@@ -1,11 +1,12 @@
actor S7_9mmCartridges : ammo 31000 {
tag "$9MM"
inventory.PickupMessage "$9MM"
inventory.Amount 15
inventory.MaxAmount 90
ammo.BackpackMaxAmount 120
inventory.Icon "CLIPA0"
inventory.PickupSound "misc/ammopickup"
inventory.pickupMessage "$9MM"
inventory.amount 15
inventory.maxAmount 90
ammo.backpackMaxAmount 120
inventory.icon "CLIPA0"
inventory.pickupSound "misc/ammopickup"

states {
Spawn:
CLIP A -1
@@ -15,12 +16,12 @@ actor S7_9mmCartridges : ammo 31000 {

actor S7_44MCartridges : ammo 31001 {
tag "$44M"
inventory.PickupMessage "$44M"
inventory.Amount 6
inventory.MaxAmount 36
ammo.BackpackMaxAmount 48
inventory.Icon "CLIPA0"
inventory.PickupSound "misc/ammopickup"
inventory.pickupMessage "$44M"
inventory.amount 6
inventory.maxAmount 36
ammo.backpackMaxAmount 48
inventory.icon "CLIPA0"
inventory.pickupSound "misc/ammopickup"
states {
Spawn:
CLIP A -1
@@ -30,12 +31,13 @@ actor S7_44MCartridges : ammo 31001 {

actor S7_762x39Cartridges : ammo 31002 {
tag "$762X39"
inventory.PickupMessage "$762X39"
inventory.Amount 41
inventory.MaxAmount 246
ammo.BackpackMaxAmount 328
inventory.Icon "CLIPA0"
inventory.PickupSound "misc/ammopickup"
inventory.pickupMessage "$762X39"
inventory.amount 41
inventory.maxAmount 246
ammo.backpackMaxAmount 328
inventory.icon "CLIPA0"
inventory.pickupSound "misc/ammopickup"

states {
Spawn:
CLIP A -1
@@ -45,12 +47,13 @@ actor S7_762x39Cartridges : ammo 31002 {

actor S7_20gaShells : ammo 31003 {
tag "$20GA"
inventory.PickupMessage "$20GA"
inventory.Amount 8
inventory.MaxAmount 60
ammo.BackpackMaxAmount 80
inventory.Icon "SHELA0"
inventory.PickupSound "misc/ammopickup"
inventory.pickupMessage "$20GA"
inventory.amount 8
inventory.maxAmount 60
ammo.backpackMaxAmount 80
inventory.icon "SHELA0"
inventory.pickupSound "misc/ammopickup"

states {
Spawn:
SHEL A -1
@@ -60,12 +63,13 @@ actor S7_20gaShells : ammo 31003 {

actor S7_Cells : ammo 31004 {
tag "$CELLS"
inventory.PickupMessage "$CELLS"
inventory.Amount 18
inventory.MaxAmount 216
ammo.BackpackMaxAmount 288
inventory.Icon "CELLA0"
inventory.PickupSound "misc/ammopickup"
inventory.pickupMessage "$CELLS"
inventory.amount 18
inventory.maxAmount 216
ammo.backpackMaxAmount 288
inventory.icon "CELLA0"
inventory.pickupSound "misc/ammopickup"

states {
Spawn:
CELL A -1
@@ -1,16 +1,18 @@
actor S7_Medikit : customInventory replaces medikit 32001 {
+inventory.InvBar
inventory.MaxAmount 4
inventory.PickupMessage "$GOTMEDIKIT" // "Picked up a medikit."
inventory.Icon "ARTIMEDI"
tag "Medikit"
inventory.maxAmount 4
inventory.pickupMessage "$GOTMEDIKIT"
inventory.icon "ARTIMEDI"

+inventory.invBar

states {
Spawn:
MEDI A -1
stop
Use:
TNT1 A 0 A_JumpIf (health >= callACS ("S7_GetMaxHealth"), "Failed")
TNT1 A 0 acs_namedExecuteAlways ("S7_MedikitScript")
TNT1 A 0 ACS_NamedExecuteAlways ("S7_MedikitScript")
stop
Failed:
TNT1 A 0
@@ -19,18 +21,20 @@ actor S7_Medikit : customInventory replaces medikit 32001 {
}

actor S7_Stimpack : customInventory replaces stimpack 32002 {
+inventory.InvBar
inventory.MaxAmount 8
inventory.PickupMessage "$GOTSTIM" // "Picked up a stimpack."
inventory.Icon "ARTISTIM"
tag "Stimpack"
inventory.maxAmount 8
inventory.pickupMessage "$GOTSTIM"
inventory.icon "ARTISTIM"

