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RE: Poste dein STRG-V
				 
					ACTOR RailgunAmmo : Ammo 
{ 
   Inventory.Amount 0 
   Inventory.MaxAmount 50 
   Ammo.BackpackAmount 0 
   Ammo.BackpackMaxAmount 50 
   Inventory.Icon RIF 
} 
 
ACTOR Rail_Gun : Weapon Replaces Railgun 
{ 
    damagetype "Cut" 
	Weapon.AmmoUse1 0 
	Weapon.AmmoUse2 0 
	Weapon.AmmoGive1 50 
	Weapon.AmmoGive2 0 
	Weapon.AmmoType1 "Cell" 
	Weapon.AmmoType2 "RailgunAmmo" 
	Obituary "%o was pierced by %k's Railgun." 
    Inventory.PickupSound "misc/w_pkup" 
	Inventory.Pickupmessage "Hey, damit kann man campen!" 
	+WEAPON.NOAUTOAIM 
    +WEAPON.NOAUTOFIRE 
	+WEAPON.NOALERT 
	States 
	{ 
 
	Ready: 
        RAIS ABC 1 
        TNT1 AAA 0 
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick") 
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt") 
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute") 
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute") 
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload") 
        TNT1 A 0 A_JumpIfInventory("RailgunAmmo",1,2) 
        Goto Reload 
        TNT1 AAAA 0 
		RAIL A 1 A_WeaponReady 
		Goto Ready+4 
	Ready2: 
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload") 
		SNIP A 1 A_WeaponReady(1) 
		Loop 
		 
	DontNeedToReload: 
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2") 
	Goto Ready+6 
	 
	Deselect: 
        RAIS CBA 1 
		TNT1 A 0 A_Takeinventory("Zoomed",1) 
        TNT1 A 0 A_ZoomFactor(1.0) 
		TNT1 A 1 A_Lower 
		Wait 
	Select: 
			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_Takeinventory("SSGSelected",1) 
	TNT1 A 0 A_Takeinventory("MinigunSelected",1) 
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1) 
	//TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1) 
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1) 
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1) 
	TNT1 A 0 A_Takeinventory("BFGSelected",1) 
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1) 
	TNT1 A 0 A_Giveinventory("RailGunSelected",1) 
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1) 
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1) 
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1) 
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1) 
	TNT1 A 0 A_Takeinventory("HasBarrel",1) 
	 
		TNT1 A 0 A_Raise 
		Wait 
	Fire: 
	    TNT1 A 0 
		TNT1 A 0 A_Takeinventory("Zoomed",1) 
        TNT1 A 0 A_ZoomFactor(1.0) 
		TNT1 A 0 A_JumpIfInventory("RailgunAmmo",1,2) 
		Goto Reload 
		TNT1 AA 0 
		TNT1 A 0 A_Takeinventory("RailgunAmmo",10) 
        RAIF A 1 BRIGHT A_AlertMonsters 
		TNT1 A 0 A_FireCustomMissile("RailgunPuff", 0, 0, 0, 0) 
		RAIF A 1 BRIGHT A_RailAttack(200, 0, 1, "00 FF FF", "00 FF FF") 
		TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0) 
		RAIF BC 1 A_FireCustomMissile("SmokeSpawner",0,0,0,5) 
		RAIR ABCD 1 
		RAIR DDDDD 3 A_FireCustomMissile("SmokeSpawner",0,0,0,5) 
		RAIR CBA 1 
		RAIL A 5 
		RAIL A 1 A_Refire 
		Goto Ready+4 
 
    AltFire: 
        TNT1 A 0 
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,5) 
		TNT1 A 0 A_Giveinventory("Zoomed",1) 
        TNT1 A 0 A_ZoomFactor(5.0) 
        RAIL BC 2 
        Goto Ready2 
        TNT1 AAAAAA 0 
        RAIL CB 2 
		TNT1 A 0 A_Takeinventory("Zoomed",1) 
        TNT1 A 0 A_ZoomFactor(1.0) 
        Goto Ready+4 
		 
		 
       Reload: 
        TNT1 A 0 A_Takeinventory("Reloading",1) 
		TNT1 A 0 A_JumpIfInventory("RailgunAmmo",50,"DontNeedToReload") 
		TNT1 A 0 A_Takeinventory("Zoomed",1) 
		RAIL A 3 A_ZoomFactor(1.0) 
        TNT1 A 0 A_JumpIfInventory("Cell",1,3) 
        Goto Ready+6 
        TNT1 AAAA 0 
		TNT1 A 0 A_PlaySound("PLREADY") 
		 
		TNT1 A 0 A_FireCustomMissile("PlasmaCaseSpawn",-30,0,-4,-4) 
		RAIR ABCD 2 
		RAIR D 30 
		RAIR E 3 
		RAIR D 20 
		RAIR DCBA 2 
		 
		TNT1 AAAA 0 
		TNT1 A 0 A_JumpIfInventory("RailgunAmmo",50,20) 
		TNT1 A 0 A_JumpIfInventory("Cell",1,3) 
		Goto Ready+6 
        TNT1 AAAAAA 0 
		TNT1 A 0 A_Giveinventory("RailgunAmmo",1) 
		TNT1 A 0 A_Takeinventory("Cell",1) 
		Goto Reload+26 
		TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 
		 
        Goto Ready+6	 
		 
 	Spawn: 
		SRCG A -1 
		Stop 
		 
    DoKick: 
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick") 
		KICK BCD 1 
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, -1, 0) 
        KICK H 4 
		KICK A 0 A_Takeinventory("Kicking",1) 
		KICK IGFEDCBA 1  
		Goto Ready+7 
    BerserkerKick: 
		KICK ABCDEFG 1 
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, -1, 0) 
        KICK H 3 
		KICK A 0 A_Takeinventory("Kicking",1) 
		KICK IGFEDCBA 1  
		Goto Ready+7 
    Taunt: 
        TNT1 A 5 
		FUCK A 2 
        FUCK B 2 A_PlaySound("FUCK", 1) 
        FUCK C 2 A_AlertMonsters 
		FUCK D 15 A_Takeinventory("Taunting",1) 
        FUCK CBA 5 
        TNT1 A 5 
		Goto Ready 
	Salute: 
	    TNT1 A 0 SetPlayerProperty(0,1,0) 
		TNT1 A 0 A_ALertMonsters 
		SALU ABCDEDCDEDCDEDCBA 4 
		TNT1 A 0 A_TakeInventory("Salute1",1) 
		TNT1 A 0 A_TakeInventory("Salute2",1) 
		TNT1 A 0 SetPlayerProperty(0,0,0) 
		Goto Ready 
 
	} 
} 
 
 
 
ACTOR RailGunPuff: FastProjectile 
{ 
  +NOEXTREMEDEATH 
  Speed 200 
  Damage 1 
  Radius 1 
  Height 1 
  states 
  { 
  Spawn: 
  TNT1 A 1 
  Loop 
  Death: 
    TNT1 A 0 
    TNT1 AAAA 0 A_SpawnItemEx("BluePlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	//EXPL AAAA 0 A_CustomMissile ("SmallSmoke", 0, 0, random (0, 360), 2, random (0, 360)) 
    TNT1 ABCDE 2 BRIGHT A_SpawnItem("BlueFlare" ,0) 
    Stop 
  } 
}
				 
 
 
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