actor PistolFire : Boolean {} actor PistolReload : Boolean {} actor BlankFlash : Boolean {} actor "Glock 17" : Weapon { //Weapon.BobRangeX 0.75 //Weapon.BobRangeY 0.95 //Weapon.BobSpeed 1.1 Weapon.SlotNumber 1 Weapon.SelectionOrder 1900 Weapon.AmmoType "DukePistolReload" Weapon.AmmoUse 1 Obituary "$SAMSARA_DUKE_OB_PISTOL" Decal BulletChip DamageType "DukeDamage" +WEAPON.WIMPY_WEAPON +WEAPON.AMMO_OPTIONAL +NOALERT +INVENTORY.UNDROPPABLE Inventory.Pickupmessage "You got the M1911 Pistol!" Inventory.PickupSound "duke/weaponget" Weapon.UpSound "duke/m1911up" States { ReadyB: TNT1 A 0 A_JumpIfInventory("DB1",1,"AltFireA1") TNT1 A 0 A_JumpIfInventory("DB2",1,"AltFireA2") TNT1 A 0 A_JumpIfInventory("DB3",1,"AltFireA3") TNT1 A 0 A_JumpIfInventory("DB4",1,"AltFireA4") TNT1 A 0 A_JumpIfInventory("DB5",1,"AltFireA5") TNT1 A 0 A_JumpIfInventory("DB6",1,"AltFireA6") TNT1 A 0 A_JumpIfInventory("DB7",1,"AltFireA7") TNT1 A 0 A_JumpIfInventory("DB8",1,"AltFireA8") TNT1 A 0 A_JumpIfInventory("DB9",1,"AltFireA9") TNT1 A 0 A_JumpIfInventory("DB10",1,"AltFireA10") TNT1 A 0 A_JumpIfInventory("DB11",1,"AltFireA11") TNT1 A 0 A_JumpIfInventory("DB12",1,"AltFireA12") TNT1 A 0 A_JumpIfInventory("DB13",1,"AltFireA13") TNT1 A 0 A_JumpIfInventory("DB14",1,"AltFireA14") TNT1 A 0 A_JumpIfInventory("DB15",1,"AltFireA15") TNT1 A 0 A_JumpIfInventory("DB16",1,"AltFireA16") TNT1 A 0 A_JumpIfInventory("DB17",1,"AltFireA17") TNT1 A 0 A_JumpIfInventory("DB18",1,"AltFireA18") TNT1 A 0 A_JumpIfInventory("DukeReady",1,"IntroTaunt") TNT1 A 0 A_JumpIfInventory("DukeWaiting",15,"WaitingTaunt") TNT1 A 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_NOBOB) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"ReadyB") Goto Ready ReadyA: TNT1 A 0 A_JumpIfInventory("DB1",1,"AltFireA1") TNT1 A 0 A_JumpIfInventory("DB2",1,"AltFireA2") TNT1 A 0 A_JumpIfInventory("DB3",1,"AltFireA3") TNT1 A 0 A_JumpIfInventory("DB4",1,"AltFireA4") TNT1 A 0 A_JumpIfInventory("DB5",1,"AltFireA5") TNT1 A 0 A_JumpIfInventory("DB6",1,"AltFireA6") TNT1 A 0 A_JumpIfInventory("DB7",1,"AltFireA7") TNT1 A 0 A_JumpIfInventory("DB8",1,"AltFireA8") TNT1 A 0 A_JumpIfInventory("DB9",1,"AltFireA9") TNT1 A 0 A_JumpIfInventory("DB10",1,"AltFireA10") TNT1 A 0 A_JumpIfInventory("DB11",1,"AltFireA11") TNT1 A 0 A_JumpIfInventory("DB12",1,"AltFireA12") TNT1 A 0 A_JumpIfInventory("DB13",1,"AltFireA13") TNT1 A 0 A_JumpIfInventory("DB14",1,"AltFireA14") TNT1 A 0 A_JumpIfInventory("DB15",1,"AltFireA15") TNT1 A 0 A_JumpIfInventory("DB16",1,"AltFireA16") TNT1 A 0 A_JumpIfInventory("DB17",1,"AltFireA17") TNT1 A 0 A_JumpIfInventory("DB18",1,"AltFireA18") TNT1 A 0 A_JumpIfInventory("DukeReady",1,"IntroTaunt") TNT1 A 0 A_JumpIfInventory("DukeWaiting",15,"WaitingTaunt") TNT1 A 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"ReadyA") Ready: TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"ReadyA") TNT1 A 0 A_JumpIfInventory("DukeReady",1,"IntroTaunt") TNT1 A 0 A_JumpIfInventory("DukeWaiting",15,"WaitingTaunt") DKPS A 1 A_WeaponReady TNT1 A 0 