death") D1S4 G 8 TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoLeg", 5) Stop - Colapse: + Collapse: D1S4 H 8 TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoLeg", 5) Stop @@ -352,8 +392,31 @@ ACTOR DyingDarkImpNoLeg : SwitchableDecoration D1S4 I 8 TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoLeg", 1) TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health") -Stop -} + Stop + + Death.Shotgun: + Death.Blast: + Death.Railgun: + Death.Eat: + TNT1 A 0 + TNT1 A 0 A_FaceTarget + TNT1 A 0 A_NoBlocking + TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health") + //TNT1 A 0 A_Jump(128, "Death.Blast2") + TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) + TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40)) + TNT1 A 0 A_CustomMissile ("XDeathDarkImpLeg", 32, 0, random (150, 210), 2, random (0, 40)) + TNT1 AA 0 A_CustomMissile ("XDeathDarkImpArm1", 32, 0, random (150, 210), 2, random (0, 40)) + TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 32, 0, random (150, 210), 2, random (0, 40)) + TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) + TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90)) + TNT1 A 0 A_SpawnItem ("GrowingBloodPool") + Stop + } } ACTOR DyingDarkImp : SwitchableDecoration From 5ba30537fec424eb0d3b74bd7dbd6ce440c2dfd4 Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Wed, 7 Aug 2024 11:08:08 +0700 Subject: [PATCH 11/13] Update DarkImpNether.dec --- actors/Monsters/T1-Imps/DarkImpNether.dec | 2 -- 1 file changed, 2 deletions(-) diff --git a/actors/Monsters/T1-Imps/DarkImpNether.dec b/actors/Monsters/T1-Imps/DarkImpNether.dec index 67a8b448ec..82bacdab3f 100644 --- a/actors/Monsters/T1-Imps/DarkImpNether.dec +++ b/actors/Monsters/T1-Imps/DarkImpNether.dec @@ -1156,8 +1156,6 @@ Goto SeeContinue D3S3 A 6 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") D3S3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60)) - D3S3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40)) - D3S3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60)) TNT1 A 0 A_SpawnItem ("AbsolutelyDestroyedDarkImp2") Stop From a60338ff3cd9d47bbd0c8cf5e6d443dd3d5e19c3 Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Thu, 8 Aug 2024 10:18:22 +0700 Subject: [PATCH 12/13] Update BaseWeapon_Functions.zsc --- zscript/Weapons/BaseWeapon_Functions.zsc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/zscript/Weapons/BaseWeapon_Functions.zsc b/zscript/Weapons/BaseWeapon_Functions.zsc index 0b367cc02c..a3a5ea4757 100644 --- a/zscript/Weapons/BaseWeapon_Functions.zsc +++ b/zscript/Weapons/BaseWeapon_Functions.zsc @@ -915,9 +915,9 @@ extend class PB_WeaponBase A_SetInventory("BarrelIsFlaming",0); for(int i=8;i>0;i--) { - plr.SetInventory("Grab"..i,0); - plr.SetInventory("IGrab"..i,0); - plr.SetInventory("FGrab"..i,0); + A_SetInventory("Grab"..i,0); + A_SetInventory("IGrab"..i,0); + A_SetInventory("FGrab"..i,0); } } From 4e6afcc41ef46c157dbed2388c166c62ddfdab3e Mon Sep 17 00:00:00 2001 From: Duy <110778501+BasicallyTDuy@users.noreply.github.com> Date: Thu, 8 Aug 2024 13:01:23 +0700 Subject: [PATCH 13/13] Skin support --- zscript/Player/ZSPlayer.zsc | 148 ++++++++++++++++++++++++------------ 1 file changed, 101 insertions(+), 47 deletions(-) diff --git a/zscript/Player/ZSPlayer.zsc b/zscript/Player/ZSPlayer.zsc index cefb8d6fc7..145f62338e 100644 --- a/zscript/Player/ZSPlayer.zsc +++ b/zscript/Player/ZSPlayer.zsc @@ -176,13 +176,13 @@ class PB_PlayerPawn : PlayerPawnBase if (!psp||!pspOverlay) return; ForceMoveUnlock(); - A_TakeInventory("PlayerIsDead",1); - A_TakeInventory("DeathFader",1); - A_TakeInventory("IsInvisible",1); - A_TakeInventory("ChainguyguyContinue",1); - A_TakeInventory("DoNotJump",1); - A_TakeInventory("CantDoAction",1); - A_Takeinventory("PB_LockScreenTilt",1); + A_SetInventory("PlayerIsDead",0); + A_SetInventory("DeathFader",0); + A_SetInventory("IsInvisible",0); + A_SetInventory("ChainguyguyContinue",0); + A_SetInventory("DoNotJump",0); + A_SetInventory("CantDoAction",0); + A_Setinventory("PB_LockScreenTilt",0); A_ClearOverlays(66); ACS_ExecuteAlways(171,0,0,0,0); } @@ -190,17 +190,17 @@ class PB_PlayerPawn : PlayerPawnBase PLAY A 4 { bTHRUSPECIES = 0; - A_TakeInventory("PlayerIsDead",1); - A_TakeInventory("DeathFader",1); + A_SetInventory("PlayerIsDead",0); + A_SetInventory("DeathFader",0); ForceMoveUnlock(); } loop; See: TNT1 A 0 { - A_TakeInventory("PlayerIsDead",1); - A_TakeInventory("DeathFader",1); + A_SetInventory("PlayerIsDead",0); + A_SetInventory("DeathFader",0); } - PLAY A 4 A_TakeInventory("ChainguyguyContinue",1); + PLAY A 4 A_SetInventory("ChainguyguyContinue",0); PLAY B 4; PLAY C 4 { @@ -241,17 +241,19 @@ class PB_PlayerPawn : PlayerPawnBase A_StopSound(1); if(target&&target.FindInventory("TypeSergeant")) SetStateLabel("ArmDeath"); } - MARN A 0 + TNT1 A 0 { - A_Giveinventory("PB_LockScreenTilt",1); - A_GiveInventory("PlayerIsDead",1); + A_Setinventory("PB_LockScreenTilt",1); + A_SetInventory("PlayerIsDead",1); A_ClearOverlays(2,11); A_Overlay(66,"FirstPersonDeath1"); A_ClearOverlays(-779,-777); } + PLAY A 0 A_PlayerSkinCheck("AltSkinDeath"); PLAY HHHHHH 1; //A_SetRoll(roll+5.0,SPF_INTERPOLATE); PLAY IIIIII 1 A_SpawnProjectile("Brutal_LiquidBlood3",40,0,random(0,360),2,random(60,120)); TNT1 A 0 A_PlayerScream; + TNT1 A 0 A_NoBlocking; PLAY JJJJJJ 1 A_SpawnProjectile("Brutal_LiquidBlood2",30,0,random(0,360),2,random(60,120)); PLAY KKKKKK 1 A_SpawnProjectile("Brutal_LiquidBlood2",10,0,random (0,360),2,random(60,120)); PLAY LM 10; @@ -265,8 +267,8 @@ class PB_PlayerPawn : PlayerPawnBase A_ClearOverlays(-999,-999); A_StopSound(7); A_StopSound(1); - A_GiveInventory("PlayerIsDead",1); - A_GiveInventory("CantDoAction",1); + A_SetInventory("PlayerIsDead",1); + A_SetInventory("CantDoAction",1); A_NoBlocking(); A_StartSound("DSBOTTLE"); for(int i=4;i>0;i--) @@ -275,24 +277,31 @@ class PB_PlayerPawn : PlayerPawnBase A_SpawnProjectile("IceBlood",48,0,random(0,360),2,random(0,160)); } } - FZD1 C -1; + PLAY A 0 A_PlayerSkinCheck("AltSkinDeath.Freeze"); + FZD1 