File
- Defined in \WEAPONS\BD_BFG.txt
Properties
decal | ArachnotronPlasmaSplat |
inventory.pickupsound | "pickups/bfg" |
projectilekickback | 100 |
weapon.ammogive2 | 0 |
weapon.ammotype2 | "Cell" |
weapon.ammouse2 | 1 |
weapon.kickback | 10 |
weapon.selectionorder | 280 |
weapon.slotnumber | 7 |
States
Select:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==0,2)
TNT1 A 0 A_PlaySound("weapons/bfg/draw")
BBGN A 1 A_Raise
wait
Deselect:
TNT1 A 0 A_StopSound(5)
TNT1 A 0 A_TakeInventory("BFGRailCounter",500)
BBGN A 1 A_lower
wait
Ready:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,2)
BBGN A 1 A_WeaponReady(WRF_NOSECONDARY)
loop
BBGN A 1 A_WeaponReady
loop
Fire: //before fire = 30 tics, fire = 10 tics, refire = 20 tics
TNT1 A 0
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,3)
TNT1 A 0 A_playsound("weapons/bfgf")
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_PlaySound("weapons/bfg/start",5)
BBGN ABCDE 3
BBGF AABBCCDDDDEEEEE 1
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_shakes") == 0, 2)
TNT1 A 0 Radius_Quake(1,20,0,2,0)
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,2)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_PlaySound("weapons/bfg/fire",5)
BBGF F 5 bright A_firecustommissile("BD_BFGBall",0,1)
BBGF EEBBA 1
TNT1 A 0 A_ReFire
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,2)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_Playsound("weapons/bfg/cool")
BBGN EEDDCCBB 2 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-5,5),sin(-pitch)*25+random(33,37), 0,0,1,0)
BBGN AA 2
goto ready
AltFire:
BBGN A 5 A_StopSound(5)
TNT1 A 0 A_PlaySound("weapons/bfg/railcharge",5,1,0)
BBGN BCDE 5
TNT1 A 0 A_PlaySound("weapons/bfg/railfire",5,1,0)
RailFire:
TNT1 A 0 A_JumpIfInventory("BFGRailCounter",100,"AltEnd_Longer")
TNT1 A 0 A_GunFlash
TNT1 A 0 A_JumpIfInventory("BFGRailCounter",30,2)
TNT1 A 0 A_Jump(256,3)
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_shakes") == 0, 2)
TNT1 A 0 Radius_Quake(1,2,0,1,0)
TNT1 A 0 A_GiveInventory("BFGRailCounter",1)
BBGN E 1 bright A_RailAttack(10*random(1,6),0,1,none,green,RGF_SILENT|RGF_NORANDOMPUFFZ,1,"BFGRailPuff",0,0,300,0,5.0,0,"BFGRailBall_Hold",-4) //this is memory-light
BBGN E 1 bright A_WeaponOffset(random(-1,1),random(32,34),WOF_INTERPOLATE)
TNT1 A 0 A_ReFire("RailFire")
AltEnd:
TNT1 A 0 A_WeaponOffset(0,32)
TNT1 A 0 A_RailAttack(0,0,0,none,green,RGF_SILENT|RGF_NORANDOMPUFFZ,2,"BFGRailPuff",0,0,300,0,3.0,5.0,"BFGRailBall",-4) //this memory-heavy ray is for nicer after-shot effect similar to plasma railgun
TNT1 A 0 A_StopSound(5)
TNT1 A 0 A_Playsound("weapons/bfg/railcool")
BBGN EEEDDDCCCBBB 2 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-5,5),sin(-pitch)*25+random(33,37), 0,0,1,0)
TNT1 A 0 A_TakeInventory("BFGRailCounter",500)
BBGN A 5
goto ready
AltEnd_Longer: //Played only if you held the button until the end
TNT1 A 0 A_WeaponOffset(0,32)
TNT1 A 0 A_RailAttack(0,0,0,none,green,RGF_SILENT|RGF_NORANDOMPUFFZ,2,"BFGRailPuff",0,0,300,0,3.0,5.0,"BFGRailBall",0) //this memory-heavy ray is for nicer after-shot effect similar to plasma railgun
TNT1 A 0 A_StopSound(5)
TNT1 A 0 A_Playsound("weapons/bfg/railcool")
BBGN EEEEEDDDDDCCCCCBBBBB 2 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-5,5),sin(-pitch)*25+random(33,37), 0,0,1,-4)
TNT1 A 0 A_TakeInventory("BFGRailCounter",500)
BBGN A 5
goto ready
AltFlash:
TNT1 A 1 A_light1
TNT1 A 1 A_light2
TNT1 A 1 A_light1
TNT1 A 1 A_light2
goto lightdone