A_JumpIfInventory("PistolModeOn",1,"InitialReloadCheck") DKPS A 0 A_JumpIfNoAmmo("Reload") Loop Deselect: TNT1 A 0 A_TakeInventory("PistolReload",1) TNT1 A 0 A_TakeInventory("DBSHOT",99) TNT1 A 0 A_TakeInventory("DB1",1) TNT1 A 0 A_TakeInventory("DB2",1) TNT1 A 0 A_TakeInventory("DB3",1) TNT1 A 0 A_TakeInventory("DB4",1) TNT1 A 0 A_TakeInventory("DB5",1) TNT1 A 0 A_TakeInventory("DB6",1) TNT1 A 0 A_TakeInventory("DB7",1) TNT1 A 0 A_TakeInventory("DB8",1) TNT1 A 0 A_TakeInventory("DB9",1) TNT1 A 0 A_TakeInventory("DB10",1) TNT1 A 0 A_TakeInventory("DB11",1) TNT1 A 0 A_TakeInventory("DB12",1) TNT1 A 0 A_TakeInventory("DB13",1) TNT1 A 0 A_TakeInventory("DB14",1) TNT1 A 0 A_TakeInventory("DB15",1) TNT1 A 0 A_TakeInventory("DB16",1) TNT1 A 0 A_TakeInventory("DB17",1) TNT1 A 0 A_TakeInventory("DB18",1) TNT1 A 0 A_TakeInventory("DB18",1) TNT1 A 0 A_GiveInventory("BlankFlash",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_TakeInventory("BlankFlash",1) DKPS AAAA 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower loop Select: TNT1 A 0 A_TakeInventory("PistolReload",1) TNT1 A 0 A_TakeInventory("DBSHOT",99) TNT1 A 0 A_TakeInventory("DB1",1) TNT1 A 0 A_TakeInventory("DB2",1) TNT1 A 0 A_TakeInventory("DB3",1) TNT1 A 0 A_TakeInventory("DB4",1) TNT1 A 0 A_TakeInventory("DB5",1) TNT1 A 0 A_TakeInventory("DB6",1) TNT1 A 0 A_TakeInventory("DB7",1) TNT1 A 0 A_TakeInventory("DB8",1) TNT1 A 0 A_TakeInventory("DB9",1) TNT1 A 0 A_TakeInventory("DB10",1) TNT1 A 0 A_TakeInventory("DB11",1) TNT1 A 0 A_TakeInventory("DB12",1) TNT1 A 0 A_TakeInventory("DB13",1) TNT1 A 0 A_TakeInventory("DB14",1) TNT1 A 0 A_TakeInventory("DB15",1) TNT1 A 0 A_TakeInventory("DB16",1) TNT1 A 0 A_TakeInventory("DB17",1) TNT1 A 0 A_TakeInventory("DB18",1) TNT1 A 0 A_TakeInventory("DB18",1) TNT1 A 0 A_GiveInventory("BlankFlash",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_TakeInventory("BlankFlash",1) TNT1 A 0 A_JumpIfInventory("DukeReady",1,"IntroTaunt1") DKPS A 1 A_Raise DKPS A 0 A_Raise DKPS A 0 A_Raise DKPS A 1 A_Raise DKPS A 0 A_Raise DKPS A 1 A_Raise DKPS A 0 A_Raise DKPS A 1 A_Raise DKPS A 0 A_Raise DKPS A 1 A_Raise DKPS A 0 A_Raise DKPS AAAAAA 1 A_Raise Loop Fire: TNT1 A 0 A_JumpIfInventory("PistolModeOn",1,"FireCheck") FireSecond: TNT1 A 0 A_JumpIfNoAmmo("Reload") TNT1 A 0 A_GiveInventory("DBSHOT",20) TNT1 A 0 A_GunFlash FireNope: TNT1 A 0 A_JumpIfInventory("DB1",1,"AltFireA1") TNT1 A 0 A_JumpIfInventory("DB2",1,"AltFireA2") TNT1 A 0 A_JumpIfInventory("DB3",1,"AltFireA3") TNT1 A 0 A_JumpIfInventory("DB4",1,"AltFireA4") TNT1 A 0 A_JumpIfInventory("DB5",1,"AltFireA5") TNT1 A 0 A_JumpIfInventory("DB6",1,"AltFireA6") TNT1 A 0 A_JumpIfInventory("DB7",1,"AltFireA7") TNT1 A 0 A_JumpIfInventory("DB8",1,"AltFireA8") TNT1 A 0 A_JumpIfInventory("DB9",1,"AltFireA9") TNT1 A 0 A_JumpIfInventory("DB10",1,"AltFireA10") TNT1 A 0 A_JumpIfInventory("DB11",1,"AltFireA11") TNT1 A 0 A_JumpIfInventory("DB12",1,"AltFireA12") TNT1 A 0 A_JumpIfInventory("DB13",1,"AltFireA13") TNT1 A 0 A_JumpIfInventory("DB14",1,"AltFireA14") TNT1 