+inventory.invBar

states {
Spawn:
STIM A -1
stop
Use:
TNT1 A 0 A_JumpIf (health >= callACS ("S7_GetMaxHealth"), "Failed")
TNT1 A 0 acs_namedExecuteAlways ("S7_StimpackScript")
TNT1 A 0 ACS_NamedExecuteAlways ("S7_StimpackScript")
stop
Failed:
TNT1 A 0
@@ -4,7 +4,7 @@
//
//===========================================================================
actor S7_IsEmpress : boolean { }
actor S7_EmpressBalls : counter { inventory.MaxAmount 4 }
actor S7_EmpressBalls : counter { inventory.maxAmount 4 }
actor S7_Empress replaces cyberdemon {
health 4000
radius 40
@@ -23,6 +23,7 @@ actor S7_Empress replaces cyberdemon {

+boss +missileMore +floorClip +noRadiusDMG
+noTarget +dontMorph +bossDeath

states {
Spawn:
TNT1 A 0 noDelay A_GiveInventory ("S7_IsEmpress", 1)
@@ -60,14 +61,16 @@ actor S7_EmpressInvulnOrbiter {
health 100
radius 20
height 100
renderStyle Add
renderStyle add

+isMonster +shootable +noTeleport +noBlood
+noTargetSwitch +noGravity +forceXYBillboard +forcePain
+foilInvul

var int user_angle;
var int user_countdown;
var int user_loop;

states {
Spawn:
TNT1 A 0 noDelay A_RearrangePointers (AAPTR_Master, AAPTR_Default, AAPTR_Master)
@@ -109,7 +112,8 @@ actor S7_EmpressInvulnOrbiter {
}

actor S7_EmpressInvulnOrbiterDeath : S7_ActionRunnerBase {
inventory.MaxAmount 4
inventory.maxAmount 4

states {
Pickup:
TNT1 A 0 A_JumpIfInventory ("S7_IsEmpress", 1, "IsEmpress")
@@ -2,7 +2,7 @@
actor S7_IsUnderwater : boolean { }
actor S7_Dying : boolean { }

actor S7_AirTime : counter { inventory.MaxAmount 100 }
actor S7_AirTime : counter { inventory.maxAmount 100 }

actor S7_BasePlayer : playerPawn {
// Damage
@@ -11,35 +11,36 @@ actor S7_BasePlayer : playerPawn {
painChance "SoulLanceSelfDamage", 0

// Movement
player.ForwardMove 0.8, 0.8
player.SideMove 0.8, 0.8
player.forwardMove 0.8, 0.8
player.sideMove 0.8, 0.8

// Give Items/Weapons/Ammo
/*player.StartItem S7_Raptor
player.StartItem S7_RaptorClip, 8*/
player.StartItem S7_Clip, 50
player.StartItem S7_MeleeKey
player.StartItem S7_ReloadKey
player.StartItem S7_FiringModeKey
player.StartItem S7_StaminaRegen
player.StartItem S7_Stamina, 150
player.StartItem S7_KickMelee
/*player.startItem S7_Raptor
player.startItem S7_RaptorClip, 8*/
player.startItem S7_Clip, 50
player.startItem S7_MeleeKey
player.startItem S7_ReloadKey
player.startItem S7_FiringModeKey
player.startItem S7_StaminaRegen
player.startItem S7_Stamina, 150
player.startItem S7_KickMelee

// Class stuff
player.DisplayName "Player"
player.displayName "Player"

// Weapon Slots
player.WeaponSlot 1, S7_Raptor, S7_TEC9, S7_Revolver
player.WeaponSlot 2, S7_Shotgun, S7_AMG
player.WeaponSlot 4, S7_PrettyShootyIonCannonGun, S7_PlasmaGun
player.weaponSlot 1, S7_Raptor, S7_TEC9, S7_Revolver
player.weaponSlot 2, S7_Shotgun, S7_AMG
player.weaponSlot 4, S7_PrettyShootyIonCannonGun, S7_PlasmaGun

// Misc
radius 16
height 56
player.ViewHeight 48
player.AttackZOffset 20
player.InvulnerabilityMode Reflective
player.ColorRange 112, 127
player.viewHeight 48
player.attackZOffset 20
player.invulnerabilityMode Reflective
player.colorRange 112, 127

+solid +noSkin

var int user_Step;
@@ -95,7 +96,7 @@ actor S7_BasePlayer : playerPawn {
BURN V -1
stop
Death.Plasma:
TNT1 A 0 thing_SetTranslation (0, 7)
TNT1 A 0 Thing_SetTranslation (0, 7)
TNT1 A 0 A_SpawnItemEx ("S7_BlackSmoke", random [sfx] (-16, 16), random [sfx] (-16, 16), random [sfx] (8, 16), 0, 0, 1)
PLAY H 10 A_PlayerScream
PLAY I 10 A_SpawnItemEx ("S7_BlackSmoke", random [sfx] (-16, 16), random [sfx] (-16, 16), random [sfx] (8, 16), 0, 0, 1)
@@ -115,10 +116,13 @@ actor S7_BasePlayer : playerPawn {
// Null Weapon
actor S7_NullWeapon : weapon {
tag "Unarmed"
+inventory.Undroppable +weapon.Wimpy_Weapon +weapon.CheatNotWeapon +noInteraction
+weapon.NoAlert
height 0
radius 0

