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BD_Pistol
: Pistol
replaces Pistol
 

File

Properties

attacksound""
inventory.icon"PISTZ0"
weapon.ammotype2"Clip"
weapon.ammouse21
weapon.selectionorder190
weapon.slotnumber2

States

Ready: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Ready.Enhanced") PI0G A 1 A_WeaponReady(WRF_NOSECONDARY) Loop Deselect: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Deselect.Enhanced") PI0G A 1 A_Lower wait Select: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Select.Enhanced") TNT1 AAAAAAAA 0 A_Raise PI0S ABCDEE 1 A_WeaponReady(WRF_NOFIRE) goto ready Fire: //fire 14 tics, refire 5 tics TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Fire.Enhanced") TNT1 A 0 A_PlaySound("weapons/pistol") TNT1 A 0 A_gunflash PI0F A 3 A_FireBullets (5.6, 0, 1, 5, "EnBulletPuff") //exact equivalent of A_FirePistol PI0G ABCD 1 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("9mmCasing",random(3,4),cos(pitch)*-25,sin(-pitch)*25+random(31,32), random(1,3),0,random(4,6), random(-80,-90),0, SXF_ABSOLUTEMOMENTUM) PI0G E 2 PI0G F 2 PI0G A 3 TNT1 A 0 A_ReFire TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,0,sin(-pitch)*25+random(33,36), 0,0,1,0) PI0G A 5 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_weapons")==1,"Flash.Enhanced") TNT1 A 0 A_JumpIf(GetCVAR("bdoom_muzzle")==1,3) PI0F L 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone TNT1 A 0 A_Jump(256,1,3,5,7) PI0L A 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PI0L B 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PI0L C 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PI0L D 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone Flash.Enhanced: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_muzzle")==1,3) PIBF L 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone TNT1 A 0 A_Jump(256,1,3,5,7) PIBL A 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIBL B 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIBL C 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIBL D 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone Ready.Enhanced: TNT1 A 0 A_JumpIfInventory("ExtraPistol",1,"Ready.Dual") PIBN A 1 A_WeaponReady(WRF_NOSECONDARY) goto ready Select.Enhanced: TNT1 A 0 A_JumpIfInventory("ExtraPistol",1,"Select.Dual") TNT1 A 0 A_PlaySound("weapons/pistol/draw") TNT1 AAAAAAAA 0 A_Raise PIBS BCDE 1 A_WeaponReady(WRF_NOFIRE) goto ready Deselect.Enhanced: TNT1 A 0 A_JumpIfInventory("ExtraPistol",1,"Deselect.Dual") PIBN A 1 A_Lower TNT1 A 0 A_Lower loop Fire.Enhanced: TNT1 A 0 A_JumpIfInventory("ExtraPistol",1,"Fire.Dual") TNT1 A 0 A_gunflash TNT1 A 0 A_PlaySound("weapons/pistol/fire") PIBF A 3 A_FireBullets (5.6, 0, 1, 5, "EnBulletPuff") //A_FirePistol PIBN ABCD 1 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("9mmCasing",random(3,4),cos(pitch)*-25,sin(-pitch)*25+random(31,32), random(1,3),0,random(4,6), random(-80,-90),0, SXF_ABSOLUTEMOMENTUM) PIBN E 2 PIBN F 2 PIBN A 1 TNT1 A 0 A_ReFire("Fire.Enhanced") TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,0,sin(-pitch)*25+random(33,36), 0,0,1,0) PIBN A 5 goto ready Ready.Dual: PI2G A 1 A_WeaponReady goto ready Fire.Dual: TNT1 A 0 A_gunflash TNT1 A 0 A_PlaySound("weapons/pistol/fire") PI2F A 3 bright A_FireBullets (5.6, 0, 1, 5, "EnBulletPuff") PI2G ABCD 1 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("9mmCasing",random(3,4),cos(pitch)*-25,sin(-pitch)*25+random(31,32), random(1,3),0,random(4,6), random(-80,-90),0, SXF_ABSOLUTEMOMENTUM) PI2G E 2 PI2G F 2 PI2G A 1 TNT1 A 0 A_ReFire("Fire.Dual") TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,0,sin(-pitch)*25+random(39,41), 0,0,1,0) PI2G A 5 Goto Ready.Dual AltFire: PI2G A 2 PIDC BCD 1 TNT1 A 0 A_gunflash("AltFlash.Right") TNT1 A 0 A_PlaySound("weapons/pistol/fire") PIDF A 2 bright A_FireBullets (5, 1.5, -1, 5, "EnBulletPuff") PIDF BC 1 PIDF D 2 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("9mmCasing",random(13,14),cos(pitch)*-25,sin(-pitch)*25+random(35,37), random(1,3),0,random(4,6), random(-80,-90),0, SXF_ABSOLUTEMOMENTUM) PIDE E 2 A_ReFire TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,6,sin(-pitch)*25+random(34,36), 0,0,1,0) PIDF CB 1 PIDN A 1 PIDC DCB 2 goto ready.Dual AltHold: TNT1 A 0 A_gunflash("AltFlash.Left") TNT1 A 0 A_PlaySound("weapons/pistol/fire") PIDF E 2 bright A_FireBullets (7, 2.5, -1, 5, "EnBulletPuff") PIDF FG 1 PIDF H 2 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("9mmCasing",random(13,14),cos(pitch)*-25,sin(-pitch)*25+random(31,32), random(1,3),0,random(4,6), random(-80,-90),0, SXF_ABSOLUTEMOMENTUM) TNT1 A 0 A_gunflash("AltFlash.Right") TNT1 A 0 A_PlaySound("weapons/pistol/fire") PIDF I 2 bright A_FireBullets (7, 2.5, -1, 5, "EnBulletPuff") PIDF JK 1 PIDF L 2 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("9mmCasing",random(-6,-7),cos(pitch)*-25,sin(-pitch)*25+random(31,32), random(1,3),0,random(4,6), random(-80,-90),0, SXF_ABSOLUTEMOMENTUM) PIDE E 2 A_ReFire TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,3) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,-6,sin(-pitch)*25+random(34,36), 0,0,1,0) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,6,sin(-pitch)*25+random(36,38), 0,0,1,0) PIDF CB 1 PIDN A 1 PIDC DCB 2 goto ready.Dual Deselect.Dual: PI2G A 1 A_Lower TNT1 A 0 A_Lower loop Select.Dual: TNT1 AAAAAAAA 0 A_Raise TNT1 A 0 A_PLaysound("weapons/pistol/draw") PI2S ABCDE 1 A_WeaponReady(WRF_NOFIRE) goto ready.Dual PI2G A 1 A_Raise TNT1 A 0 A_Raise loop AltFlash.Right: TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_tracers")==0,2) TNT1 A 0 A_FireProjectile("BulletTracer",random(-1,1),0,-6,2,FPF_NOAUTOAIM,random(-1,1)) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_muzzle")==1,3) PIDF O 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone TNT1 A 0 A_Jump(256,1,3,5,7) PIDL A 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIDL B 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIDL C 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIDL D 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone AltFlash.Left: TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_tracers")==0,2) TNT1 A 0 A_FireProjectile("BulletTracer",random(-1,1),0,6,2,FPF_NOAUTOAIM,random(-1,1)) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_muzzle")==1,3) PIDF P 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone TNT1 A 0 A_Jump(256,1,3,5,7) PIDL E 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIDL F 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIDL G 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone PIDL H 3 bright A_Light1 TNT1 A 1 A_light1 goto lightdone

Class Hierarchy

Classes defined in \WEAPONS\BD_PIST.txt