A 0 A_JumpIfInventory("DB15",1,"AltFireA15") TNT1 A 0 A_JumpIfInventory("DB16",1,"AltFireA16") TNT1 A 0 A_JumpIfInventory("DB17",1,"AltFireA17") TNT1 A 0 A_JumpIfInventory("DB18",1,"AltFireA18") Goto ReadyA Reload: TNT1 A 0 A_GiveInventory("PistolReload",1) TNT1 A 0 A_GiveInventory("DBSHOT",30) TNT1 A 0 A_GunFlash TNT1 A 0 A_JumpIfInventory("DB1",1,"AltFireB1") TNT1 A 0 A_JumpIfInventory("DB2",1,"AltFireB2") TNT1 A 0 A_JumpIfInventory("DB3",1,"AltFireB3") TNT1 A 0 A_JumpIfInventory("DB4",1,"AltFireB4") TNT1 A 0 A_JumpIfInventory("DB5",1,"AltFireB5") TNT1 A 0 A_JumpIfInventory("DB6",1,"AltFireB6") TNT1 A 0 A_JumpIfInventory("DB7",1,"AltFireB7") TNT1 A 0 A_JumpIfInventory("DB8",1,"AltFireB8") TNT1 A 0 A_JumpIfInventory("DB9",1,"AltFireB9") TNT1 A 0 A_JumpIfInventory("DB10",1,"AltFireB10") TNT1 A 0 A_JumpIfInventory("DB11",1,"AltFireB11") TNT1 A 0 A_JumpIfInventory("DB12",1,"AltFireB12") TNT1 A 0 A_JumpIfInventory("DB13",1,"AltFireB13") TNT1 A 0 A_JumpIfInventory("DB14",1,"AltFireB14") TNT1 A 0 A_JumpIfInventory("DB15",1,"AltFireB15") TNT1 A 0 A_JumpIfInventory("DB16",1,"AltFireB16") TNT1 A 0 A_JumpIfInventory("DB17",1,"AltFireB17") TNT1 A 0 A_JumpIfInventory("DB18",1,"AltFireB18") Goto ReadyB Flash: TNT1 A 0 A_JumpIfInventory("PistolReload",1,"FlashReload") TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"FlashFire") TNT1 A 0 A_JumpIfInventory("BlankFlash",1,"FlashBlank") DKPS A 8 stop FlashBlank: TNT1 A 1 stop FlashFire: TNT1 A 0 A_TakeInventory("DukeWaiting",15) DKPS A 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("CoopModeOn",1,"CoopFire") TNT1 A 0 A_JumpIfTargetInLos("AccurateFire") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_PlayWeaponSound("duke/m1911") TNT1 A 0 A_FireBullets(4,3,-1,6,"DukeBulletPuff", FBF_USEAMMO | FBF_NORANDOM) TNT1 A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,5) TNT1 A 0 A_Light1 DKPS B 1 BRIGHT A_WeaponReady(14) TNT1 A 0 A_Light0 DKPS C 1 BRIGHT A_WeaponReady(14) DKPS A 2 A_WeaponReady(14) TNT1 A 0 A_TakeInventory("DBSHOT",99) DKPS A 4 A_WeaponReady(14) Stop AccurateFire: TNT1 A 0 A_AlertMonsters TNT1 A 0 A_PlayWeaponSound("duke/m1911") TNT1 A 0 A_FireBullets(0,0,1,6,"DukeBulletPuff", FBF_USEAMMO | FBF_NORANDOM) TNT1 A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,5) TNT1 A 0 A_Light1 DKPS B 1 BRIGHT A_WeaponReady(14) TNT1 A 0 A_Light0 DKPS C 1 BRIGHT A_WeaponReady(14) DKPS A 2 A_WeaponReady(14) TNT1 A 0 A_TakeInventory("DBSHOT",99) DKPS A 4 A_WeaponReady(14) Stop CoopFire: TNT1 A 0 A_TakeInventory("DukeWaiting",15) TNT1 A 0 A_JumpIfTargetInLos("AccurateFireCoop") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_PlayWeaponSound("duke/m1911") TNT1 A 0 A_FireCustomMissile("DukePistolBulletCoop",random(-250,250)/100.00,1,0,1,0,random(-150,150)/100.00) TNT1 A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,5) TNT1 A 0 A_Light1 DKPS B 1 BRIGHT A_WeaponReady(14) TNT1 A 0 A_Light0 DKPS C 1 BRIGHT A_WeaponReady(14) DKPS A 2 A_WeaponReady(14) TNT1 A 0 A_TakeInventory("DBSHOT",99) DKPS