File
- Defined in \DEC_UWEP
Flags
Properties
//$category | Weapons |
inventory.pickupmessage | "\c[Gs2Text]you got the Gold Cupid Mark 5!" |
tag | "Gold Cupid Mark 5" |
weapon.ammogive1 | 10 |
weapon.ammogive2 | 8 |
weapon.ammotype1 | "DrumMag" |
weapon.ammotype2 | GoldCupid_Shot |
weapon.ammouse1 | 1 |
weapon.ammouse2 | 1 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 800 |
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