ACTOR "Hexa-Shotgun" : Weapon 19460
{
Scale 0.9
Weapon.Kickback 50
Weapon.PreferredSkin "Hexa-Shotgun-Marine"
Weapon.SelectionOrder 4445
Weapon.KickBack 300
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.AmmoGive2 12
Weapon.AmmoType "HexaShell"
Weapon.AmmoType2 "NewShell"
Inventory.PickupMessage "Hexa-Shotgun"
Inventory.PickupSound "weapons/pickuphsg"
Obituary "%o's body wasn't able to be identified after being shot by k's Hexa-Shotgun."
+WEAPON.AMMO_OPTIONAL
+WEAPON.NOAUTOAIM
+WEAPON.NOALERT
+INVENTORY.UNDROPPABLE
States
{
Steady:
TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "DoingFatality")
Goto RealReady
DoingFatality:
TNT1 A 1 SetPlayerProperty(0,1,0)
TNT1 A 0 A_TakeInventory("GrenadeToss",1)
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
Goto Steady
Ready:
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_PlaySound("weapons/pickuphsg")
HSRS ABCDEF 1 A_JumpIfInventory("GoFatality", 1, "Steady")
HSRS GH 2
RealReady:
TNT1 AAA 0
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_JumpIfInventory("GrenadeToss",1,"ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"DoPunch")
TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"Ready2")
TNT1 AAA 0
HSGN A 1 A_WeaponReady
Goto RealReady
Ready2:
TNT1 AAA 0
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_JumpIfInventory("GrenadeToss",1,"ThrowGrenade")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"DoPunch")
TNT1 AAA 0
HSGN A 1 A_WeaponReady
Goto RealReady
Deselect:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_ZoomFactor(1.0)
HSGN A 1
TNT1 A 2
TNT1 A 0 A_Lower
Wait
Select:
TNT1 A 0 A_TakeInventory("NoFatality", 1)
TNT1 A 0 A_Takeinventory("FistsSelected",1)
TNT1 A 0 A_Takeinventory("SawSelected",1)
TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
TNT1 A 0 A_Giveinventory("SSGSelected",1)
TNT1 A 0 A_Takeinventory("MinigunSelected",1)
TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
TNT1 A 0 A_Takeinventory("BFGSelected",1)
TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
TNT1 A 0 A_Takeinventory("HasBarrel",1)
TNT1 A 0 A_Raise
Wait
NoAmmo:
HSGN A 10 A_PlaySound("weapons/empty")
TNT1 A 0 A_TakeInventory("SSGAlt",1)
Goto RealReady
Flash:
TNT1 A 1 Bright A_Light2
TNT1 A 1 Bright A_Light1
Goto LightDone
Fire:
TNT1 A 0 A_JumpIfInventory("HexaShell",6,"HexaFire")
TNT1 A 0 A_JumpIfInventory("NewShell",2,1)
Goto Empty
TNT1 A 0 A_JumpIfInventory("HexaShell",4,"ReloadTwoShells")
TNT1 A 0 A_JumpIfInventory("NewShell",4,1)
Goto Empty
TNT1 A 0 A_JumpIfInventory("HexaShell",2,"ReloadFourShells")
Goto Empty
HexaFire:
TNT1 A 0 A_PlayWeaponSound("weapons/hsgfire")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_Recoil(2)
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Light1
TNT1 A 0 Radius_Quake(10,5,0,1,0)
TNT1 A 0 A_TakeInventory("HexaShell",6)
TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(10,-10))
HS4F A 1 Bright A_FireBullets(11.8,7.3,52,5,"ModdedBulletPuff")
HS4F A 1 Bright A_FireBullets(13.8,7.3,26,5,"ModdedBulletPuff")
HS4F B 2 Bright A_Light2
TNT1 A 0 A_Light0
HSGN CFG 1
HSGN H 2
HSER A 3
HSER B 6
HSGN GFEDC 2
Goto NoAmmo
TNT1 A 0
HexaReloadCheck:
TNT1 A 0 A_JumpIfInventory("NewShell",6,2)
HSGN S 2
Goto RealReady
TNT1 A 0
Goto ReloadSixShells+3
AltFire:
TNT1 A 0 A_JumpIfInventory("HexaShell",6,"FireUpper")
TNT1 A 0 A_JumpIfInventory("HexaShell",4,"FireMiddle")
TNT1 A 0 A_JumpIfInventory("HexaShell",2,1)
Goto Reload
TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Light1
TNT1 A 0 Radius_Quake(3,3,0,1,0)
TNT1 A 0 A_TakeInventory("HexaShell",2)
TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
HSGF E 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
HSGF F 2 Bright A_Light2
TNT1 A 0 A_Light0
HSRC ABCDE 1
HSGN A 1
Goto RealReady
FireUpper:
TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Light1
TNT1 A 0 Radius_Quake(3,3,0,1,0)
TNT1 A 0 A_TakeInventory("HexaShell",2)
TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
HSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
HSGF B 2 Bright A_Light2
TNT1 A 0 A_Light0
HSRC ABCDE 1
HSGN A 1
Goto RealReady
FireMiddle:
TNT1 A 0 A_PlayWeaponSound("weapons/hsgdoublefire")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Light1
TNT1 A 0 Radius_Quake(3,3,0,1,0)
TNT1 A 0 A_TakeInventory("HexaShell",2)
TNT1 AAAAAAAA 0 A_FireCustomMissile("SGTracer",Random(8,-8),0,0,Random(8,-8))
HSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,"ModdedBulletPuff")
HSGF D 2 Bright A_Light2
TNT1 A 0 A_Light0
HSRC ABCDE 1
HSGN A 1
Goto RealReady
Empty:
HSGN A 10 A_PlayWeaponSound("weapons/empty")
TNT1 A 0 A_JumpIfInventory("NewShell",6,"ReloadSixShells")
Goto RealReady
Reload:
TNT1 A 0 A_JumpIfInventory("HexaShell",2,"ReloadTwoShells")
TNT1 A 0 A_JumpIfInventory("HexaShell",4,"ReloadFourShells")
TNT1 A 0 A_JumpIfInventory("NewShell",6,"ReloadSixShells")
Goto Empty
ReloadSixShells:
HSGN SRQ 2
HSGN PJ 1
HSGN K 1
TNT1 AAAAAA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
HSGN L 1
HSGR A 12 A_PlayWeaponSound("weapons/hsgopen")
HSGR B 1
HSGR CD 2
TNT1 A 0 A_TakeInventory("NewShell",2)
TNT1 A 0 A_GiveInventory("HexaShell",2)
HSGR E 3 A_PlayWeaponSound("weapons/hsgshellslide")
HSGR F 3
HSGR G 2
HSGR H 1
HSGR I 1
HSGR JK 1
HSGR LM 2
TNT1 A 0 A_TakeInventory("NewShell",2)
TNT1 A 0 A_GiveInventory("HexaShell",2)
HSGR N 3 A_PlayWeaponSound("weapons/hsgshellslide")
HSGR O 3
HSGR P 2
HSGR Q 1
HSGR R 1
HSGR ST 1
HSGR U 2
TNT1 A 0 A_TakeInventory("NewShell",2)
TNT1 A 0 A_GiveInventory("HexaShell",2)
HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
HSGR W 3
HSGR X 2
HSGR Y 1
HSGN MNO 1
HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
HSGN QRS 2
HSGN A 2
Goto RealReady
ReloadFourShells:
TNT1 A 0 A_JumpIfInventory("NewShell",4,1)
Goto RealReady
HSGN SRQ 2
HSGN P 1
HSEX A 1
HSEX B 1
TNT1 AAAA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
HSEX C 1
HSGR I 12 A_PlayWeaponSound("weapons/hsgopen")
HSGR JK 1
HSGR LM 2
TNT1 A 0 A_TakeInventory("NewShell",2)
TNT1 A 0 A_GiveInventory("HexaShell",2)
HSGR N 3 A_PlayWeaponSound("weapons/hsgshellslide")
HSGR O 3
HSGR P 2
HSGR Q 1
HSGR RS 1
HSGR TU 2
TNT1 A 0 A_TakeInventory("NewShell",2)
TNT1 A 0 A_GiveInventory("HexaShell",2)
HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
HSGR W 3
HSGR X 2
HSGR Y 1
HSGN MNO 1
HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
HSGN QRS 2
HSGN A 2
Goto RealReady
ReloadTwoShells:
TNT1 A 0 A_JumpIfInventory("NewShell",2,1)
Goto RealReady
HSGN SRQ 2
HSGN P 1
HSEX A 1
HSEX B 1
TNT1 AA 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
HSEX C 1
HSGR Q 12 A_PlayWeaponSound("weapons/hsgopen")
HSGR RS 1
HSGR TU 2
TNT1 A 0 A_TakeInventory("NewShell",2)
TNT1 A 0 A_GiveInventory("HexaShell",2)
HSGR V 3 A_PlayWeaponSound("weapons/hsgshellslide")
HSGR W 3
HSGR X 2
HSGR Y 1
HSGN MNO 1
HSGN P 1 A_PlayWeaponSound("weapons/hsgclose")
HSGN QRS 2
HSGN A 2
Goto RealReady
Spawn:
HSGP A -1
Stop
GrenadesGone:
TNT1 A 0 ACS_Execute(5489,0,0,0,0)
Goto RealReady
ThrowGrenade:
TNT1 A 0
TNT1 A 0 A_TakeInventory("GrenadeToss",1)
TNT1 A 0 A_JumpIfInventory("GrenadeAmmo",1,1)
Goto GrenadesGone
TNT1 A 0 A_TakeInventory("Reloading",1)
TNT1 A 0 A_TakeInventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("ADSmode",1)
SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_TakeInventory("GrenadeAmmo",1)
TOSS ABCCD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TOSD D 1 A_PlaySound("GPIN")
TOSS EF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 2 A_SetPitch(-0.5 + pitch)
TNT1 A 2 A_SetPitch(-0.5 + pitch)
TNT1 A 2 A_SetPitch(-0.25 + pitch)
TNT1 A 2 A_SetPitch(-0.25 + pitch)
TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(+1 + pitch)
TOSS G 1 A_PlaySound("GTOSS",0)
TNT1 A 0 A_SetPitch(+1 + pitch)
TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
TOSS H 1 A_FireCustomMissile("johnnybomb",0,false,7,3,true,3)
