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BD_SuperShotgun
: SuperShotgun
replaces Supershotgun
 

File

Properties

attacksound""
decalShotChip
inventory.pickupsound"weapons/ssg/close"
weapon.ammotype2"Shell"
weapon.ammouse2
weapon.ammouse21
weapon.selectionorder40
weapon.slotnumber3
weapon.slotpriority0

States

Select: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Select.Enhanced") TNT1 AAAAAAAA 0 A_Raise SH21 ABCDEF 1 A_WeaponReady(WRF_NOFIRE) goto ready Deselect: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Deselect.Enhanced") SH2N C 1 A_Lower wait Ready: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Ready.Enhanced") SH2N C 1 A_WeaponReady(WRF_NOSECONDARY) loop Fire: //before fire = 3 tics, fire = 48 tics tics, 1st refire =6 tics, 2nd refire = 5 tics TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Fire.Enhanced") TNT1 A 0 A_Gunflash SH2N C 3 TNT1 A 0 A_PlaySound("weapons/sshotf") SH2F Z 2 A_FireBullets(11.2, 7.1, 20, 5, "EnBulletPuff") SH2F A 2 SH2F B 2 SH2N C 2 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,3) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(1,2),sin(-pitch)*25+random(34,36), 0,0,1,0) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-1,-2),sin(-pitch)*25+random(34,36), 0,0,1,0) TNT1 A 0 A_CheckReload goto reload Reload: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons")==1,"Reload.Enhanced") SH2R ABCDEFGH 1 SH2R I 1 A_playsound("weapons/sshoto") SH2R JKL 1 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,3) TNT1 A 0 A_SpawnItemEx("ShotgunCasing",random(-4,-5),cos(pitch)*25,sin(-pitch)*25+random(20,22), random(2,3),0,random(5,7), random(90,105)) TNT1 A 0 A_SpawnItemEx("ShotgunCasing",random(-6,-7),cos(pitch)*25,sin(-pitch)*25+random(20,22), random(2,3),0,random(5,7), random(100,110)) SH2R MNOPQX 2 SH2R Y 2 A_playsound("weapons/sshotl") SH2R Z 2 SH2S ABCD 1 SH2S EFGH 2 TNT1 A 0 A_playsound("weapons/sshotc") TNT1 A 0 A_ReFire //("Fire") SH2S H 1 SH2N C 5 SH2N C 5 A_Refire goto ready Flash: TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_tracers")==0,11) TNT1 AAAAAAAAAA 0 A_FireProjectile("BulletTracer",random(-7,7),0,0,0,FPF_NOAUTOAIM,random(-3,3)) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_muzzle")==1,3) SH2L A 3 bright A_Light1 SH2L B 2 bright A_light2 goto lightdone TNT1 A 0 A_Jump(256,1,3,5) SH2P A 3 bright A_Light1 TNT1 A 0 A_Jump(256,5) SH2P B 3 bright A_Light1 TNT1 A 0 A_Jump(256,3) SH2P C 3 bright A_Light1 TNT1 A 0 A_Jump(256,1,2,3) SH2P D 2 bright A_Light2 goto lightdone SH2P E 2 bright A_Light2 goto lightdone SH2P F 2 bright A_Light2 goto lightdone Select.Enhanced: TNT1 A 0 A_PlaySound("weapons/ssg/draw") TNT1 A 0 A_JumpIfInventory("SSGshotfired",1,"Select1") TNT1 AAAAAAAA 0 A_Raise SH21 ABCDEF 1 A_WeaponReady(WRF_NOFIRE) goto ready Select1: TNT1 AAAAAAAA 0 A_Raise SH21 ABCDE 1 A_WeaponReady(WRF_NOFIRE) SH2N B 1 A_WeaponReady(WRF_NOFIRE) goto ready Deselect.Enhanced: TNT1 A 0 A_JumpIfInventory("SSGshotfired",1,3) SH2N A 1 A_Lower TNT1 A 0 A_Lower goto Deselect.Enhanced+1 SH2N B 1 A_Lower TNT1 A 0 A_Lower goto Deselect.Enhanced+3 Ready.Enhanced: TNT1 A 0 A_JumpIfInventory("SSGshotfired",1,2) SH2N A 1 A_WeaponReady goto ready SH2N B 1 A_weaponready goto ready Fire.Enhanced: TNT1 A 0 A_JumpIfInventory("SSGshotfired",1,"Reload.Enhanced1") TNT1 A 0 A_Gunflash SH2N A 3 TNT1 A 0 A_Playsound("weapons/ssg/fire", 5) SH2F X 1 bright A_FireBullets(11.2, 7.1, 20, 