<
 
BD_Shotgun
: Shotgun
replaces Shotgun
 

File

Flags

Properties

attacksound""
inventory.pickupsound"weapons/shotgun/pump"
weapon.selectionorder130
weapon.slotnumber3
weapon.slotpriority1

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

Class Hierarchy

Classes defined in \WEAPONS\BD_SHOT.txt