+noInteraction
+inventory.undroppable
+weapon.wimpy_Weapon +weapon.cheatNotWeapon +weapon.noAlert

states {
Spawn:
TNT1 A 0
@@ -164,9 +168,12 @@ actor S7_SprintWeapon : S7_NullWeapon {
// Kicking
actor S7_DoMelee : boolean { }
actor S7_MeleeKey : customInventory {
inventory.Amount 1
inventory.MaxAmount 1
+inventory.Undroppable -inventory.InvBar
inventory.amount 1
inventory.maxAmount 1

+inventory.undroppable
-inventory.invBar

states {
Use:
TNT1 A 0 A_GiveInventory ("S7_DoMelee", 1)
@@ -177,9 +184,12 @@ actor S7_MeleeKey : customInventory {
// Reload
actor S7_Reloading : boolean { }
actor S7_ReloadKey : customInventory {
inventory.Amount 1
inventory.MaxAmount 1
+inventory.Undroppable -inventory.InvBar
inventory.amount 1
inventory.maxAmount 1

+inventory.undroppable
-inventory.invBar

states {
Use:
TNT1 A 0 A_JumpIfInventory ("S7_Reloading", 1, "Take")
@@ -194,9 +204,12 @@ actor S7_ReloadKey : customInventory {
// Reload
actor S7_ChangeFireMode : boolean { }
actor S7_FiringModeKey : customInventory {
inventory.Amount 1
inventory.MaxAmount 1
+inventory.Undroppable -inventory.InvBar
inventory.amount 1
inventory.maxAmount 1

+inventory.undroppable
-inventory.invBar

states {
Use:
TNT1 A 0 A_GiveInventory ("S7_ChangeFireMode", 1)
@@ -207,9 +220,12 @@ actor S7_FiringModeKey : customInventory {
// Drop Weapon
actor S7_DropDatWeapon : boolean { }
actor S7_DropWeaponKey : customInventory {
inventory.Amount 1
inventory.MaxAmount 1
+inventory.Undroppable -inventory.InvBar
inventory.amount 1
inventory.maxAmount 1

+inventory.undroppable
-inventory.invBar

states {
Use:
TNT1 A 0 A_GiveInventory ("S7_DropDatWeapon", 1)
@@ -219,7 +235,7 @@ actor S7_DropWeaponKey : customInventory {

// Stamina Regeneration
actor S7_StaminaRegen : boolean { }
actor S7_Stamina : counter { inventory.MaxAmount 150 }
actor S7_Stamina : counter { inventory.maxAmount 150 }

// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
actor GETTHATSHITOUTTAHERE {
@@ -229,28 +245,30 @@ actor GETTHATSHITOUTTAHERE {
mass 500
speed 10
painChance 100
monster
seeSound "skeleton/sight"
painSound "skeleton/sight"
deathSound "skeleton/sight"
activeSound "skeleton/sight"
monster

+invulnerable +noDamage +noClip +missileMore
+missileEvenMore +floorClip +lookAllAround -countKill
-solid -shootable -isMonster
+missileEvenMore +floorClip +lookAllAround
-countKill -solid -shootable -isMonster

states {
Spawn:
SKEL AB 5 A_Look
loop
See:
SKEL AABBCCDDEEFF 1 A_Chase
loop
/*Melee:
Melee:
TNT1 A 0 A_FaceTarget
SKEL G 1 A_SkelWhoosh
SKEL H 1 A_FaceTarget
TNT1 A 0 A_CustomMeleeAttack (0)
SKEL I 1 A_PlaySound ("skeleton/melee")
goto See*/
goto See
Missile:
TNT1 A 0 bright A_FaceTarget
SKEL J 5 bright A_FaceTarget
@@ -267,13 +285,15 @@ actor GETTHATSHITOUTTAHERE {
actor GETTHATSHITOUTTAHERETRACER : fastProjectile {
radius 11
height 8
damage 0
damage (1)
speed 1000
renderStyle add
projectile
+seekerMissile +randomize
seeSound "skeleton/attack"
deathSound "skeleton/tracex"
renderStyle add

+seekerMissile +randomize

states {
Spawn:
FATB AB 1 bright A_Tracer
@@ -4,13 +4,14 @@ actor S7_KickMelee : boolean { } // Credits: Sprites: ???, Alex_Mercer

actor S7_QuickMelee : S7_BaseWeapon {
tag " "

states {
Ready:
TNT1 A 0 A_JumpIfInventory ("S7_DaggerMelee", 1, "DaggerMelee")
TNT1 A 0 A_JumpIfInventory ("S7_Dagger2Melee", 1, "Dagger2Melee")
TNT1 A 0 A_JumpIfInventory ("S7_KickMelee", 1, "KickMelee")
TNT1 A 1
goto MeleeDone
TNT1 A 0 A_Jump (256, "KickMelee")
wait

