File
- Defined in \WEAPONS\BD_ROCK.txt
Properties
inventory.pickupsound | "pickups/rocketlauncher" |
weapon.ammotype2 | "RocketAmmo" |
weapon.ammouse2 | 1 |
weapon.selectionorder | 250 |
weapon.slotnumber | 5 |
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