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BD_Chaingun
: Chaingun
replaces Chaingun
 

File

Properties

attacksound""
inventory.pickupsound"pickups/chaingun"
scale.8
weapon.ammotype2"Clip"
weapon.ammouse21
weapon.selectionorder70
weapon.slotnumber4

States

Select: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==0,2) TNT1 A 0 A_PlaySound("weapons/chaingun/draw") TNT1 AAAAAAAA 0 A_Raise CHGS ABCDEF 1 A_WeaponReady(WRF_NOFIRE) goto ready Deselect: TNT1 A 0 A_TakeInventory("ChaingunHeatCounter",50) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Deselect.Enhanced") CHGG A 1 A_Lower wait Ready: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Ready.Enhanced") CHGG A 1 A_WeaponReady(WRF_NOSECONDARY) loop Fire: TNT1 A 0 a_gunflash TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,3) TNT1 A 0 A_PlaySound("weapons/chngun") TNT1 A 0 A_Jump(256,2) TNT1 A 0 A_PlaySound("weapons/chaingun/fire") CHGG A 1 offset(0,35) A_FireBullets (5.6, 0, 1, 5, "EnBulletPuff") //Exact equivalent of A_FireCGun CHGG B 1 offset(0,35) TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("ChaingunCasing",random(15,16),cos(pitch)*-25,sin(-pitch)*25+random(22,24), random(1,3),0,random(4,6), random(-80,-90)) CHGG CD 1 offset(0,35) TNT1 A 0 A_CheckReload TNT1 A 0 a_gunflash TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,3) TNT1 A 0 A_PlaySound("weapons/chngun") TNT1 A 0 A_Jump(256,2) TNT1 A 0 A_PlaySound("weapons/chaingun/fire") CHGG A 1 offset(0,35) A_FireBullets (5.6, 0, 1, 5, "EnBulletPuff") //Exact equivalent of A_FireCGun CHGG B 1 offset(0,35) TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("ChaingunCasing",random(15,16),cos(pitch)*-25,sin(-pitch)*25+random(22,24), random(1,3),0,random(4,6), random(-80,-90)) CHGG CD 1 offset(0,35) TNT1 A 0 A_refire TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,3) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",24,random(-1,1),sin(-pitch)*25+random(35,36), 0,0,1,0) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",24,random(-1,1),sin(-pitch)*25+random(35,36), 0,0,1,0) CHGG ABCD 1 offset(0,32) A_WeaponReady(WRF_NOSECONDARY) CHGG ABCD 2 offset(0,32) A_WeaponReady(WRF_NOSECONDARY) CHGG ABCD 3 offset(0,32) A_WeaponReady(WRF_NOSECONDARY) goto ready Flash: TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_tracers")==0,2) TNT1 A 0 A_FireProjectile("BulletTracer",random(-1,1),0,0,0,FPF_NOAUTOAIM,random(-1,1)) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_muzzle")==1,2) CHGF L 1 offset(0,35) bright A_Light1 goto lightdone TNT1 A 0 A_Jump(256,1,2,3,4,5,6) CHGL A 1 offset(0,35) bright A_Light1 goto lightdone CHGL B 1 offset(0,35) bright A_Light1 goto lightdone CHGL C 1 offset(0,35) bright A_Light1 goto lightdone CHGL D 1 offset(0,35) bright A_Light1 goto lightdone CHGL E 1 offset(0,35) bright A_Light1 goto lightdone CHGL F 1 offset(0,35) bright A_Light1 goto lightdone Deselect.Enhanced: TNT1 A 0 A_StopSoundEx("Body") CHGG A 1 A_Lower wait Ready.Enhanced: TNT1 A 0 A_StopSoundEx("Body") CHGG A 1 A_WeaponReady goto ready Flash.Enhanced: TNT1 A 2 A_Light2 TNT1 A 2 A_light1 goto lightdone AltFire: TNT1 A 0 A_playsound("weapons/chaingun/start") CHGG ABCDABCD 2 CHGG ABCDABCD 1 TNT1 A 0 A_playsoundEx("weapons/chaingun/spin","body",1) CHGG ACACACACAC 1 TNT1 A 0 A_GiveINventory("ChaingunHeatCounter",1) TNT1 A 0 a_gunflash TNT1 A 0 