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BD_BFG9000
: BFG9000
replaces BFG9000
 

File

Properties

decalArachnotronPlasmaSplat
inventory.pickupsound"pickups/bfg"
projectilekickback100
weapon.ammogive20
weapon.ammotype2"Cell"
weapon.ammouse21
weapon.kickback10
weapon.selectionorder280
weapon.slotnumber7

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

Class Hierarchy

Classes defined in \WEAPONS\BD_BFG.txt