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AssaultRifle
: Weapon
 

File

Flags

Properties

//$categoryWeapons
decalBulletchip
inventory.pickupmessage"\c[Gs2Text]You picked up an Assault rifle"
obituary"%o got his strike countered by %k's Assault Rifle"
tag"Assault Rifle"
weapon.ammogive150
weapon.ammogive250
weapon.ammotype"Rifle_Mag"
weapon.ammotype2Rifle_Shot
weapon.ammouse1
weapon.ammouse21
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder700
weapon.upsound"DEPLOYR"

States

Ready: TNT1 A 0 A_JumpIfInventory("Rifle_Shot",0,2) TNT1 A 0 A_JumpIf(CallACS("GSReloader",4)==1,2) GSRF A 1 A_WeaponReady(WRF_NOSECONDARY) Goto Ready GSRF A 1 A_WeaponReady(WRF_ALLOWRELOAD) Goto Ready Deselect: GSRF A 1 A_Lower GSRF A 0 A_Lower Loop Select: GSRF A 1 A_Raise GSRF A 0 A_Raise Loop Fire: TNT1 A 0 a_jumpifinventory("Rifle_Shot",1,1) Goto Reload TNT1 A 0 A_TakeInventory("Rifle_Shot",1) COLT B 0 A_FireBullets (7.6, 3.2, 1, 10, "BulletPuff") GSRF B 1 bright A_PlaySound("RFFIRE", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("RifleCasingSpawner",-5,0,-2,2) GSRF C 1 bright GSRF D 2 GSRF A 1 GSRF A 0 A_ReFire Goto Ready Reload: GSRF EFG 1 TNT1 A 0 A_PlaySound("RFCLIPOT") GSRF HI 2 GSRF J 18 GSRF KL 2 COLT B 0 A_PlaySound("RFCLIPIN") GSRF L 1 GSRF MN 2 GSRF OP 2 COLT B 0 A_PlaySound("RFBOLT") GSRF Q 2 GSRF R 8 GSRF ST 1 GSRF A 1 ReloadLoop: TNT1 A 0 A_JumpIf(CallACS("GSReloader",4)==1,1) Goto Ready TNT1 A 0 A_JumpIfInventory("Rifle_Shot",0,"Ready") TNT1 A 0 A_GiveInventory("Rifle_Shot") Loop Spawn: WSAR A -1 Stop

Class Hierarchy

Classes defined in \DEC_WEPS