/*Select:
TNT1 A 0 A_Raise
@@ -52,7 +53,7 @@ actor S7_QuickMelee : S7_BaseWeapon {
goto MeleeDone

MeleeDone:
TNT1 A 1 acs_namedExecuteAlways ("S7_QuickMelee")
TNT1 A 1 ACS_NamedExecuteAlways ("S7_QuickMelee")
TNT1 A 1 A_WeaponReady (WRF_NoBob | WRF_NoFire)
wait
}
@@ -4,8 +4,8 @@
//
//-------------------------------------------------------------------------------------------

actor S7_XP_System_Experience : counter { inventory.MaxAmount 400000 }
actor S7_XP_System_Level : counter { inventory.MaxAmount 25 }
actor S7_XP_System_Experience : counter { inventory.maxAmount 400000 }
actor S7_XP_System_Level : counter { inventory.maxAmount 25 }
actor S7_XP_System_AttributePoints : counter { }

//-------------------------------------------------------------------------------------------
@@ -14,6 +14,6 @@ actor S7_XP_System_AttributePoints : counter { }
//
//-------------------------------------------------------------------------------------------

actor S7_Stats_System_BaseStat : counter { inventory.MaxAmount 10 }
actor S7_Stats_System_BaseStat : counter { inventory.maxAmount 10 }
actor S7_Stats_System_Strength : S7_Stats_System_BaseStat { } // Should be obvious
actor S7_Stats_System_Stamina : S7_Stats_System_BaseStat { } // Increases max stamina
@@ -1,26 +1,26 @@
actor S7_ScoutPlayer : S7_BasePlayer {
// Damage
health 75
player.MaxHealth 75
player.MugShotMaxHealth 75
player.maxHealth 75
player.mugShotMaxHealth 75
gibHealth -37

// Movement
player.ForwardMove 1.2, 1.2
player.SideMove 1.2, 1.2
player.JumpZ 9.797
player.forwardMove 1.2, 1.2
player.sideMove 1.2, 1.2
player.jumpZ 9.797

// Give Items/Weapons/Ammo
player.StartItem S7_TEC9
player.StartItem S7_TEC9Clip, 32
player.StartItem S7_9mmCartridges, 64
player.StartItem S7_MeleeKey
player.StartItem S7_ReloadKey
player.StartItem S7_FiringModeKey
player.StartItem S7_StaminaRegen
player.StartItem S7_Stamina, 150
player.StartItem S7_DaggerMelee
player.startItem S7_TEC9
player.startItem S7_TEC9Clip, 32
player.startItem S7_9mmCartridges, 64
player.startItem S7_MeleeKey
player.startItem S7_ReloadKey
player.startItem S7_FiringModeKey
player.startItem S7_StaminaRegen
player.startItem S7_Stamina, 150
player.startItem S7_DaggerMelee

// Class stuff
player.DisplayName "Scout"
player.displayName "Scout"
}
@@ -1,18 +1,20 @@
actor S7_AMGMag : ammo {
inventory.MaxAmount 41
ammo.BackpackMaxAmount 41
inventory.maxAmount 41
ammo.backpackMaxAmount 41

+ignoreSkill
}

actor S7_AMG_Burst : boolean { }

actor S7_AMG : S7_BaseWeapon 30002 {
inventory.PickupMessage "$AMG"
tag "$AMG"
weapon.AmmoType1 "S7_AMGMag"
weapon.AmmoType2 "S7_762x39Cartridges"
weapon.AmmoUse 1
weapon.AmmoGive 41
inventory.pickupMessage "$AMG"
weapon.ammoType1 "S7_AMGMag"
weapon.ammoType2 "S7_762x39Cartridges"
weapon.ammoUse 1
weapon.ammoGive 0

