Class RifleAmmo : Ammo { Default { Tag "Box of Rifle Rounds"; Inventory.PickupMessage "You picked up a Box of Rifle Rounds."; Inventory.Amount 10; Inventory.MaxAmount 50; Ammo.BackpackAmount 20; Ammo.BackpackMaxAmount 50; Ammo.DropAmount 5; } States { Spawn: SBOX A -1; Stop; } } Class RifleAmmo2 : RifleAmmo { Default { Tag "Rifle Round"; Inventory.PickupMessage "You got a Rifle Round."; Inventory.Amount 1; Ammo.DropAmount 1; } States { Spawn: SRND A -1; Stop; } } Class SniperRifle : UTWeapon { Default { Tag "Sniper Rifle"; Inventory.PickupMessage "You got the Sniper Rifle."; Weapon.UpSound "sniper/select"; Weapon.SlotNumber 0; Weapon.SelectionOrder 5; Weapon.AmmoType "RifleAmmo"; Weapon.AmmoUse 1; Weapon.AmmoType2 "RifleAmmo"; Weapon.AmmoUse2 1; Weapon.AmmoGive 8; } States { Spawn: SRFP A -1; Stop; SRFP B -1; Stop; Select: SRFS A 1 A_Raise(int.max); Wait; Ready: SRFS A 1; SRFS B 2; SRFS C 1; SRFS D 2; SRFS E 1; SRFS F 2; SRFS G 1; SRFS H 2; SRFS I 1; SRFS J 2; SRFS K 1; SRFS L 2; SRFS M 1; SRFS N 2; SRFS O 1; SRFS P 2; SRFS Q 1; Idle: SRFI A 1 { A_CheckReload(); A_WeaponReady(); } Wait; Fire: SRF1 ABCDEFGHIJ 2; Goto Idle; SRF2 ABCDEFGHIJ 2; Goto Idle; SRF3 ABCDEFGHIJ 2; Goto Idle; SRF4 ABCDEFGHIJ 2; Goto Idle; SRF5 ABCDEFGHIJ 2; Goto Idle; Deselect: SRFD ABCDEFG 2; SRFD G 1 A_Lower(int.max); Wait; } }