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BdShotgun
replaces Shotgun
 

File

Flags

Properties

//$categoryWeapons
attacksound"None"
gameDoom
inventory.pickupmessage"$GOTSHOTGUN"
inventory.pickupsound"weapons/shotgun/pump"
obituary"$OB_MPSHOTGUN"
scale0.9
spawnid27
weapon.ammogive10
weapon.ammogive24
weapon.ammotype1"ShotgunAmmoLoaded"
weapon.ammotype2"Shell"
weapon.ammouse10
weapon.ammouse20
weapon.selectionorder1300
weapon.slotnumber3

States

Spawn: SHTC A -1 Stop Ready: TNT1 A 0 A_PlaySound("weapons/shotgun/pump") SHTG A 1 Offset(-50, 80) SHTG A 1 Offset(-30, 65) SHTG A 1 Offset(-15, 50) ReadyLoop: SHTG A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_ALLOWZOOM) Goto ReadyLoop Deselect: SHTG A 1 Offset(-15, 50) SHTG A 1 Offset(-30, 65) SHTG A 1 Offset(-50, 80) TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait Fire: TNT1 A 0 A_JumpIfInventory("ShotgunAmmoLoaded",1,1) Goto Reload TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump") //This means we're coming here from a reload from empty TNT1 A 0 A_AlertMonsters TNT1 A 0 A_PlaySound("weapons/shotgun/fire", 1) TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30) TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, -12, 0, random(-5,5)) TNT1 A 0 A_Takeinventory("ShotgunAmmoLoaded",1) SHTG A 0 A_FireBullets (3.6, 3.6, 9, 7, "ShotgunPuff") TNT1 A 0 A_SetPitch(-8.0 + pitch) SHTF B 1 BRIGHT SHTF C 1 A_SetPitch(+1.0 + pitch) SHTF DE 1 A_SetPitch(+1.0 + pitch) SHTG A 1 A_SetPitch(+3.0 + pitch) SHTG AA 1 A_SetPitch(+1.0 + pitch) Pump: SHTG BD 1 PumpFromVertical: SHTG H 1 A_PlaySound("weapons/shotgun/pump", 3) SHTG IJ 1 SHTG KL 1 TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, 1) //Okay, I'll keep this bit of detail - don't spawn the case if the shotgun was empty TNT1 A 0 A_SpawnItemEx("ShotgunCasing", 14, -2, 40, 0, random(2,4), random(2,4)) //forward, right, up, v-forward, v-right, v-up SHTG KJH 1 TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1) SHTG GFEDC 1 A_WeaponReady(WRF_NOFIRE | WRF_ALLOWZOOM) SHTG A 1 Offset(10,36) SHTG A 1 Offset(4,40) SHTG A 1 Offset(0,32) SHTG A 0 A_Refire Goto ReadyLoop Reload: SHTG A 1 TNT1 A 0 A_JumpIfInventory("ShotgunAmmoLoaded", 0, "ReadyLoop") TNT1 A 0 A_JumpIfInventory("ShotgunAmmoLoaded", 1, "ReloadNormally") TNT1 A 0 A_GiveInventory("ShotgunWasEmpty", 1) ReloadNormally: TNT1 A 0 A_JumpIfInventory("Shell", 1, 1) Goto ReadyLoop //Abandon reload and return to ready SHTG BCDE 1 ReloadLoop: TNT1 A 0 A_JumpIfInventory("Shell",1,1) Goto ReloadAfter TNT1 A 0 A_JumpIfInventory("ShotgunAmmoLoaded", 0, "ReloadAfter") TNT1 A 0 A_Giveinventory("ShotgunAmmoLoaded",1) TNT1 A 0 A_Takeinventory("Shell",1) SSHR ABC 1 SSHR D 1 A_PlaySound("weapons/shotgun/insert") SSHR EFG 1 SSHR A 1 A_Refire TNT1 A 0 A_WeaponReady(WRF_NOPRIMARY | WRF_ALLOWZOOM) Goto ReloadLoop ReloadAfter: TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "PumpFromVertical") //Need to pump if there were no shells when we reloaded SHTG FEDCBA 1 A_WeaponReady(WRF_ALLOWZOOM) Goto ReadyLoop

Class Hierarchy

Classes defined in \weapons\SHOTGUN.txt