A 4 A_WeaponReady(14) Stop AccurateFireCoop: TNT1 A 0 A_AlertMonsters TNT1 A 0 A_PlayWeaponSound("duke/m1911") TNT1 A 0 A_FireCustomMissile("DukePistolBulletCoop",0,1,0,1,1) TNT1 A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,5) TNT1 A 0 A_Light1 DKPS B 1 BRIGHT A_WeaponReady(14) TNT1 A 0 A_Light0 DKPS C 1 BRIGHT A_WeaponReady(14) DKPS A 2 A_WeaponReady(14) TNT1 A 0 A_TakeInventory("DBSHOT",99) DKPS A 4 A_WeaponReady(14) Stop FlashReload: //TNT1 A 0 A_JumpIfInventory("PistolModeOn",1,"PistolReloadCheck") //FlashReloadB: TNT1 A 0 A_TakeInventory("PistolReload",9) TNT1 A 0 A_PlayWeaponSound("duke/m1911reload") DKPS D 3 DKPS E 4 DKPS F 8 TNT1 A 0 A_ResetReloadCounter TNT1 A 0 A_JumpIfInventory("PistolModeOn",1,"PistolReloadAmmo") TNT1 A 0 A_GiveInventory("DukePistolReload",12) FlashReload2: DKPS GH 3 DKPS ID 2 DKPS A 1 TNT1 A 0 A_TakeInventory("DBSHOT",99) DKPS A 4 Stop BlankReady: TNT1 A 0 A_JumpIfInventory("DB1",1,"AltFireA1") TNT1 A 0 A_JumpIfInventory("DB2",1,"AltFireA2") TNT1 A 0 A_JumpIfInventory("DB3",1,"AltFireA3") TNT1 A 0 A_JumpIfInventory("DB4",1,"AltFireA4") TNT1 A 0 A_JumpIfInventory("DB5",1,"AltFireA5") TNT1 A 0 A_JumpIfInventory("DB6",1,"AltFireA6") TNT1 A 0 A_JumpIfInventory("DB7",1,"AltFireA7") TNT1 A 0 A_JumpIfInventory("DB8",1,"AltFireA8") TNT1 A 0 A_JumpIfInventory("DB9",1,"AltFireA9") TNT1 A 0 A_JumpIfInventory("DB10",1,"AltFireA10") TNT1 A 0 A_JumpIfInventory("DB11",1,"AltFireA11") TNT1 A 0 A_JumpIfInventory("DB12",1,"AltFireA12") TNT1 A 0 A_JumpIfInventory("DB13",1,"AltFireA13") TNT1 A 0 A_JumpIfInventory("DB14",1,"AltFireA14") TNT1 A 0 A_JumpIfInventory("DB15",1,"AltFireA15") TNT1 A 0 A_JumpIfInventory("DB16",1,"AltFireA16") TNT1 A 0 A_JumpIfInventory("DB17",1,"AltFireA17") TNT1 A 0 A_JumpIfInventory("DB18",1,"AltFireA18") DKPS A 1 TNT1 A 0 A_JumpIfInventory("DB1",1,"AltFireA1") TNT1 A 0 A_JumpIfInventory("DB2",1,"AltFireA2") TNT1 A 0 A_JumpIfInventory("DB3",1,"AltFireA3") TNT1 A 0 A_JumpIfInventory("DB4",1,"AltFireA4") TNT1 A 0 A_JumpIfInventory("DB5",1,"AltFireA5") TNT1 A 0 A_JumpIfInventory("DB6",1,"AltFireA6") TNT1 A 0 A_JumpIfInventory("DB7",1,"AltFireA7") TNT1 A 0 A_JumpIfInventory("DB8",1,"AltFireA8") TNT1 A 0 A_JumpIfInventory("DB9",1,"AltFireA9") TNT1 A 0 A_JumpIfInventory("DB10",1,"AltFireA10") TNT1 A 0 A_JumpIfInventory("DB11",1,"AltFireA11") TNT1 A 0 A_JumpIfInventory("DB12",1,"AltFireA12") TNT1 A 0 A_JumpIfInventory("DB13",1,"AltFireA13") TNT1 A 0 A_JumpIfInventory("DB14",1,"AltFireA14") TNT1 A 0 A_JumpIfInventory("DB15",1,"AltFireA15") TNT1 A 0 A_JumpIfInventory("DB16",1,"AltFireA16") TNT1 A 0 A_JumpIfInventory("DB17",1,"AltFireA17") TNT1 A 0 A_JumpIfInventory("DB18",1,"AltFireA18") DKPS A 1 DKPS A 0 A_WeaponReady goto Ready FireCheck: TNT1 A 0 A_JumpIfInventory("DukePistolReload",1,"FireSecond") TNT1 A 0 A_JumpIfInventory("Clip",1,"Reload") goto BlankReady InitialReloadCheck: TNT1 A 0 A_JumpIfInventory("DukePistolReload",1,"Ready") TNT1 A 0 A_JumpIfInventory("Clip",1,"Reload") goto Ready //PistolReloadCheck: //TNT1 