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BdSuperShotgun
replaces SuperShotgun
 

File

Flags

Properties

//$categoryWeapons
gameDoom
inventory.pickupmessage"$GOTSHOTGUN2"
inventory.pickupsound"weapons/sshoto"
obituary"$OB_MPSSHOTGUN"
scale0.9
weapon.ammogive14
weapon.ammogive20
weapon.ammotype1"Shell"
weapon.ammouse10
weapon.ammouse20
weapon.kickback50
weapon.selectionorder400
weapon.slotnumber3

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

Class Hierarchy

Classes defined in \weapons\SSG.txt