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BdBFG
replaces BFG9000
 

File

Flags

Properties

//$categoryWeapons
gameDoom
height20
inventory.pickupmessage"$GOTBFG9000"
inventory.pickupsound"weapons/bfg/draw"
weapon.ammogive40
weapon.ammogive10
weapon.ammogive20
weapon.ammotype"PlasmaAmmo"
weapon.ammouse40
weapon.ammouse10
weapon.ammouse20
weapon.selectionorder2800
weapon.slotnumber7

States

Spawn: BFUG A -1 Ready: TNT1 A 0 A_PlaySound("weapons/bfg/draw") BFGG A 1 Offset(-50, 80) BFGG A 1 Offset(-30, 65) BFGG A 1 Offset(-15, 50) ReadyLoop: BFGG A 4 A_WeaponReady(WRF_ALLOWZOOM) Goto ReadyLoop Deselect: BFGG A 1 Offset(-15, 50) BFGG A 1 Offset(-30, 65) BFGG A 1 Offset(-50, 80) TNT1 A 1 A_Lower TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait Fire: TNT1 A 0 A_JumpIfInventory("PlasmaAmmo", 40, "FireOK") BFGG A 8 A_PlaySound("weapons/plasma/beepbeep") Goto ReadyLoop FireOK: TNT1 A 0 A_PlaySound("weapons/bfg/charge") TNT1 A 0 A_AlertMonsters BFGC ABABABABABABABAB 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) BFGF A 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) TNT1 A 0 A_PlaySound("weapons/bfg/fire") TNT1 AAA 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) TNT1 A 0 A_Recoil(8) TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireCustomMissile("SuperBFGBall", 0, 0) TNT1 A 0 A_TakeInventory("PlasmaAmmo", 40) BFGF B 2 BRIGHT TNT1 A 0 A_FireCustomMissile("PlayerQuakeLarge", 0, 0, 0, 0) BFGF CDEF 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0) BFGG A 1 BRIGHT BFGG A 4 TNT1 A 0 A_Refire Goto ReadyLoop

Class Hierarchy

Classes defined in \weapons\BFG.txt