File
- Defined in \WEAPONS\BD_SSG.txt
Properties
attacksound | "" |
decal | ShotChip |
inventory.pickupsound | "weapons/ssg/close" |
weapon.ammotype2 | "Shell" |
weapon.ammouse | 2 |
weapon.ammouse2 | 1 |
weapon.selectionorder | 40 |
weapon.slotnumber | 3 |
weapon.slotpriority | 0 |
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