5, "EnBulletPuff") TNT1 A 0 A_Playsound("weapons/ssg/fire", 6) SH2F Y 1 SH2F A 2 SH2F B 2 SH2N C 2 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,3) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(1,2),sin(-pitch)*25+random(34,36), 0,0,1,0) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-1,-2),sin(-pitch)*25+random(34,36), 0,0,1,0) TNT1 A 0 A_CheckReload goto reload.enhanced AltFire: TNT1 A 0 A_JumpIfInventory("SSGshotfired",1,"AltFireSecond") TNT1 A 0 A_Gunflash("AltFlash.Left") SH2N A 3 TNT1 A 0 A_GiveInventory("SSGshotFired",1) TNT1 A 0 A_Playsound("weapons/ssg/fire",5) SH2F X 1 bright A_FireBullets(10,6.5,10,5,"EnBulletPuff") //same parameters as regular shot but half of the bullets TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(1,2),sin(-pitch)*25+random(34,36), 0,0,1,0) SH2F CD 2 SH2N B 2 goto ready AltFireSecond: TNT1 A 0 A_Gunflash("AltFlash.Right") SH2N B 3 TNT1 A 0 A_Takeinventory("SSGshotFired",1) TNT1 A 0 A_Playsound("weapons/ssg/fire",5) SH2F Y 1 bright A_FireBullets(10,6.5,10,5,"EnBulletPuff") TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("WeaponSmoke",cos(pitch)*25,random(-1,-2),sin(-pitch)*25+random(34,36), 0,0,1,0) SH2F AB 2 SH2N C 2 TNT1 A 0 A_CheckReload goto Reload.Enhanced Reload.Enhanced: SH2R ABCDEFGH 1 SH2R I 1 A_playsound("weapons/ssg/open") SH2R JKL 1 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,3) TNT1 A 0 A_SpawnItemEx("ShotgunCasing",random(-4,-5),cos(pitch)*25,sin(-pitch)*25+random(20,22), random(2,3),0,random(5,7), random(90,105)) TNT1 A 0 A_SpawnItemEx("ShotgunCasing",random(-6,-7),cos(pitch)*25,sin(-pitch)*25+random(20,22), random(2,3),0,random(5,7), random(100,110)) SH2R MN 1 SH2R OPR 2 SH2R S 2 A_playsound("weapons/ssg/in") SH2R TU 1 SH2R VWX 2 SH2R Y 2 A_playsound("weapons/ssg/in") SH2R Z 1 SH2S ABCDEFG 1 TNT1 A 0 A_playsound("weapons/ssg/close") SH2S H 1 A_ReFire //("Fire") SH2N A 1 A_Refire goto ready Reload.Enhanced1: TNT1 A 0 A_CheckReload TNT1 A 0 A_TakeInventory("SSGshotFired",1) SH2R ABCDEFGH 1 SH2R I 1 A_playsound("weapons/ssg/open") SH2R JKL 1 TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_debris")==0,2) TNT1 A 0 A_SpawnItemEx("ShotgunCasing",random(-5,-6),cos(pitch)*25,sin(-pitch)*25+random(20,22), random(2,3),0,random(5,7), random(95,105)) SH2R UVWX 2 SH2R Y 2 A_playsound("weapons/ssg/in") SH2R Z 1 SH2S ABCDEFG 1 TNT1 A 0 A_playsound("weapons/ssg/close") SH2S H 1 A_ReFire //("Fire") SH2N A 5 A_Refire goto ready AltFlash.Right: TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_tracers")==0,6) TNT1 AAAAA 0 A_FireProjectile("BulletTracer",random(-6,6),0,0,0,FPF_NOAUTOAIM,random(-3,3)) TNT1 A 0 A_Jump(256,1,3,5) SH2M A 3 bright A_Light1 TNT1 A 0 A_Jump(256,5) SH2M B 3 bright A_Light1 TNT1 A 0 A_Jump(256,3) SH2M C 3 bright A_Light1 TNT1 A 0 A_Jump(256,1,2,3) SH2M D 2 bright A_Light2 goto lightdone SH2M E 2 bright A_Light2 goto lightdone SH2M F 2 bright A_Light2 goto lightdone AltFlash.Left: TNT1 A 0 A_JumpIf(GetCVAR("Bdoom_tracers")==0,6) TNT1 AAAAA 0 A_FireProjectile("BulletTracer",random(-6,6),0,0,0,FPF_NOAUTOAIM,random(-3,3)) TNT1 A 0 A_Jump(256,1,3,5) SH2O A 3 bright A_Light1 TNT1 A 0 A_Jump(256,5) SH2O B 3 bright A_Light1 TNT1 A 0 A_Jump(256,3) SH2O C 3 bright A_Light1 TNT1 A 0 A_Jump(256,1,2,3) SH2O D 2 bright A_Light2 goto lightdone SH2O E 2 bright A_Light2 goto lightdone SH2O F 2 bright A_Light2 goto lightdone

Class Hierarchy

Classes defined in \WEAPONS\BD_SSG.txt