A 0 A_JumpIfInventory("Clip",1,"FlashReloadB") //goto BlankFlash PistolReloadAmmo: TNT1 A 0 A_TakeInventory("Clip",1) TNT1 A 0 A_GiveInventory("DukePistolReload",1) TNT1 A 0 A_JumpIfInventory("DukePistolReload",0,"FlashReload2") TNT1 A 0 A_JumpIfInventory("Clip",1,"PistolReloadAmmo") goto FlashReload2 AltFire: TNT1 A 0 A_JumpIfInventory("DB1",1,"AltFireA1") TNT1 A 0 A_JumpIfInventory("DB2",1,"AltFireA2") TNT1 A 0 A_JumpIfInventory("DB3",1,"AltFireA3") TNT1 A 0 A_JumpIfInventory("DB4",1,"AltFireA4") TNT1 A 0 A_JumpIfInventory("DB5",1,"AltFireA5") TNT1 A 0 A_JumpIfInventory("DB6",1,"AltFireA6") TNT1 A 0 A_JumpIfInventory("DB7",1,"AltFireA7") TNT1 A 0 A_JumpIfInventory("DB8",1,"AltFireA8") TNT1 A 0 A_JumpIfInventory("DB9",1,"AltFireA9") TNT1 A 0 A_JumpIfInventory("DB10",1,"AltFireA10") TNT1 A 0 A_JumpIfInventory("DB11",1,"AltFireA11") TNT1 A 0 A_JumpIfInventory("DB12",1,"AltFireA12") TNT1 A 0 A_JumpIfInventory("DB13",1,"AltFireA13") TNT1 A 0 A_JumpIfInventory("DB14",1,"AltFireA14") TNT1 A 0 A_JumpIfInventory("DB15",1,"AltFireA15") TNT1 A 0 A_JumpIfInventory("DB16",1,"AltFireA16") TNT1 A 0 A_JumpIfInventory("DB17",1,"AltFireA17") TNT1 A 0 A_JumpIfInventory("DB18",1,"AltFireA18") TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA") TNT1 A 0 A_GiveInventory("DukeKicking",1) TNT1 A 0 ACS_ExecuteAlways(212,0,3) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB1",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire1: TNT1 A 0 A_TakeInventory("DB1",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB2",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire2: TNT1 A 0 A_TakeInventory("DB2",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB3",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire3: TNT1 A 0 A_TakeInventory("DB3",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB4",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire4: TNT1 A 0 A_TakeInventory("DB4",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB5",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire5: TNT1 A 0 A_TakeInventory("DB5",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB6",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire6: TNT1 A 0 A_TakeInventory("DB6",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB7",1) TNT1 A 0 A_FireCustomMissile("DukeKickAttack",0,0) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire7: TNT1 A 0 A_TakeInventory("DB7",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB8",1) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire8: TNT1 A 0 A_TakeInventory("DB8",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB9",1) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire9: TNT1 A 0 A_TakeInventory("DB9",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB10",1) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire10: TNT1 A 0 A_TakeInventory("DB10",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB11",1) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire11: TNT1 A 0 