Sure thing.
MP40
actor MP40 : DoomWeapon 12304
{
Weapon.SelectionOrder 700
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Inventory.PickupMessage "You got the MP40!"
Obituary "%o was riddled by %k's MP40."
attacksound "MP40/Fire"
Decal "BulletChip"
Weapon.SlotNumber 4
Scale 0.5
States
{
Ready:
MP40 A 1 A_WeaponReady
Loop
Deselect:
MP40 A 1 A_Lower
Loop
Select:
MP40 A 1 A_Raise
Loop
Fire:
MP40 B 2 Bright A_FireBullets (5, 4, 1, 5, "BulletPuff")
MP40 B 0 A_GunFlash
MP40 D 1 A_SetPitch (pitch-0.4)
MP40 CA 1 A_SetPitch (pitch+0.2)
MP40 A 0 A_ReFire
Goto Ready
Flash:
TNT1 A 5 Bright A_Light1
Goto LightDone
TNT1 A 5 Bright A_Light1
Goto LightDone
Spawn:
MP40 E -1
Stop
}
}
Angled Flashlight
ACTOR FlashLightAngled : Weapon 15017
{
Weapon.SlotNumber 0
Weapon.Selectionorder 4000
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Picked up a flashlight!"
Scale 0.75
+NOALERT
+NOAUTOFIRE
+NOAUTOAIM
+NOTRIGGER
States
{
Spawn:
FLSH A -1
Loop
Ready:
FLIT A 1 A_WeaponReady
Loop
FLIT A 0 A_Light2
FLIT A 1 A_WeaponReady
FLIT A 0 A_FireBullets( 0, 0, 1, 0, "FlashLBeam", FBF_NOFLASH | FBF_NORANDOMPUFFZ, 1500)
Goto Ready+2
Deselect:
FLIT A 0 A_JumpIfInventory("SwitchOn", 1, "LightLower")
Lower:
FLIT A 0 A_Light0
FLIT A 1 A_Lower
Loop
LightLower:
FLIT A 0 A_PlaySound("flashlight/off")
FLIT A 0 A_TakeInventory("SwitchOn", 1)
TrueLightLower:
FLIT A 0 A_Light0
FLIT A 1 A_Lower
Loop
Select:
FLIT A 1 A_Raise
Loop
Fire:
FLIT A 1 A_JumpIfInventory("SwitchOn", 1, 4)
FLIT A 1 A_PlaySound("flashlight/on")
FLIT A 1 A_Light2
FLIT A 1 A_GiveInventory("SwitchOn", 1)
Goto Ready+2
FLIT A 1 A_PlaySound("flashlight/off")
FLIT A 1 A_Light0
FLIT A 1 A_TakeInventory("SwitchOn", 1)
Goto Ready
}
}
Centered Flashlight
ACTOR FlashLightCentered : Weapon 15019
{
Weapon.SlotNumber 0
Weapon.Selectionorder 4000
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Picked up a flashlight!"
Scale 0.75
+NOALERT
+NOAUTOFIRE
+NOAUTOAIM
States
{
Spawn:
FLSH B -1
Loop
Ready:
FLIT B 1 A_WeaponReady
Loop
FLIT B 0 A_Light2
FLIT B 1 A_WeaponReady
FLIT B 0 A_FireBullets( 0, 0, 1, 0, "FlashLBeam", FBF_NOFLASH | FBF_NORANDOMPUFFZ, 1500)
Goto Ready+2
Deselect:
FLIT B 0 A_JumpIfInventory("SwitchOn", 1, "LightLower")
Lower:
FLIT B 0 A_Light0
FLIT B 1 A_Lower
Loop
LightLower:
FLIT B 0 A_PlaySound("flashlight/off")
FLIT B 0 A_TakeInventory("SwitchOn", 1)
TrueLightLower:
FLIT B 0 A_Light0
FLIT B 1 A_Lower
Loop
Select:
FLIT B 1 A_Raise
Loop
Fire:
FLIT B 1 A_JumpIfInventory("SwitchOn", 1, 4)
FLIT B 1 A_PlaySound("flashlight/on")
FLIT B 1 A_Light2
FLIT B 1 A_GiveInventory("SwitchOn", 1)
Goto Ready+2
FLIT B 1 A_PlaySound("flashlight/off")
FLIT B 1 A_Light0
FLIT B 1 A_TakeInventory("SwitchOn", 1)
Goto Ready
}
}
Medipack
Actor Medipack : Health 10394
{
Game Doom
Inventory.Amount 50
Inventory.PickupMessage "Picked up a medipack."
Health.LowMessage 20, "Picked up a medipack that you REALLY need!"
States
{
Spawn:
MEDP A -1
Stop
}
}
Food
Actor Food : Health 15035
{
Game Doom
Inventory.Amount 15
Inventory.PickupMessage "Picked up a plate of food."
Health.LowMessage 20, "Picked up a plate of food that you REALLY need!"
Inventory.PickupSound "pickup/food"
States
{
Spawn:
FOOD A -1
Stop
}
}
First-Aid Kit
Actor FirstAidKit : Health 15036
{
Game Doom
Inventory.Amount 25
Inventory.PickupMessage "Picked up a first-aid kit."
Health.LowMessage 20, "Picked up a first-aid kit that you REALLY need!"
Inventory.PickupSound "pickup/medkit"
States
{
Spawn:
MEDK A -1
Stop
}
}
ArmorShard
actor ArmorShard : ArmorBonus 10395
{
Inventory.Pickupmessage "Picked up an Armor Shard."
Inventory.Icon "ARSDA0"
Inventory.PickupSound "pickup/armorshard"
Armor.Saveamount 5
States
{
Spawn:
ARSD ABCDCB 6
loop
}
}
Stimbonus
actor Stimbonus 10396
{
+COUNTITEM
Inventory.Pickupmessage "Picked up a Stimbonus."
Inventory.Amount 5
Inventory.MaxAmount 200
Scale 0.75
States
{
Spawn:
SMBS A -1
stop
}
}
I do believe that's all of them that have the Inventory.Pickupmessage.