TNT1 A 0 A_SetPitch(+1 + pitch)
TOSS IJK 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(-0.5 + pitch)
TOSS L 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(-0.5 + pitch)
TNT1 A 1 A_TakeInventory("GrenadeToss",1)
TNT1 A 8 A_SetPitch(-0.5 + pitch)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
TripleCrit:
TNT1 A 0 A_Jump(48,"FistSplode")
Goto KeepPunching
DoPunch:
TNT1 A 0 A_TakeInventory("Reloading",1)
TNT1 A 0 A_TakeInventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("ADSmode",1)
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_PlaySound("DSMELEE",0)
PUNC ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_JumpIfInventory("CriticalX3",1,"TripleCrit")
TNT1 A 0 A_Jump(12,"FistSplode")
KeepPunching:
TNT1 A 0 A_FireCustomMissile("MeleePunchAttackStrong",0,0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
PUNC D 2 A_SetPitch(+3 + pitch)
TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
PUNC E 1 A_SetPitch(-1 + pitch)
TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
PUNR B 1 A_SetPitch(-2 + pitch)
PUNR CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Haymaker")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
Haymaker:
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 1 A_TakeInventory("Punching",1)
PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_PlaySound("DSMELEE",0)
PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(+2 + pitch)
TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_FireCustomMissile("MeleePunchAttack",0,0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_SetPitch(+3 + pitch)
PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
PUN3 I 1 A_SetPitch(-2 + pitch)
TNT1 A 0 A_SetPitch(-3 + pitch)
PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 2
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"DoKick2")
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
OneTwoPunch:
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 1 A_TakeInventory("Punching",1)
PUNS A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_PlaySound("KICK",0)
PUN4 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("MeleePunchAttackWeak",0,0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_SetPitch(+2 + pitch)
PUN4 CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(-2 + pitch)
PUN4 F 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_PlaySound("KICK",0)
PUNG AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("MeleePunchAttackWeak",0,0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_SetPitch(+2 + pitch)
PUNG CD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(-2 + pitch)
PUNG E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
PUNG FG 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
PUNS BA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 1 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
Uppercut:
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 2 A_TakeInventory("Punching",1)
PUN2 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
PUN2 B 1 A_PlaySound("DSMELEE",0)
PUN2 C 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(-2 + pitch)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble",0,0,0,0)
PUN2 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_FireCustomMissile("MeleePunchAttackUppercut",0,0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
TNT1 A 0 A_SetPitch(-4 + pitch)
PUN2 X 6 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(+2 + pitch)
PUN2 E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(+4 + pitch)
PUN2 EFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 AAAAAAAAA 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
DoKick:
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Reloading",1)
TNT1 A 0 A_TakeInventory("Zoomed",1)
TNT1 A 0 A_TakeInventory("ADSmode",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_JumpIf (momZ > 0, "AirKick")
TNT1 A 0 A_JumpIf (momZ < 0, "AirKick")
