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PDA.dec
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//Actor SkipPage: Inventory{Inventory.MaxAmount 1}
ACTOR Credit : ammo
{
Game Doom
SpawnID 11
Inventory.PickupMessage "Picked up 1 credit."
Inventory.Amount 1
scale 0.4
Inventory.MaxAmount 999999
inventory.pickupsound ""
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 999999
Inventory.Icon "CREDA0"
States
{
Spawn:
CRED A -1
Stop
}
}
ACTOR 2Credit : Credit
{
Game Doom
SpawnID 11
Inventory.PickupMessage "Picked up 2 credits."
Inventory.Amount 4 // This is halved by Monsters when dropped.
scale 0.7
Ammo.BackpackAmount 0
States
{
Spawn:
CRED A -1
Stop
}
}
ACTOR 5Credit : Credit
{
Game Doom
SpawnID 11
Inventory.PickupMessage "Picked up 5 credits."
Inventory.Amount 10 // This is halved by Monsters when dropped.
scale 0.7
Ammo.BackpackAmount 0
States
{
Spawn:
CRED A -1
Stop
}
}
ACTOR 25Credit : Credit
{
Game Doom
SpawnID 11
Inventory.PickupMessage "Picked up 25 credits."
Inventory.Amount 50 // This is halved by Monsters when dropped.
scale 0.7
Ammo.BackpackAmount 0
States
{
Spawn:
CRED A -1
Stop
}
}
ACTOR 50Credit : Credit
{
Game Doom
SpawnID 11
Inventory.PickupMessage "Picked up 50 credits."
Inventory.Amount 100 // This is halved by Monsters when dropped.
scale 0.7
Ammo.BackpackAmount 0
States
{
Spawn:
CRED A -1
Stop
}
}
ACTOR PDA : BrutalWeapon
{
+WEAPON.NOAUTOFIRE
//+WEAPON.DONTBOB
+WEAPON.NOALERT
+WEAPON.WIMPY_WEAPON
//+WEAPON.NO_AUTO_SWITCH
Weapon.AmmoType1 "Credit"
//Weapon.AmmoType2 "RifleAmmo"
Weapon.SelectionOrder 9999
States
{
Select:
TNT1 A 0
PDAA ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 0 A_Raise
TNT1 AAAAAAAAA 0 A_Raise
Goto Ready
Deselect:
//PDAA L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
PDAA MNOLKJIHGEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 1
TNT1 AAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
//TNT1 A 1
Wait
GoForward:
//PDAA P 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
GoBack:
//PDAA Q 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
Ready3:
//SelectAnimation:
Ready:
TNT1 A 0
//TNT1 A 0 A_TakeInventory("InShopMenu",1)
//TNT1 A 0 A_TakeInventory("PDAPage1Cycle")
//TNT1 A 0 A_TakeInventory("PDAPage2Cycle")
//TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "GoForward")
//TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"GoBack")
PDAA R 1 A_WeaponReady
Loop
Fire:
TNT1 A 0
Goto Ready
AltFire:
TNT1 A 0
Goto Ready
}
}