states {
Spawn:
AMGG Z -1
@@ -35,7 +37,7 @@ actor S7_AMG : S7_BaseWeapon 30002 {
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 1, 5)
TNT1 A 0 A_FireCustomMissile ("S7_RifleCasingSpawn", 0, 0, 8, -5)
TNT1 A 0 A_FireCustomMissile ("S7_AMGTracer", fRandom [weaponSpread] (-2.8, 2.8), 1, 2, 2, 0, fRandom [weaponSpread] (-3.15, 3.15))
AMGG BB 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.5 * 65535)
AMGG BB 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.5 * 65535)
AMGG C 1
AMGG C 1 A_Refire
goto Ready2
@@ -46,7 +48,7 @@ actor S7_AMG : S7_BaseWeapon 30002 {
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 1, 5)
TNT1 A 0 A_FireCustomMissile ("S7_RifleCasingSpawn", 0, 0, 8, -5)
TNT1 A 0 A_FireCustomMissile ("S7_AMGTracer", fRandom [weaponSpread] (-2.8, 2.8), 1, 2, 2, 0, fRandom [weaponSpread] (-3.15, 3.15))
AMGG BB 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.5 * 65535)
AMGG BB 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.5 * 65535)
AMGG C 1
TNT1 A 0 A_JumpIfNoAmmo ("DryFire")
TNT1 A 0 A_PlaySound ("Weapons/AMG/Fire", CHAN_Weapon)
@@ -55,7 +57,7 @@ actor S7_AMG : S7_BaseWeapon 30002 {
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 1, 5)
TNT1 A 0 A_FireCustomMissile ("S7_RifleCasingSpawn", 0, 0, 8, -5)
TNT1 A 0 A_FireCustomMissile ("S7_AMGTracer", fRandom [weaponSpread] (-2.8, 2.8), 1, 2, 2, 0, fRandom [weaponSpread] (-3.15, 3.15))
AMGG BB 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.5 * 65535)
AMGG BB 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.5 * 65535)
AMGG C 1
TNT1 A 0 A_JumpIfNoAmmo ("DryFire")
TNT1 A 0 A_PlaySound ("Weapons/AMG/Fire", CHAN_Weapon)
@@ -64,7 +66,7 @@ actor S7_AMG : S7_BaseWeapon 30002 {
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 1, 5)
TNT1 A 0 A_FireCustomMissile ("S7_RifleCasingSpawn", 0, 0, 8, -5)
TNT1 A 0 A_FireCustomMissile ("S7_AMGTracer", fRandom [weaponSpread] (-2.8, 2.8), 1, 2, 2, 0, fRandom [weaponSpread] (-3.15, 3.15))
AMGG BB 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.5 * 65535)
AMGG BB 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.5 * 65535)
AMGG CC 1
goto Ready2

@@ -1,19 +1,21 @@
actor S7_PlasmaGun_Semi : boolean { }
actor S7_PlasmaGun_Charge : counter { inventory.MaxAmount 4 }
actor S7_PlasmaGun_ChargingLevel : counter { inventory.MaxAmount 16 }
actor S7_PlasmaGun_Charge : counter { inventory.maxAmount 4 }
actor S7_PlasmaGun_ChargingLevel : counter { inventory.maxAmount 16 }
actor S7_PlasmaGunMag : ammo {
inventory.MaxAmount 36
ammo.BackpackMaxAmount 36
inventory.maxAmount 36
ammo.backpackMaxAmount 36

+ignoreSkill
}

actor S7_PlasmaGun : S7_BaseWeapon 30003 {
inventory.PickupMessage "$PLASMAGUN"
tag "$PLASMAGUN"
weapon.AmmoType1 "S7_PlasmaGunMag"
weapon.AmmoType2 "S7_Cells"
weapon.AmmoUse 1
weapon.AmmoGive 0
inventory.pickupMessage "$PLASMAGUN"
weapon.ammoType1 "S7_PlasmaGunMag"
weapon.ammoType2 "S7_Cells"
weapon.ammoUse 1
weapon.ammoGive 0

states {
Spawn:
PLSG Z -1
@@ -140,6 +142,7 @@ actor S7_PlasmaGun : S7_BaseWeapon 30003 {
TNT1 A 0 A_JumpIfInventory ("S7_PlasmaGun_ChargingLevel", 1, "CancelCharging")
goto Ready2
ChargingFinished:
TNT1 A 0 A_TakeInventory ("S7_PlasmaGunMag", 5, TIF_NoTakeInfinite)
TNT1 A 0 A_TakeInventory ("S7_PlasmaGun_ChargingLevel", 0x7FFFFFFF)
TNT1 A 0 A_GiveInventory ("S7_PlasmaGun_Charge", 1)
TNT1 A 0 A_PlaySound ("Weapons/PlasmaGun/ChargeFinish")
@@ -182,6 +185,7 @@ actor S7_PlasmaGunRail : fastProjectile {
alpha 0.5

+noDamageThrust +forceXYBillboard

states {
Spawn:
TNT1 AA 0 A_ScaleVelocity (1.0 / (25 * 1.0))
@@ -208,6 +212,7 @@ actor S7_PlasmaGunRailCharge1 : S7_PlasmaGunRail {
alpha 0.8

+ripper

states {
SpawnTrails:
TNT1 A 0 A_SpawnItemEx ("S7_PlasmaGunRailShockwaveTrailCharge1", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, SXF_Clientside)
@@ -244,6 +249,7 @@ actor S7_PlasmaGunRailShockwaveTrail {

+noBlockmap +noGravity +noTeleport +cannotPush
+noInteraction +clientsideOnly

states {
Spawn:
SSHK ABCDEFGHIJKLMNOPQR 1
@@ -264,6 +270,7 @@ actor S7_PlasmaGunRailShockwaveTrail2Charge2 : S7_PlasmaGunRailShockwaveTrail {

actor S7_PlasmaGunRailEffectSpawner {
+noBlockmap +noGravity +noTeleport +noInteraction

states {
Spawn:
TNT1 A 0 noDelay A_SpawnItemEx ("S7_PlasmaGunRailTrail", 0.0, 0.0, 8.0, 0.0, 0.0, 0.0, 0, SXF_Clientside)
@@ -297,6 +304,7 @@ actor S7_PlasmaGunRailTrail {

