File
- Defined in \WEAPONS\BD_PIST.txt
Properties
attacksound | "" |
inventory.icon | "PISTZ0" |
weapon.ammotype2 | "Clip" |
weapon.ammouse2 | 1 |
weapon.selectionorder | 190 |
weapon.slotnumber | 2 |
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