File
- Defined in \weapons\SSG.txt
Flags
Properties
//$category | Weapons |
game | Doom |
inventory.pickupmessage | "$GOTSHOTGUN2" |
inventory.pickupsound | "weapons/sshoto" |
obituary | "$OB_MPSSHOTGUN" |
scale | 0.9 |
weapon.ammogive1 | 4 |
weapon.ammogive2 | 0 |
weapon.ammotype1 | "Shell" |
weapon.ammouse1 | 0 |
weapon.ammouse2 | 0 |
weapon.kickback | 50 |
weapon.selectionorder | 400 |
weapon.slotnumber | 3 |
States
Spawn:
SGN2 A -1
Ready:
SHT2 U 1 Offset(20,46)
SHT2 V 1 Offset(1,33)
TNT1 A 0 A_PlaySound("weapons/sshotl")
SHT2 WX 1
SHT2 YZ 1
TNT1 A 0 A_PlaySound("weapons/sshotc")
SHO9 DE 1
SHO9 FG 1
ReadyLoop:
SHT2 A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_ALLOWZOOM)
Goto ReadyLoop
Deselect:
SHT5 DCBA 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1
Wait
NoAmmo:
SHT2 A 8 A_PlaySound("weapons/empty", 2)
Goto ReadyLoop
Fire:
TNT1 A 0 A_JumpIfInventory("Shell", 2, 1)
Goto NoAmmo
TNT1 A 0 A_TakeInventory("Shell", 2)
TNT1 A 0 A_Recoil(5)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_firebullets (0,0,1,15,"FlakPuff",0,180)
SHO9 A 1 BRIGHT A_playsound("weapons/ssg/fire", 5)
TNT1 AAAAAAAAAAA 0 A_FireCustomMissile("Tracer", random(-10,10), 0, -1, -12, 0, random(-5,5))
TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0)
TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
SHO9 B 1 BRIGHT
TNT1 A 0 A_FireBullets (12, 6, 10, 7, "ShotgunPuff")
TNT1 A 0 A_FireBullets (12, 6, 10, 7, "ShotgunPuff")
TNT1 A 0 A_SetPitch(-16.0 + pitch)
TNT1 A 0 A_FireCustomMissile("PlayerQuakeLarge", 0, 0, 0, 0)
SHO9 B 1 BRIGHT A_SetPitch(+2.0 + pitch)
SHO8 C 1 Offset(0,62)
TNT1 A 0 A_SetPitch(+2.0 + pitch)
SHO8 D 1 Offset(0,61)
TNT1 A 0 A_SetPitch(+2.0 + pitch)
SHO8 E 1 Offset(0,60)
TNT1 A 0 A_SetPitch(+2.0 + pitch)
SHO8 E 2 Offset(0,56)
TNT1 A 0 A_SetPitch(+2.0 + pitch)
SHO8 C 2 Offset(0,42)
TNT1 A 0 A_SetPitch(+2.0 + pitch)
SHT2 A 3 A_SetPitch(+2.0 + pitch)
TNT1 A 0 A_SetPitch(+2.0 + pitch)
TNT1 A 0 A_JumpIfInventory("Shell", 2, 1) //Check if has ammo to reload 2 shells
Goto Ready
SHT2 B 2 Offset(20,48)
SHT2 B 2 Offset(10,36)
SHT2 BCDEF 1
SHT2 GH 1
SHT2 IJ 1
TNT1 A 0 A_PlaySound("weapons/sshoto")
SHT2 K 2
TNT1 A 0 A_SpawnItemEx("ShotgunCasing", 14, 1, 40, 0, random(-4,-2), random(2,4)) //forward, right, up, v-forward, v-right, v-up
TNT1 A 0 A_SpawnItemEx("ShotgunCasing", 14, 0, 40, 0, random(-4,-2), random(2,4)) //forward, right, up, v-forward, v-right, v-up
SHT2 L 10
SHT2 MMNNOO 1
TNT1 A 0 A_playsound("weapons/sshotl")
SHT2 P 1 Offset(10,36)
SHT2 P 1 Offset(20,46)
SHT2 Q 1 Offset(30,56)
SHT2 Q 1 Offset(40,66)
SHT2 R 1 Offset(50,76)
SHT2 S 2
SHT2 T 1 Offset(30,56)
SHT2 U 1 Offset(20,46)
SHT2 V 1 Offset(1,33)
TNT1 A 0 A_PlaySound("weapons/sshotc")
SHT2 WX 1
SHT2 YZ 1
SHO9 DE 1
SHO9 FG 1
TNT1 A 0 A_ReFire
SHT2 A 2
Goto ReadyLoop