+noBlockmap +noGravity +noTeleport +cannotPush
+noInteraction +forceXYBillboard +clientsideOnly

states {
Spawn:
PLGF A 1 bright
@@ -1,10 +1,11 @@
actor S7_PrettyShootyIonCannonGun : S7_BaseWeapon 30001 {
inventory.PickupMessage "$IONCANNON"
tag "$IONCANNON"
//weapon.AmmoType1 "S7_PrettyShootyIonCannonGunMag"
//weapon.AmmoType2 "S7_Cells"
weapon.AmmoUse 0
weapon.AmmoGive 0
inventory.pickupMessage "$IONCANNON"
//weapon.ammoType1 "S7_PrettyShootyIonCannonGunMag"
//weapon.ammoType2 "S7_Cells"
weapon.ammoUse 0
weapon.ammoGive 0

states {
Spawn:
PIC1 Z -1
@@ -63,12 +64,14 @@ actor S7_IonCannonRail : fastProjectile {
health 125
projectile
renderStyle add
+noDamageThrust +forceXYBillboard
scale 0.05
damage (random [weaponDamage] (1, 5) * 16)
missileType "S7_IonCannonRailEffectSpawner"
decal Bullet
alpha 0.5

+noDamageThrust +forceXYBillboard

states {
Spawn:
TNT1 AA 0 A_ScaleVelocity (1.0 / (25 * 1.0))
@@ -81,19 +84,21 @@ actor S7_IonCannonRail : fastProjectile {

actor S7_IonCannonRailEffectSpawner {
+noBlockmap +noGravity +noTeleport

states {
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx ("S7_IonCannonRailEffect", 0.0 + fRandom [sfx] (-2.5, 2.5), 0.0 + fRandom [sfx] (-2.5, 2.5), 8.0 + fRandom [sfx] (-2.5, 2.5), 0.0, 0.0, 0.0, 0, SXF_Clientside)
TNT1 A 0 noDelay A_SpawnItemEx ("S7_IonCannonRailEffect", 0.0 + fRandom [sfx] (-2.5, 2.5), 0.0 + fRandom [sfx] (-2.5, 2.5), 8.0 + fRandom [sfx] (-2.5, 2.5), 0.0, 0.0, 0.0, 0, SXF_Clientside)
Stop
}
}

actor S7_IonCannonRailEffect {
renderStyle add
scale 0.05

+noBlockmap +noGravity +noTeleport +cannotPush
+noInteraction +forceXYBillboard +clientsideOnly

states {
Spawn:
PICF A 2 bright
@@ -1,23 +1,26 @@
actor S7_ShotgunMag : ammo {
inventory.MaxAmount 8
ammo.BackpackMaxAmount 8
inventory.maxAmount 8
ammo.backpackMaxAmount 8

+ignoreSkill
}

actor S7_ShotgunLoaded : ammo {
inventory.MaxAmount 2
ammo.BackpackMaxAmount 2
inventory.maxAmount 2
ammo.backpackMaxAmount 2

+ignoreSkill
}

actor S7_ShotgunDontPump : boolean { }
actor S7_Shotgun : S7_BaseWeapon 30000 {
inventory.PickupMessage "$SHOTGUN"
tag "$SHOTGUN"
weapon.AmmoType1 "S7_ShotgunMag"
weapon.AmmoType2 "S7_20gaShells"
weapon.AmmoUse 0
weapon.AmmoGive 12
inventory.pickupMessage "$SHOTGUN"
weapon.ammoType1 "S7_ShotgunMag"
weapon.ammoType2 "S7_20gaShells"
weapon.ammoUse 0
weapon.ammoGive 12

