File
- Defined in \WEAPONS\BD_SHOT.txt
Flags
Properties
attacksound | "" |
inventory.pickupsound | "weapons/shotgun/pump" |
weapon.selectionorder | 130 |
weapon.slotnumber | 3 |
weapon.slotpriority | 1 |
States
Ready:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,2)
SHOG A 1 A_WeaponReady(WRF_NOSECONDARY)
loop
SHOG A 1 A_WeaponReady
loop
Deselect:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Deselect.Enhanced")
SHOG A 1 A_Lower
wait
Select:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==0,2)
TNT1 A 0 A_PlaySound("weapons/shotgun/draw")
TNT1 AAAAAAAA 0 A_Raise
SHOS FEDCBA 1 A_WeaponReady(WRF_NOFIRE)
goto ready
Fire: //fire 37 tics, refire 7 tics
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Fire.Enhanced")
TNT1 A 0 A_ALertMonsters
SHOG A 3
TNT1 A 0 A_gunflash
TNT1 A 0 A_PlaySound("weapons/shotgf")
SHOF A 3 A_FireBullets (5.6, 0, 7, 5, "EnShotPuff") //Exact equivalent of A_FireShotgun
SHOG BDFHIJKL 1
SHOG M 2
TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,3)
TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,-4),sin(-pitch)*25+random(39,40), 0,0,1,0)
TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,-4),sin(-pitch)*25+random(39,40), 0,0,1,0)
SHOG N 3
TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2)
TNT1 A 0 A_SpawnItemEx("ShotgunCasing",random(-7,-9),cos(pitch)*-25,sin(-pitch)*25+random(26,28), random(3,5),0,random(4,6), random(-80,-90))
SHOG O 3
SHOG NLKJIHGFE 1
SHOG DCB 2
SHOG A 7 A_ReFire
Goto Ready
Flash:
TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_tracers")==0,7)
TNT1 AAAAAA 0 A_FireProjectile("BulletTracer",random(-3,3),0,0,0,FPF_NOAUTOAIM,random(-1,1))
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_muzzle")==1,3)
SHOF L 3 bright A_Light2
TNT1 A 2 A_light1
goto lightdone
TNT1 A 0 A_Jump(256,1,3,5,7)
SHOL A 3 bright A_Light2
TNT1 A 1 A_light1
goto lightdone
SHOL B 3 bright A_Light2
TNT1 A 1 A_light1
goto lightdone
SHOL C 3 bright A_Light2
TNT1 A 1 A_light1
goto lightdone
SHOL D 3 bright A_Light2
TNT1 A 1 A_light1
goto lightdone
Deselect.Enhanced:
SHOG A 1 A_Lower
TNT1 A 0 A_Lower
loop
Fire.Enhanced:
TNT1 A 0 A_AlertMonsters
SHOG A 3
TNT1 A 0 A_gunflash
TNT1 A 0 A_PlaySoundEx("weapons/shotgun/fire","soundslot6",0)
SHOF A 3 bright A_FireBullets (5.6, 0, 7, 5, "EnShotPuff") //Exact equivalent of A_FireShotgun
SHOG BDFHIJKL 1
SHOG M 2 A_playsound("weapons/shotgun/pump")
TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2)
TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-3,-5),sin(-pitch)*25+random(38,40), 0,0,1,0)
SHOG N 3
TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2)
TNT1 A 0 A_SpawnItemEx("ShotgunCasing",random(-7,-9),cos(pitch)*-25,sin(-pitch)*25+random(26,28), random(3,5),0,random(4,6), random(-80,-90))
SHOG O 3
SHOG NLKJIHGFE 1
SHOG DC 2
SHOG BB 1 A_WeaponReady(WRF_NOPRIMARY)
TNT1 A 0 A_ReFire
SHOG AAAAAAA 1 A_WeaponReady(WRF_NOPRIMARY)
Goto Ready
Altfire:
SHOS ABCDEF 1
AltHold:
TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"AltHoldStrong")
TNT1 A 0 A_playsound("weapons/fist/swing")
SHOM ABC 1
TNT1 A 0 A_RadiusThrust(2048,64,RTF_NOIMPACTDAMAGE|RTF_NOTMISSILE,48) //A_Blast(BF_NOIMPACTDAMAGE|BF_DONTWARN,8,64,0)
SHOM D 3 A_CustomPunch(6*random(2,6),TRUE,CPF_NOTURN,"ShotgunMeleePuff",72)
SHOM EF 2
SHOM GHI 2 A_WeaponReady(WRF_NOSECONDARY)
SHOM JJ 1 A_WeaponReady(WRF_NOSECONDARY)
TNT1 AAA 1 A_WeaponReady(WRF_NOSECONDARY)
TNT1 A 0 A_ReFire
SHOS FEDCBA 1 A_WeaponReady(WRF_NOSECONDARY)
goto ready
AltHoldStrong:
TNT1 A 0 A_playsound("weapons/fist/swing")
SHOM ABC 1
TNT1 A 0 A_RadiusThrust(5000,64,RTF_NOIMPACTDAMAGE|RTF_NOTMISSILE,64) //A_Blast(BF_DONTWARN,16,64,12)
SHOM D 1 A_CustomPunch(42*random(1,6),TRUE,CPF_NOTURN,"FistPuffStrong",72)
SHOM D 1 offset(0,32)
SHOM D 1 offset(-1,33)
SHOM D 1 offset(1,34)
SHOM D 1 offset(2,32)
SHOM EF 2
SHOM GHI 2 A_WeaponReady(WRF_NOSECONDARY)
SHOM JJ 1 A_WeaponReady(WRF_NOSECONDARY)
TNT1 A 1 A_WeaponReady(WRF_NOSECONDARY)
TNT1 A 0 A_ReFire
SHOS FEDCBA 1 A_WeaponReady(WRF_NOSECONDARY)
goto ready