[spoiler]
Code: Select all
ACTOR DSPunchDagger : PunchDagger -1
{
Inventory.Icon "KNFEA3A7"
Weapon.SelectionOrder 3900
Weapon.AmmoType2 "DSKnives"
Weapon.AmmoGive2 3
Weapon.AmmoUse2 1
Weapon.UpSound "Knife/Up"
+MELEEWEAPON
+NOALERT
+ALT_AMMO_OPTIONAL
States
{
Select:
PNCH A 1 A_Raise
Loop
Deselect:
PNCH A 1 A_Lower
Loop
Ready:
PNCH A 0 A_JumpIfInventory ("KnifeXP",10,2)
PNCH A 1 A_WeaponReady
Loop
PNCH A 0
PNCH A 1 A_Print ("You've upgraded your Throwing Knives")
PNCH A 1 A_GiveInventory ("DSPunchDaggerA")
PNCH A 2 A_SelectWeapon ("DSPunchDaggerA")
Goto Deselect
AltFire:
KNIF A 0 A_JumpIfNoAmmo (23)
KNIF ABCDEF 1
TNT1 A 2
KNIF GHI 1
KNIF J 1 A_PlayWeaponSound ("Knife/Throw")
KNIF KMP 1
KNIF R 1 A_FireCustomMissile ("Knife_Throw",0+random(-10,10),1)
KNIF TVX 1
KNIF DCB 1
KNIF A 1 A_GiveInventory ("KnifeXP",1)
Goto Ready
KNIF A 0
Goto Fire
}
}
ACTOR DSPunchDaggerA : DSPunchDagger
{
Spawn 0
Inventory.Icon "LVLKA0"
States
{
Select:
PNCH A 0 A_TakeInventory ("DSPunchDagger")
PNCH A 1 A_Raise
Loop
Deselect:
PNCH A 1 A_Lower
Loop
Ready:
PNCH A 0 A_JumpIfInventory ("KnifeXP",25,2)
PNCH A 1 A_WeaponReady
Loop
PNCH A 0
PNCH A 0 A_Print ("You've upgraded your Throwing Knives")
PNCH A 0 A_GiveInventory ("DSPunchDaggerB")
PNCH A 4 A_SelectWeapon ("DSPunchDaggerB")
Goto Deselect
AltFire:
KNIF A 0 A_JumpIfNoAmmo (23)
KNIF ABCDEF 1
TNT1 A 2
KNIF GHI 1
KNIF J 1 A_PlayWeaponSound ("Knife/Throw")
KNIF KMP 1
KNIF R 1 A_FireCustomMissile ("Knife_Throw",0+random(-5,5),1)
KNIF TVX 1
KNIF DCB 1
KNIF A 1 A_GiveInventory ("KnifeXP",1)
Goto Ready
KNIF A 0
Goto Fire
}
}
It gets as far as the A_Print Codepointer and then crashes me. An older version of this code worked just fine. The only difference was that code played a sound and required more XP.