<
 
GoldCupid
: Weapon
replaces
 

File

Flags

Properties

//$categoryWeapons
inventory.pickupmessage"\c[Gs2Text]you got the Gold Cupid Mark 5!"
tag"Gold Cupid Mark 5"
weapon.ammogive110
weapon.ammogive28
weapon.ammotype1"DrumMag"
weapon.ammotype2GoldCupid_Shot
weapon.ammouse11
weapon.ammouse21
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder800
weapon.upsound"CUPDRAW"

States

Ready: TNT1 A 0 A_JumpIfInventory("GoldCupid_Shot",0,2) TNT1 A 0 A_JumpIf(CallACS("GSReloader",7)==1,4) CUPG A 1 A_WeaponReady TNT1 A 0 A_Jump (255, "Ready") TNT1 A 0 A_Overlay(2, "Sparkle", 0) Goto Ready CUPG A 1 A_WeaponReady(WRF_ALLOWRELOAD) TNT1 A 0 A_Jump (255, "Ready") TNT1 A 0 A_Overlay(2, "Sparkle", 0) Goto Ready Loop Sparkle: CUPG PQR 2 bright Stop Ready2: TNT1 A 0 A_JumpIfInventory("GoldCupid_Shot",0,2) TNT1 A 0 A_JumpIf(CallACS("GSReloader",7)==1,2) SCPC A 1 A_WeaponReady(WRF_NOBOB) Goto Ready2 SCPC A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_NOBOB) Goto Ready2 Loop Deselect: SSTG A 0 A_ZoomFactor(1.0, ZOOM_INSTANT) TNT1 A 0 A_Takeinventory("IronSightSniper",1) CUPG A 1 A_Lower CUPG A 0 A_Lower Loop Select: CUPG A 1 A_Raise CUPG A 0 A_Raise Loop Fire: TNT1 A 0 a_jumpifinventory("GoldCupid_Shot",1,1) Goto Reload TNT1 A 0 A_JumpIfInventory("IronSightSniper",1,"Fire2") CUPG A 1 TNT1 A 0 A_Playsound ("CUPFIRE", CHAN_WEAPON) TNT1 A 0 A_TakeInventory("GoldCupid_Shot",1) TNT1 A 0 A_RailAttack(400, 0, 1, "Red", "Red", RGF_FULLBRIGHT|RGF_SILENT, 0,"HeartHurter",0,0,0,0,0.0001,1.0,"HeartParticle") CUPG BC 1 bright CUPG D 1 CUPG F 4 CUPG G 2 CUPG F 4 CUPG DE 2 CUPG A 2 CUPG A 0 A_ReFire Goto Ready Fire2: TNT1 A 0 a_jumpifinventory("DrumMag",1,1) Goto Deselect SCPC A 1 TNT1 A 0 A_Playsound ("CUPFIRE", CHAN_WEAPON) TNT1 A 0 A_RailAttack(400, 0, 1, "Red", "Red", RGF_FULLBRIGHT|RGF_SILENT, 0,"HeartHurter",0,0,0,0,0.0001,1.0,"HeartParticle") TNT1 A 0 A_TakeInventory("GoldCupid_Shot",1) SCPC AA 1 bright SCPC A 1 SCPC A 12 SCPC AA 2 SCPC A 2 RBGN A 0 A_ReFire Goto Ready2 AltFire: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("IronSightSniper",1,6) TNT1 A 0 A_Giveinventory("IronSightSniper",1) TNT1 A 0 A_ZoomFactor(4.0, ZOOM_INSTANT) SCPC A 1 Goto Ready2 TNT1 AAAAAA 0 SCPC A 1 TNT1 A 0 A_Takeinventory("IronSightSniper",1) TNT1 A 0 A_ZoomFactor(1.0, ZOOM_INSTANT) Goto Ready Reload: TNT1 A 0 A_JumpIfInventory("IronSightSniper",1,"ReloadScope") CUPG AHIJKL 2 TNT1 A 0 A_PlaySound("CUPDOUT") CUPG MN 2 CUPG O 18 CUPG NM 2 COLT B 0 A_PlaySound("CUPDIN") CUPG LKJIHA 2 ReloadLoop: TNT1 A 0 A_JumpIf(CallACS("GSReloader",7)==1,1) Goto Ready TNT1 A 0 A_JumpIfInventory("GoldCupid_Shot",0,"Ready") TNT1 A 0 A_GiveInventory("GoldCupid_Shot") Loop ReloadScope: TNT1 A 0 A_ZoomFactor(1.0, ZOOM_INSTANT) CUPG AHIJKL 2 TNT1 A 0 A_PlaySound("CUPDOUT") CUPG MN 2 CUPG O 18 CUPG NM 2 COLT B 0 A_PlaySound("CUPDIN") CUPG LKJIHA 2 TNT1 A 0 A_ZoomFactor(4.0, ZOOM_INSTANT) ReloadLoopScope: TNT1 A 0 A_JumpIf(CallACS("GSReloader",7)==1,1) Goto Ready2 TNT1 A 0 A_JumpIfInventory("GoldCupid_Shot",0,"Ready2") TNT1 A 0 A_GiveInventory("GoldCupid_Shot") Loop Spawn: GCPW A -1 Stop

Class Hierarchy

Classes defined in \DEC_UWEP