A_PlaySound("weapons/chaingun/fire") CHGG A 1 offset(0,35) A_firebullets(8,3,1,5,"EnBulletPuff") //Equivalent of A_FireCGun but with larger spread CHGG C 1 offset(0,35) TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("ChaingunCasing",random(15,16),cos(pitch)*-25,sin(-pitch)*25+random(22,24), random(1,3),0,random(4,6), random(-80,-90)) TNT1 A 0 A_CheckReload TNT1 A 0 A_GiveINventory("ChaingunHeatCounter",1) TNT1 A 0 a_gunflash TNT1 A 0 A_PlaySound("weapons/chaingun/fire") CHGG A 1 offset(0,35) A_firebullets(8,3,1,5,"EnBulletPuff") CHGG C 1 offset(0,35) TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("ChaingunCasing",random(15,16),cos(pitch)*-25,sin(-pitch)*25+random(22,24), random(1,3),0,random(4,6), random(-80,-90)) TNT1 A 0 A_CheckReload AltHold: TNT1 A 0 A_GiveINventory("ChaingunHeatCounter",1) TNT1 A 0 a_gunflash TNT1 A 0 A_PlaySound("weapons/chaingun/fire") CHGG A 1 offset(0,35) A_firebullets(8,3,1,5,"EnBulletPuff") CHGG C 1 offset(0,35) TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("ChaingunCasing",random(15,16),cos(pitch)*-25,sin(-pitch)*25+random(22,24), random(1,3),0,random(4,6), random(-80,-90)) TNT1 A 0 A_JumpIfInventory("ChaingunHeatCounter",50,2) TNT1 A 0 A_refire TNT1 A 0 A_TakeInventory("ChaingunHeatCounter",50) TNT1 A 0 A_StopSoundEx("body") TNT1 A 0 A_playsoundEx("weapons/chaingun/stop","body") CHGG ABCDA 1 offset(0,32) A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,3),sin(-pitch)*25+random(33,37), 0,0,1,0) CHGG BCDABC 2 offset(0,32) A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,3),sin(-pitch)*25+random(33,37), 0,0,1,0) CHGG DABCD 3 offset(0,32) A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,3),sin(-pitch)*25+random(33,37), 0,0,1,0) TNT1 A 0 A_ClearRefire TNT1 A 0 A_JumpIfInventory("ChaingunHeatCounter",50,2) TNT1 A 0 A_Jump(256,"Ready") TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,3),sin(-pitch)*25+random(33,37), 0,0,1,0) CHGG A 4 offset(0,32) A_WeaponReady(WRF_NOFIRE) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,3),sin(-pitch)*25+random(33,37), 0,0,1,0) CHGG B 4 offset(0,32) A_WeaponReady(WRF_NOFIRE) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,3),sin(-pitch)*25+random(33,37), 0,0,1,0) CHGG C 4 offset(0,32) A_WeaponReady(WRF_NOFIRE) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,3),sin(-pitch)*25+random(33,37), 0,0,1,0) CHGG D 4 offset(0,32) A_WeaponReady(WRF_NOFIRE) goto ready AltFlash: TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_tracers")==0,"Flash") TNT1 A 0 A_FireProjectile("BulletTracer",random(-3,3),0,0,0,FPF_NOAUTOAIM,random(-2,2)) TNT1 A 0 A_JumpIfInventory("ChaingunHeatCounter",25,"FlashHeated") goto flash FlashHeated: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_muzzle")==1,3) CHHF L 1 offset(0,35) bright A_Light1 CHHG A 2 offset(0,35) goto lightdone TNT1 A 0 A_Jump(256,1,2,3,4,5,6) CHHL A 1 offset(0,35) bright A_Light1 CHHG A 2 offset(0,35) goto lightdone CHHL B 1 offset(0,35) bright A_Light1 CHHG A 2 offset(0,35) goto lightdone CHHL C 1 offset(0,35) bright A_Light1 CHHG A 2 offset(0,35) goto lightdone CHHL D 1 offset(0,35) bright A_Light1 CHHG A 2 offset(0,35) goto lightdone CHHL E 1 offset(0,35) bright A_Light1 CHHG A 2 offset(0,35) goto lightdone CHHL F 1 offset(0,35) bright A_Light1 CHHG A 2 offset(0,35) goto lightdone

Class Hierarchy

Classes defined in \WEAPONS\BD_CHGN.txt