swwmgz_m/zscript/swwm_cbt.zsc
Marisa Kirisame cab0940723 Oh man the amount of stuff I've done today:
- Implemented Biospark Carbine secondary + combo.
 - Added a "check out gun" anim when the Biospark Carbine is fully loaded and you press reload, just like the Hellblazer.
 - First person gestures.
 - Replaced "yeah I ban him" gesture with a wave, more useful.
 - Random stuff.
 - Made it so you can pick up unimplemented weapons (but can't use them).
 - Various tiny tweaks here and there.
2020-04-25 02:31:55 +02:00

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// Blackmann Arms "Wallbuster" Heavy Armor Perforator Shotgun (planned for unreleased Total Destruction UT mod as the "Armor Perforator")
// Slot 3, replaces Super Shotgun, Ethereal Crossbow, Frost Shards
Class WallbusterReloadMenu : GenericMenu
{
}
Class Wallbuster : SWWMWeapon
{
Class<Ammo> loaded[25];
bool fired[25];
int rotation[6];
override bool UsesAmmo( Class<Ammo> kind )
{
static const Class<Ammo> types[] = {"RedShell","GreenShell","BlueShell","PurpleShell"};
for ( int i=0; i<4; i++ ) if ( kind is types[i] ) return true;
return false;
}
// leave these while it's still unimplemented
override bool ReportHUDAmmo()
{
return false;
}
override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
{
return false;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( other.player == players[consoleplayer] )
Console.Printf("\cgWALLBUSTER NOT IMPLEMENTED\c-");
}
Default
{
Tag "$T_WALLBUSTER";
Inventory.PickupMessage "$I_WALLBUSTER";
Obituary "$O_WALLBUSTER";
Weapon.SlotNumber 4;
Weapon.SelectionOrder 2200;
Stamina 35000;
}
States
{
Spawn:
XZW1 A -1;
Stop;
Select:
TNT1 A 1
{
Console.Printf("\cgWALLBUSTER NOT IMPLEMENTED\c-");
A_FullRaise();
}
Goto Ready;
Ready:
TNT1 A 1 A_WeaponReady();
Wait;
Fire:
TNT1 A 1;
Goto Ready;
Deselect:
TNT1 A -1 A_FullLower();
Stop;
}
}