states {
Spawn:
DTUP A -1
@@ -55,8 +58,8 @@ actor S7_Shotgun : S7_BaseWeapon 30000 {
TNT1 AAAAAAAAA 0 A_FireCustomMissile ("S7_SSGTracer", fRandom [weaponSpread] (-3.8, 3.8), 0, 2, -1, 0, fRandom [weaponSpread] (-4.3, 4.3))
TNT1 AAAAAAAA 0 A_FireCustomMissile ("S7_SSGTracer", fRandom [weaponSpread] (-3.8, 3.8), 0, 3, -1, 0, fRandom [weaponSpread] (-4.3, 4.3))
TNT1 A 0 A_FireCustomMissile ("S7_SSGTracer", fRandom [weaponSpread] (-3.8, 3.8), 1, 3, -1, 0, fRandom [weaponSpread] (-4.3, 4.3))
SSGF AAE 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 1.5 * 65536)
SSGF E 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 1.5 * 65536)
SSGF AAE 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 1.5 * 65536)
SSGF E 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 1.5 * 65536)
SSGF FG 1
SSGR A 6
goto Ready2
@@ -72,7 +75,7 @@ actor S7_Shotgun : S7_BaseWeapon 30000 {
TNT1 AA 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 0, 4)
TNT1 AAAAAAAA 0 A_FireCustomMissile ("S7_SSGTracer", fRandom [weaponSpread] (-3.8, 3.8), 0, 2, -1, 0, fRandom [weaponSpread] (-4.3, 4.3))
TNT1 A 0 A_FireCustomMissile ("S7_SSGTracer", fRandom [weaponSpread] (-3.8, 3.8), 1, 2, -1, 0, fRandom [weaponSpread] (-4.3, 4.3))
SSGF BB 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.75 * 65536)
SSGF BB 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.75 * 65536)
SSGF FG 1
SSGR A 3
goto Ready2
@@ -84,7 +87,7 @@ actor S7_Shotgun : S7_BaseWeapon 30000 {
TNT1 AA 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 2, 4)
TNT1 AAAAAAAA 0 A_FireCustomMissile ("S7_SSGTracer", fRandom [weaponSpread] (-3.8, 3.8), 0, 3, -1, 0, fRandom [weaponSpread] (-4.3, 4.3))
TNT1 A 0 A_FireCustomMissile ("S7_SSGTracer", fRandom [weaponSpread] (-3.8, 3.8), 1, 3, -1, 0, fRandom [weaponSpread] (-4.3, 4.3))
SSGF CC 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.75 * 65536)
SSGF CC 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.75 * 65536)
SSGF FG 1
SSGR A 3
goto Ready2
@@ -1,21 +1,20 @@
actor S7_RaptorClip : ammo {
inventory.MaxAmount 16
ammo.BackpackMaxAmount 16
inventory.maxAmount 16
ammo.backpackMaxAmount 16

+ignoreSkill
}

actor S7_RaptorRefire : boolean { }

actor S7_Raptor : S7_BaseWeapon {
//$Category Se7evidas - Weapons
//$Title Raptor
//$Sprite RPTPA0
inventory.PickupMessage "$RAPTOR"
tag "$RAPTOR"
weapon.AmmoType1 "S7_RaptorClip"
weapon.AmmoType2 "S7_9mmCartridges"
weapon.AmmoUse 1
weapon.AmmoGive 12
inventory.pickupMessage "$RAPTOR"
weapon.ammoType1 "S7_RaptorClip"
weapon.ammoType2 "S7_9mmCartridges"
weapon.ammoUse 1
weapon.ammoGive 12

states {
Spawn:
RPTP A -1
@@ -47,8 +46,8 @@ actor S7_Raptor : S7_BaseWeapon {
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 3, 4)
TNT1 AA 0 A_FireCustomMissile ("S7_9mmCasingSpawn", 0, 0, 7, -2)
TNT1 AA 0 A_FireCustomMissile ("S7_RaptorTracer", fRandom [weaponSpread] (-2.8, 2.8), 1, 3, 2, 0, fRandom [weaponSpread] (-3.7, 3.7))
RPTN B 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.4 * 65536)
RPTN C 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.4 * 65536)
RPTN B 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.4 * 65536)
RPTN C 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.4 * 65536)
RPTN DAA 1
TNT1 A 0 A_GiveInventory ("S7_RaptorRefire", 1)
RPTN AAA 1 A_Refire
@@ -63,8 +62,8 @@ actor S7_Raptor : S7_BaseWeapon {
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 3, 4)
TNT1 AA 0 A_FireCustomMissile ("S7_9mmCasingSpawn", 0, 0, 7, -2)
TNT1 AA 0 A_FireCustomMissile ("S7_RaptorTracer", fRandom [weaponSpread] (-2.8, 2.8), 1, 3, 2, 0, fRandom [weaponSpread] (-3.7, 3.7))
RPTN B 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.4 * 65536)
RPTN C 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.4 * 65536)
RPTN B 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.4 * 65536)
RPTN C 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.4 * 65536)
RPTN DAA 1
RPTN A 7
goto Ready2
@@ -103,23 +102,17 @@ actor S7_Raptor : S7_BaseWeapon {
RPTR BA 1
RPTN A 1
goto Ready2
Kick.Start:
RPTN STU 1
TNT1 A 0 A_Jump (256, "Kicking.Mid")
wait
Kick.End:
RPTN Y 4
RPTN ZXWVUTSR 1
goto Ready2
}
}

actor S7_RaptorMPuff {
+noBlockmap +noGravity +noExtremeDeath +puffOnActors
renderStyle translucent
Alpha 0.5
alpha 0.5
seeSound "Weapons/Raptor/Melee/Hit"
attackSound "Weapons/Raptor/Melee/Wall"

+noBlockmap +noGravity +noExtremeDeath +puffOnActors

states {
Crash:
RMPF AB 2 bright
@@ -1,16 +1,18 @@
actor S7_RevolverClip : ammo {
inventory.MaxAmount 6
ammo.BackpackMaxAmount 6
inventory.maxAmount 6
ammo.backpackMaxAmount 6