SHT5 CA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
DoKick2:
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 0 A_TakeInventory("Punching",1)
KICK BC 1 SetPlayerProperty(0,1,0)
KICK D 1 A_SetPitch(-1.5 + pitch)
TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
KICK E 1 A_SetPitch(-2.5 + pitch)
KICK F 1 A_PlaySound("KICK", 0)
TNT1 A 0 A_FireCustomMissile("KickAttack",0,0,0,0)
KICK H 4 A_JumpIfInventory("GoFatality", 1, "Steady")
KICK I 2 A_SetPitch(+1.5 + pitch)
KICK E 1 A_SetPitch(+2.5 + pitch)
KICK CBA 1
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_JumpIfInventory("Punching",1,"Uppercut")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"NinjaKick")
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
NinjaKick:
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 SetPlayerProperty(0,1,0)
KICK JK 1
TNT1 A 0 A_SetPitch(-1 + pitch)
KICK L 1 A_PlaySound("DSMELEE", 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
KICK M 1 A_SetPitch(-2 + pitch)
KICK NO 1
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
KICK P 3 A_FireCustomMissile("KickAttack",0,0,0,0)
KICK Q 1 A_SetPitch(+1 + pitch)
KICK Q 1 A_SetPitch(+2 + pitch)
KICK RST 1
TNT1 A 1
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_JumpIfInventory("Punching",1,"OneTwoPunch")
TNT1 A 1 A_JumpIfInventory("Kicking",1,"Roundhouse")
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
Roundhouse:
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 1 SetPlayerProperty(0,1,0)
KIK2 ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_PlaySound("DSMELEE",0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
TNT1 A 0 A_SetPitch(-4 + pitch)
KIK2 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_FireCustomMissile("MeleeKickAttackStrong",0,0,0,0)
TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
KIK2 D 1 A_SetPitch(-2 + pitch)
KIK2 DDE 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(+2 + pitch)
KIK2 ECB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_SetPitch(+4 + pitch)
KIK2 A 1 SetPlayerProperty(0,0,0)
TNT1 A 9
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
AirKick:
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 0 //ThrustThingZ(0,2,0,0)
SHT5 C 1 //A_Recoil(-2)
TNT1 A 0 //ThrustThingZ(0,2,0,0)
SHT5 A 1 //A_Recoil(-2)
TNT1 A 0 ThrustThingZ(0,1,0,0)
KICK K 1 A_Recoil(-12)
TNT1 A 0 A_PlaySound("DSMELEE", 0)
TNT1 A 0 ThrustThingZ(0,1,0,0)
KICK L 1 //A_Recoil(-2)
TNT1 A 0 ThrustThingZ(0,1,0,0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
KICK M 1 //A_Recoil(-2)
TNT1 A 0 ThrustThingZ(0,1,0,0)
TNT1 A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
KICK O 1 //A_Recoil(-2)
TNT1 A 0 //A_Recoil(-2)
TNT1 A 0 ThrustThingZ(0,1,0,0)
KICK P 3 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
TNT1 A 0 //A_Recoil(-2)
TNT1 A 0 ThrustThingZ(0,1,0,0)
KICK P 3 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -20)
KICK QQRST 1
TNT1 A 6
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
FistSplode:
TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 0 A_PlaySound("SSBTING",0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble",0,0,0,0)
TNT1 A 0 A_ZoomFactor(1.2)
TNT1 A 0 A_SetPitch(+4 + pitch)
TNT1 A 0 A_Print("Critical hit!")
PUNC D 1 A_FireCustomMissile("FistExplosion",0,0,0,0)
PUNC DDDDDDDDDDD 1 A_FireCustomMissile("RedBerserkSmokeSpawner",0,0,random(3,5),random(0,2))
TNT1 A 0 A_SetPitch(-4 + pitch)
TNT1 A 0 A_ZoomFactor(1.0)
PUNC E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
PUNR BCD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
TNT1 A 7
TNT1 A 0 A_TakeInventory("Punching",1)
TNT1 A 0 A_TakeInventory("Kicking",1)
SHT5 AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
SHT5 CD 1 A_WeaponReady
Goto RealReady
}
}
ACTOR HexaShell : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 6
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 6
Inventory.Icon "HSGPA0"
+IGNORESKILL
}