C -1; stop; ArmDeath: - XPL5 A 10 - { + TNT1 A 0 + { A_StopSound(7); A_StopSound(1); - A_Giveinventory("PB_LockScreenTilt",1); - A_GiveInventory("PlayerIsDead",1); + A_Setinventory("PB_LockScreenTilt",1); + A_Setinventory("PlayerIsDead",1); A_ClearOverlays(2,10); A_Overlay(66,"FirstPersonDeath2"); A_ClearOverlays(-779,-777); - A_Scream(); - A_StartSound("DSFDTHE"); + //A_Scream(); + //A_StartSound("DSFDTHE"); A_SpawnProjectile("XDeathArm1",50,0,random(0,360),2,random(0,160)); for(int i=3;i>0;i--) A_SpawnProjectile("MuchBlood",50,0,random(0,360),2,random(0,160)); for(int i=2;i>0;i--) A_SpawnProjectile("XDeath1",50,0,random(0,360),2,random(0,160)); } + PLAY A 0 A_PlayerSkinCheck("AltSkinDeath"); + TNT1 A 0 { + A_Scream(); + A_StartSound("DSFDTHE"); + } + XPL5 A 10; XPL5 BCBCBCBC 10 A_SpawnProjectile ("MuchBlood",25,0,random (0,360),2,random (0,160)); TNT1 A 0 A_NoBlocking; XPL5 DE 7 A_SpawnProjectile ("MuchBlood",15,0,random (0,360),2,random (0,160)); @@ -300,20 +309,23 @@ class PB_PlayerPawn : PlayerPawnBase XPL5 E -1; stop; Death.ExtremePunches: Death.ExplosiveImpact: - XPL6 A 5 - { + TNT1 A 0 + { A_ClearOverlays(-999,-999); A_StopSound(7); A_StopSound(1); - A_Giveinventory("PB_LockScreenTilt",1); - A_GiveInventory("PlayerIsDead",1); + A_Setinventory("PB_LockScreenTilt",1); + A_SetInventory("PlayerIsDead",1); A_ClearOverlays(2,10); A_Overlay(66,"FirstPersonDeath3"); A_ClearOverlays(-779,-777); - A_Takeinventory("Kicking",1); + A_Setinventory("Kicking",0); ThrustThingZ(0,50,0,1); A_Recoil(25); - A_SpawnProjectile("Brains2",50,0,random (0,360),2,random (0,160)); + } + PLAY A 0 A_PlayerSkinCheck("AltSkinXDeath"); + TNT1 A 0 { + A_SpawnProjectile("Brains2",50,0,random (0,360),2,random (0,160)); A_SpawnProjectile("Brains3",50,0,random (0,360),2,random (0,160)); A_SpawnProjectile("Brains4",50,0,random (0,360),2,random (0,160)); A_SpawnProjectile("Brains5",50,0,random (0,360),2,random (0,160)); @@ -332,21 +344,22 @@ class PB_PlayerPawn : PlayerPawnBase A_SpawnProjectile("XDeath1",40,0,random (0,360),2,random (0,160)); } } + XPL6 A 5; XPL6 BCDE 5; XPL6 F -1; stop; Death.Disintegrate: Death.Slime: - PMET A 0 + TNT1 A 0 { A_ClearOverlays(-999,-999); A_StopSound(7); A_StopSound(1); - A_Giveinventory("PB_LockScreenTilt",1); - A_GiveInventory("PlayerIsDead",1); + A_Setinventory("PB_LockScreenTilt",1); + A_SetInventory("PlayerIsDead",1); A_ClearOverlays(2,10); A_Overlay(66,"FirstPersonDeath4"); A_ClearOverlays(-779,-777); - A_StartSound("BIGSCREA"); + //A_StartSound("BIGSCREA"); A_Takeinventory("Kicking",1); for(int i=2;i>0;i--) A_SpawnProjectile("MuchBlood",30,0,random (0,360),2,random (0,160)); for(int i=3;i>0;i--) A_SpawnProjectile("Brutal_FlyingBloodLevel3",30,0,random (0,360),2,random (10,50)); @@ -356,6 +369,8 @@ class PB_PlayerPawn : PlayerPawnBase A_SpawnProjectile("BrainBlood",40,0,random (0,360),2,random (0,160)); } } + PLAY A 0 A_PlayerSkinCheck("AltSkinDeath"); + TNT1 A 0 A_StartSound("BIGSCREA"); PMET AAABBBCC 1; TNT1 A 0 { @@ -367,18 +382,57 @@ class