+ignoreSkill
}

actor S7_Revolver : S7_BaseWeapon {
inventory.PickupMessage "$REVOLVER"
tag "$REVOLVER"
weapon.AmmoType1 "S7_RevolverClip"
weapon.AmmoType2 "S7_44MCartridges"
weapon.AmmoUse 1
weapon.AmmoGive 6
inventory.pickupMessage "$REVOLVER"
weapon.ammoType1 "S7_RevolverClip"
weapon.ammoType2 "S7_44MCartridges"
weapon.ammoUse 1
weapon.ammoGive 6

states {
Spawn:
RPTP A -1
@@ -36,7 +38,7 @@ actor S7_Revolver : S7_BaseWeapon {
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 4, 5)
TNT1 A 0 A_FireCustomMissile ("S7_RevolverTracer", fRandom [weaponSpread] (-1.8, 1.8), 1, 5, 3, 0, fRandom [weaponSpread] (-2.7, 2.7))
RVLV BC 1 bright acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
RVLV BC 1 bright ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
RVLV DEF 1
RVLV A 15
goto Ready2
@@ -1,19 +1,21 @@
actor S7_TEC9Clip : ammo {
inventory.MaxAmount 32
ammo.BackpackMaxAmount 32
inventory.maxAmount 32
ammo.backpackMaxAmount 32

+ignoreSkill
}

actor S7_TEC9_Flash : counter { inventory.MaxAmount 2 }
actor S7_TEC9_Flash : counter { inventory.maxAmount 2 }
actor S7_TEC9_Burst : boolean { }

actor S7_TEC9 : S7_BaseWeapon {
inventory.PickupMessage "$TEC9"
tag "$TEC9"
weapon.AmmoType1 "S7_TEC9Clip"
weapon.AmmoType2 "S7_9mmCartridges"
weapon.AmmoUse 1
weapon.AmmoGive 12
inventory.pickupMessage "$TEC9"
weapon.ammoType1 "S7_TEC9Clip"
weapon.ammoType2 "S7_9mmCartridges"
weapon.ammoUse 1
weapon.ammoGive 12

states {
Spawn:
RPTP A -1
@@ -45,8 +47,8 @@ actor S7_TEC9 : S7_BaseWeapon {
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 2.8, 4.5)
TNT1 A 0 A_FireCustomMissile ("S7_9mmCasingSpawn", 0, 0, 9, -2)
TNT1 A 0 A_FireCustomMissile ("S7_TEC9Tracer", fRandom [weaponSpread] (-5.5, 5.5), 1, 3, 2, 0, fRandom [weaponSpread] (-4.5, 4.5))
TEC9 C 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 D 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 C 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 D 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 B 1 A_Refire
TNT1 A 0 A_TakeInventory ("S7_TEC9_Flash", 999999)
TEC9 A 7
@@ -60,26 +62,26 @@ actor S7_TEC9 : S7_BaseWeapon {
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 2.8, 4.5)
TNT1 A 0 A_FireCustomMissile ("S7_9mmCasingSpawn", 0, 0, 9, -2)
TNT1 A 0 A_FireCustomMissile ("S7_TEC9Tracer", fRandom [weaponSpread] (-5.5, 5.5), 1, 3, 2, 0, fRandom [weaponSpread] (-4.5, 4.5))
TEC9 C 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 D 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 C 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 D 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TNT1 A 0 A_JumpIfNoAmmo ("DryFire")
TNT1 A 0 A_PlaySound ("Weapons/TEC-9/Fire", CHAN_Weapon)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_GunFlash
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 2.8, 4.5)
TNT1 A 0 A_FireCustomMissile ("S7_9mmCasingSpawn", 0, 0, 9, -2)
TNT1 A 0 A_FireCustomMissile ("S7_TEC9Tracer", fRandom [weaponSpread] (-5.5, 5.5), 1, 3, 2, 0, fRandom [weaponSpread] (-4.5, 4.5))
TEC9 C 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 D 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 C 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 D 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TNT1 A 0 A_JumpIfNoAmmo ("DryFire")
TNT1 A 0 A_PlaySound ("Weapons/TEC-9/Fire", CHAN_Weapon)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_GunFlash
TNT1 A 0 A_FireCustomMissile ("S7_ShotSmoke_2_Spawner", 0, 0, 2.8, 4.5)
TNT1 A 0 A_FireCustomMissile ("S7_9mmCasingSpawn", 0, 0, 9, -2)
TNT1 A 0 A_FireCustomMissile ("S7_TEC9Tracer", fRandom [weaponSpread] (-5.5, 5.5), 1, 3, 2, 0, fRandom [weaponSpread] (-4.5, 4.5))
TEC9 C 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 D 1 acs_namedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 C 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 D 1 ACS_NamedExecuteAlways ("S7_RecoilPitch", 0, 0.8 * 65536)
TEC9 B 1
TNT1 A 0 A_TakeInventory ("S7_TEC9_Flash", 999999)
TEC9 A 7