ACTOR "8ga SX-10 Shotgun" : BrutalWeapon Replaces Shotgun { Weapon.AmmoGive2 4 Weapon.AmmoType1 "ShotgunAmmo" Weapon.AmmoType2 "Shell" Weapon.SlotNumber 3 Weapon.SlotPriority 0 Weapon.UpSound "weapons/sgpump" Inventory.PickupSound "weapons/sgpump" Inventory.PickupMessage "\c[WHITE]SHOTGUN" Obituary "%o was blasted with %k's shotgun." AttackSound "weapons/sg" +WEAPON.AMMO_CHECKBOTH States { Spawn: SHTC A -1 Stop Select: TNT1 A 0 A_GiveInventory("Selecting",1) TNT1 A 0 A_Raise Wait SelAnimate: SHTG A 1 Offset(32,64) SHTG A 1 Offset(24,48) SHTG A 1 Offset(16,40) SHTG A 1 Offset(8,30) TNT1 A 0 A_TakeInventory("Selecting",1) Ready: TNT1 A 0 A_JumpIfInventory("Selecting",1,"SelAnimate") TNT1 A 0 A_JumpIfInventory("Reloading",0,"Reload") SHTG A 1 A_WeaponReady Loop Deselect: SHTG A 1 Offset(8,30) SHTG A 1 Offset(16,40) SHTG A 1 Offset(24,48) SHTG A 1 Offset(32,64) TNT1 A 1 A_Lower Wait Fire: TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,1) Goto Reload TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5) TNT1 AAAAAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, random(-5,5)) SHTF A 1 BRIGHT A_FireCustomMissile("YellowFlareSpawn",0,0,0,0) SHTF A 1 BRIGHT Radius_Quake(6,4,0,2,0) SHTF B 1 BRIGHT A_FireBullets (3,2,8,7,"ShotgunPuff") SHTF CDE 1 SHTG A 3 A_GiveInventory("Pumping", 1) SHTG BCDEF 1 SHTG G 1 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4) SHTG H 1 A_PlaySound("weapons/sgpump", 7) SHTG IJKLKJIHGFEDCB 1 SHTG A 1 Offset(10,36) SHTG A 1 Offset(0,32) Goto Ready Reload: SHTG A 1 A_WeaponReady TNT1 A 0 A_JumpIfInventory("Shell",1,1) Goto Ready SHTG BCDEFGH 1 TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",0,"ReloadDone") TNT1 A 0 A_JumpIfInventory("Shell",1,"Reloading") Goto ReloadDone Reloading: TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",0,"ReloadDone") TNT1 A 0 A_JumpIfInventory("Shell",1,1) Goto ReloadDone SSHR ABC 1 SSHR D 1 A_PlaySound("insertshell",6) SSHR E 1 A_GiveInventory("ShotgunAmmo",1) SSHR F 1 A_TakeInventory("Shell",1) SSHR G 1 Goto Reloading ReloadDone: SHTG I 1 A_PlaySound("weapons/sgpump") SHTG J 1 A_GiveInventory("Pumping",1) SHTG KLKJIHGFEDCB 1 SHTG A 1 A_TakeInventory("Pumping",1) Goto Ready } }