A_TakeInventory("DB11",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB12",1) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire12: TNT1 A 0 A_TakeInventory("DB12",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB13",1) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire13: TNT1 A 0 A_TakeInventory("DB13",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB14",1) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire14: TNT1 A 0 A_TakeInventory("DB14",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB15",1) DKBT D 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire15: TNT1 A 0 A_TakeInventory("DB15",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB16",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire16: TNT1 A 0 A_TakeInventory("DB16",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB17",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire17: TNT1 A 0 A_TakeInventory("DB17",1) TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("DB18",1) DKBT C 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH) AltFire18: TNT1 A 0 A_TakeInventory("DB18",1) TNT1 A 0 A_ReFire TNT1 A 0 A_GunFlash TNT1 A 0 A_TakeInventory("DukeKicking",9) DKBT C 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH) goto Ready AltFireA: TNT1 A 0 A_GiveInventory("DukeKicking",1) TNT1 A 0 ACS_ExecuteAlways(212,0,3) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA1") goto AltFire1 AltFireA1: TNT1 A 0 A_TakeInventory("DB1",1) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA2") goto AltFire2 AltFireA2: TNT1 A 0 A_TakeInventory("DB2",1) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA3") goto AltFire3 AltFireA3: TNT1 A 0 A_TakeInventory("DB3",1) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA4") goto AltFire4 AltFireA4: TNT1 A 0 A_TakeInventory("DB4",1) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA5") goto AltFire5 AltFireA5: TNT1 A 0 A_TakeInventory("DB5",1) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA6") goto AltFire6 AltFireA6: TNT1 A 0 A_TakeInventory("DB6",1) TNT1 A 0 A_FireCustomMissile("DukeKickAttack",0,0) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA7") goto AltFire7 AltFireA7: TNT1 A 0 A_TakeInventory("DB7",1) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA8") goto AltFire8 AltFireA8: TNT1 A 0 A_TakeInventory("DB8",1) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA9") goto AltFire9 AltFireA9: TNT1 A 0 A_TakeInventory("DB9",1) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA10") goto AltFire10 AltFireA10: TNT1 A 0 A_TakeInventory("DB10",1) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA11") goto AltFire11 AltFireA11: TNT1 A 0 A_TakeInventory("DB11",1) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA12") goto AltFire12 AltFireA12: TNT1 A 0 A_TakeInventory("DB12",1) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA13") goto AltFire13 AltFireA13: TNT1 A 0 A_TakeInventory("DB13",1) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA14") goto AltFire14 AltFireA14: TNT1 A 0 