<
 
BD_RocketLauncher
: RocketLauncher
replaces RocketLauncher
 

File

Properties

inventory.pickupsound"pickups/rocketlauncher"
weapon.ammotype2"RocketAmmo"
weapon.ammouse21
weapon.selectionorder250
weapon.slotnumber5

States

Select: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==0,2) TNT1 A 0 A_PlaySound("weapons/rlan/draw") TNT1 AAAAAAAA 0 A_Raise RLAN DCBEFG 1 A_WeaponReady(WRF_NOFIRE) goto ready Deselect: RLAN A 1 A_Lower loop Ready: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,2) RLAN A 1 A_WeaponReady(WRF_NOSECONDARY) loop RLAN A 1 A_WeaponReady loop Fire: //8 tics before fire, 12 tics fire, 0 tics refire RLAN A 2 TNT1 A 0 A_GunFlash RLAN ABC 2 RLAN D 3 A_firecustommissile("BD_Rocket",0,1) RLAN CB 3 RLAN EFG 1 TNT1 A 0 A_Refire goto ready AltFire: RLAN A 20 A_PlaySound("weapons/rlan/lock") TNT1 A 0 A_GunFlash RLAN ABC 2 RLAN D 2 A_firecustommissile("BD_HomingRocket",0,1) RLAN CB 3 RLAN EFG 1 RLAN A 15 A_WeaponReady(WRF_NOSECONDARY) RLAN A 8 A_ReFire goto ready Flash: RLAF A 2 Bright A_Light1 RLAF B 2 Bright RLAF C 2 Bright A_Light2 RLAF DE 3 Bright Goto LightDone

Class Hierarchy

Classes defined in \WEAPONS\BD_ROCK.txt