Держи:
ACTOR spas12 : Weapon 9007
{
Game Doom
SpawnID 33
Weapon.SelectionOrder 2800
Weapon.AmmoUse 1
Weapon.AmmoGive 16
//Weapon.AmmoUse2 4
//Weapon.AmmoGive2 8
Weapon.AmmoType "shell"
Inventory.PickupSound "pickups/shotgun2"
Inventory.PickupMessage "SPAS-12 Shotgun."
//Weapon.AmmoType2 "Shell"
AttackSound "weapons/spas"
Scale 0.5
States
{
Spawn:
FIRE A 2 bright A_StartFire
FIRE BAB 2 bright A_Fire
FIRE C 2 bright A_FireCrackle
FIRE BCBCDCDCDEDED 2 bright A_Fire
FIRE E 2 bright A_FireCrackle
FIRE FEFEFGHGHGH 2 bright A_Fire
SPAS A -1
Loop
Ready:
SG2G A 1 A_WeaponReady
Loop
Deselect:
SG2G A 1 A_Lower
Loop
Select:
SG2G A 1 A_Raise
Loop
Fire:
SG2F A 2 BRIGHT A_FireBullets(5,3,9,6,0,1)
SG2G DCBA 1
SG2G A 9
SG2G E 3 A_PlaySound("spas/cock")
SG2G FG 2
SG2G H 4
SG2G GFEA 2
Goto Ready
AltFire:
SG2G E 3 A_PlaySound("spas/cock")
SG2G FG 2
SG2G G 0 A_JumpIfInventory("shell",4,2)
SG2G G 0 A_Jump(256,4,4)
SG2G G 0
SG2G E 0 A_TakeInventory("shell",4)
SG2G H 4 A_SpawnItemEx("shelldrop", 0, 0, 36, 0, 3, 0, 0, 32)
SG2G G 0
SG2G GFEA 2
Goto Ready
Flash:
TNT1 A 0
TNT1 A 1 A_Light2
TNT1 A 1 A_Light1
TNT1 A 1 A_Light0
Stop
}
}
ACTOR shelldrop
{
+MISSILE
-NOGRAVITY
+DOOMBOUNCE
States
{
Spawn:
SHEL A 1
Loop
Death:
SHEL A 0
SHEL A 0 A_SpawnItem("Shell",0,0)
Stop
}
}
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