PB_PlayerPawn : PlayerPawnBase TNT1 A -1; stop; Crush: GenericCrush: - CRS1 A 5 - { - A_StopSound(7); - A_StopSound(6); - A_StopSound(5); - A_StopSound(4); - A_StopSound(1); - A_ClearOverlays(-779,-777); - A_StartSound("misc/xdeath4"); + TNT1 A 0 { + A_StopSound(7); + A_StopSound(6); + A_StopSound(5); + A_StopSound(4); + A_StopSound(1); + A_ClearOverlays(-779,-777); + A_StartSound("misc/xdeath4"); } + PLAY A 0 A_PlayerSkinCheck("AltSkinCrush"); + CRS1 A 5; CRS1 A -1; stop; + + //Skin Deaths + AltSkinDeath: + //"####" "#" 0 {console.printf("Skin Death");} + "####" HHHHHH 1; + "####" IIIIII 1 A_SpawnProjectile("Brutal_LiquidBlood3",40,0,random(0,360),2,random(60,120)); + "####" A 0 A_PlayerScream; + "####" A 0 A_NoBlocking; + "####" JJJJJJ 1 A_SpawnProjectile("Brutal_LiquidBlood2",30,0,random(0,360),2,random(60,120)); + "####" KKKKKK 1 A_SpawnProjectile("Brutal_LiquidBlood2",10,0,random (0,360),2,random(60,120)); + "####" LM 10; + "####" A 0 A_SpawnItemEx("GrowingBloodPool"); + "####" NNNNNN 1 A_SpawnProjectile("Brutal_LiquidBlood2",10,0,random(0,360),2,random(60,120)); + "####" N -1; + Stop; + AltSkinDeath.Freeze: + //"####" "#" 0 {console.printf("Skin Death: Freeze");} + "####" H 6; + "####" I 6; + "####" J 6; + "####" K 6; + "####" LM 10; + "####" N -1; + Stop; + AltSkinXDeath: + //"####" "#" 0 {console.printf("Skin Death: Gib");} + "####" OOOOO 1 A_SpawnProjectile("Brutal_LiquidBlood3",40,0,random(0,360),2,random(60,120)); + "####" A 0 A_XScream; + "####" A 0 A_NoBlocking; + "####" PPPPP 1 A_SpawnProjectile("Brutal_LiquidBlood2",30,0,random(0,360),2,random(60,120)); + "####" QQQQQ 1 A_SpawnProjectile("Brutal_LiquidBlood2",30,0,random(0,360),2,random(60,120)); + "####" RSTUV 5; + "####" W -1; + Stop; + AltSkinCrush: + TNT1 A -1; + Stop; + //Classic Death FirstPersonDeath1: TNT1 A 0 A_OverlayFlags(66, PSPF_PLAYERTRANSLATED, false); @@ -387,7 +441,7 @@ class PB_PlayerPawn : PlayerPawnBase PD01 GGHHIIJJKKLLMMNNOOPP 1 A_SetRoll(roll-5.0); TNT1 A 0 A_StartSound("BODYF",0); PD01 OONNMMLLKKJJ 1 A_SetRoll(roll-5.0); - TNT1 A 0 A_GiveInventory("DeathFader"); + TNT1 A 0 A_SetInventory("DeathFader",1); PD01 J -1; stop; //Arm Blown Off @@ -439,7 +493,7 @@ class PB_PlayerPawn : PlayerPawnBase PD02 JJKKLLMMNNOOPP 1 A_SetRoll(roll+2.0); TNT1 A 0 A_StartSound("BODYF",0); PD02 QQQQQQ 1 A_SpawnProjectile("Brutal_LiquidBlood2",10,0,random (0,360),2,random (60,120)); - TNT1 A 0 A_GiveInventory("DeathFader"); + TNT1 A 0 A_SetInventory("DeathFader",1); PD02 Q -1; stop; //Explosive DeathPump @@ -466,13 +520,13 @@ class PB_PlayerPawn : PlayerPawnBase } PD03 DDEEG 1 A_SetRoll(roll+5.0); PD03 GGGGG 1 A_SpawnProjectile("Brutal_LiquidBlood2",10,0,random (0,360),2,random (60,120)); - TNT1 A 0 A_GiveInventory("DeathFader"); + TNT1 A 0 A_SetInventory("DeathFader",1); PD03 G -1; stop; //Slime Death FirstPersonDeath4: TNT1 A 0 A_OverlayFlags(66, PSPF_PLAYERTRANSLATED, false); - TNT1 A 0 A_GiveInventory("DeathFader"); + TNT1 A 0 A_SetInventory("DeathFader",1); PD04 AABBCCDD 1 { A_SetRoll(roll+0.5);