A_TakeInventory("DB14",1) DKBT D 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA15") goto AltFire15 AltFireA15: TNT1 A 0 A_TakeInventory("DB15",1) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA16") goto AltFire16 AltFireA16: TNT1 A 0 A_TakeInventory("DB16",1) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA17") goto AltFire17 AltFireA17: TNT1 A 0 A_TakeInventory("DB17",1) DKBT C 1 A_WeaponReady(14) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireA18") goto AltFire18 AltFireA18: TNT1 A 0 A_TakeInventory("DB18",1) DKBT C 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"ReadyA") goto Ready AltFireB: TNT1 A 0 A_GiveInventory("DukeKicking",1) TNT1 A 0 ACS_ExecuteAlways(212,0,3) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB1") goto AltFire1 AltFireB1: TNT1 A 0 A_TakeInventory("DB1",1) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB2") goto AltFire2 AltFireB2: TNT1 A 0 A_TakeInventory("DB2",1) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB3") goto AltFire3 AltFireB3: TNT1 A 0 A_TakeInventory("DB3",1) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB4") goto AltFire4 AltFireB4: TNT1 A 0 A_TakeInventory("DB4",1) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB5") goto AltFire5 AltFireB5: TNT1 A 0 A_TakeInventory("DB5",1) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB6") goto AltFire6 AltFireB6: TNT1 A 0 A_TakeInventory("DB6",1) TNT1 A 0 A_FireCustomMissile("DukeKickAttack",0,0) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB7") goto AltFire7 AltFireB7: TNT1 A 0 A_TakeInventory("DB7",1) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB8") goto AltFire8 AltFireB8: TNT1 A 0 A_TakeInventory("DB8",1) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB9") goto AltFire9 AltFireB9: TNT1 A 0 A_TakeInventory("DB9",1) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB10") goto AltFire10 AltFireB10: TNT1 A 0 A_TakeInventory("DB10",1) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB11") goto AltFire11 AltFireB11: TNT1 A 0 A_TakeInventory("DB11",1) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB12") goto AltFire12 AltFireB12: TNT1 A 0 A_TakeInventory("DB12",1) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB13") goto AltFire13 AltFireB13: TNT1 A 0 A_TakeInventory("DB13",1) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB14") goto AltFire14 AltFireB14: TNT1 A 0 A_TakeInventory("DB14",1) DKBT D 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB15") goto AltFire15 AltFireB15: TNT1 A 0 A_TakeInventory("DB15",1) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB16") goto AltFire16 AltFireB16: TNT1 A 0 A_TakeInventory("DB16",1) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB17") goto AltFire17 AltFireB17: TNT1 A 0 A_TakeInventory("DB17",1) DKBT C 1 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"AltFireB18") goto AltFire18 AltFireB18: TNT1 A 0 A_TakeInventory("DB18",1) DKBT C 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_NOBOB) TNT1 A 0 A_JumpIfInventory("DBSHOT",1,"ReadyA") goto