flak_m/zscript/eightball.zsc
Marisa Kirisame e6420e16be Sniper rifle added, bullet impact mesh added. Only the RL remains.
Headshots added/tweaked, and made compatible with the future announcer add-on.
2018-05-29 21:14:06 +02:00

120 lines
1.8 KiB
Text

Class UTRocketAmmo : Ammo
{
Default
{
Tag "Rocket Pack";
Inventory.PickupMessage "You picked up a Rocket Pack.";
Inventory.Amount 12;
Inventory.MaxAmount 48;
Ammo.BackpackAmount 12;
Ammo.BackpackMaxAmount 48;
Ammo.DropAmount 3;
}
States
{
Spawn:
RPAK A -1;
Stop;
}
}
// There was no single rocket ammo in UT, so this one is also just improvised like the Redeemer ammo pickup
Class UTRocketAmmo2 : UTRocketAmmo
{
Default
{
Tag "Single Rocket";
Inventory.PickupMessage "You picked up a Single Rocket.";
Inventory.Amount 1;
Ammo.DropAmount 1;
}
States
{
Spawn:
RCKT A -1;
Stop;
}
}
Class UTRocket : Actor
{
States
{
Spawn:
RCKT B 1;
Wait;
}
}
Class UTGrenade : Actor
{
States
{
Spawn:
RCKT A 1;
Wait;
}
}
Class UTRocketLauncher : UTWeapon
{
int loaded;
Default
{
Tag "Rocket Launcher";
//Obituary "%o was smacked down by %k's Rocket Launcher.";
Inventory.PickupMessage "You got the Rocket Launcher.";
Weapon.UpSound "utrl/select";
Weapon.SlotNumber 9;
Weapon.SelectionOrder 1;
Weapon.AmmoType "UTRocketAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UTRocketAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 6;
}
States
{
Spawn:
EBLP A -1;
Stop;
EBLP B -1;
Stop;
Select:
EBLS A 1 A_Raise(int.max);
Wait;
Ready:
EBLS ABCDEFGHIJKLMNOPQRST 1;
Idle:
EBLI A 1
{
A_CheckReload();
A_WeaponReady();
}
Wait;
Fire:
EBF1 ABCDEFGH 1;
EBF2 ABCDEFGHIJK 1;
EBF3 ABCDEFGHIJ 1;
EBF4 ABCDEFGHIJK 1;
EBF5 ABCDEFGHIJKLM 1;
EBF6 ABCDEFGHIJKLMNOP 1;
EBR1 ABCDEFG 1;
EBR2 ABCDEFG 1;
EBR3 ABCDEFG 1;
EBR4 ABCDEFG 1;
EBR5 ABCDEFG 1;
EBL1 ABCDEFG 1;
EBL2 ABCDEFG 1;
EBL3 ABCDEFG 1;
EBL4 ABCDEFG 1;
EBL5 ABCDEFG 1;
EBL6 ABCDEF 1;
Goto Idle;
Deselect:
EBLD ABCDEFGHIJK 1;
EBLD K 1 A_Lower(int.max);
Wait;
}
}