Ready AltFlash: DKPS A 2 stop IntroTaunt: DKPS AAAA 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 0 A_Lower IntroTaunt1: TNT1 AAAAAAAAAAAAA 0 A_Raise TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"IntroTaunt2") KNUX A 3 KNUX B 3 TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"IntroTaunt3") TNT1 A 0 A_PlaySoundEX("duke/introtaunt","SoundSlot7",0,0) KNUX C 3 TNT1 A 0 A_GiveInventory("DukeTauntCooldown",5) TNT1 A 0 ACS_ExecuteAlways(205) KNUX D 3 A_PlayWeaponSound("duke/knuckles") KNUX C 3 KNUX B 3 KNUX A 3 A_TakeInventory("DukeReady",1) KNUX AAAAAAAAAAAAAA 0 A_Lower TNT1 A 0 A_PlayWeaponSound("duke/m1911up") goto Select IntroTaunt2: KNUX A 3 KNUX B 3 IntroTaunt3: KNUX C 3 KNUX D 3 A_PlayWeaponSound("duke/knuckles") KNUX C 3 KNUX B 3 KNUX A 3 A_TakeInventory("DukeReady",1) KNUX AAAAAAAAAAAAAA 0 A_Lower TNT1 A 0 A_PlayWeaponSound("duke/m1911up") goto Select WaitingTaunt: DKPS AAAA 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 1 A_Lower DKPS A 0 A_Lower DKPS A 0 A_Lower WaitingTaunt1: TNT1 AAAAAAAAAAAAA 0 A_Raise TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"IntroTaunt2") KNUX A 3 KNUX B 3 TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"IntroTaunt3") TNT1 A 0 A_PlaySoundEX("duke/waitingtoolong","SoundSlot7",0,0) KNUX C 3 TNT1 A 0 A_GiveInventory("DukeTauntCooldown",5) TNT1 A 0 ACS_ExecuteAlways(205) KNUX D 3 A_PlayWeaponSound("duke/knuckles") KNUX C 3 KNUX B 3 KNUX A 3 A_TakeInventory("DukeWaiting",15) KNUX AAAAAAAAAAAAAA 0 A_Lower TNT1 A 0 A_PlayWeaponSound("duke/m1911up") goto Select WaitingTaunt2: KNUX A 3 KNUX B 3 WaitingTaunt3: KNUX C 3 KNUX D 3 A_PlayWeaponSound("duke/knuckles") KNUX C 3 KNUX B 3 KNUX A 3 A_TakeInventory("DukeWaiting",15) KNUX AAAAAAAAAAAAAA 0 A_Lower TNT1 A 0 A_PlayWeaponSound("duke/m1911up") goto Select } } actor DukePistolReload : Ammo { inventory.amount 1 inventory.maxamount 12 ammo.backpackamount 0 ammo.backpackmaxamount 12 +INVENTORY.IGNORESKILL states { Spawn: TNT1 A 35 stop } } actor DukePistolBullet : FastProjectile { Damage (6) Radius 1 Height 1 Speed 320 Projectile Obituary "$SAMSARA_DUKE_OB_PISTOL" DamageType "DukePistol" Renderstyle "Normal" +BLOODSPLATTER +NOTIMEFREEZE Alpha 1.0 Decal Bulletchip States { Spawn: TNT1 A 1 loop Death: TNT1 A 0 TNT1 A 1 A_SpawnItem("DukeBulletPuff") //TNT1 A 1 A_SpawnItem("DukeBootPuff") stop XDeath: TNT1 A 1 stop } } actor DukePistolBulletCoop : DukePistolBullet { +THRUSPECIES +NOTIMEFREEZE Species "Player" } actor ShellCasingSpawner : FastProjectile { Radius 6 Height 6 Projectile Damage 0 Speed 5 SeeSound "none" DeathSound "none" Decal "none" +CLIENTSIDEONLY States { Spawn: TNT1 A 1 TNT1 A 1 A_SpawnItemEx("DukeCasing1",0,3,4,random(3,5),0,random(-1,3),random(85,90),0) Stop } } actor DukeCasing1 { Speed 1 Scale 0.07 Gravity 0.8 -SOLID +MISSILE +MOVEWITHSECTOR +CLIENTSIDEONLY +NOBLOCKMAP +NOTELEPORT States { Spawn: TNT1 A 0 A_Jump(255,"Spawn1","Spawn2") TNT1 A 1 loop Spawn1: PISX A -1 BRIGHT Stop Spawn2: PISX B -1 BRIGHT Stop Death: TNT1 A 1 Stop } }