File
- Defined in \DEC_WEPS
Flags
Properties
//$category | Weapons |
inventory.pickupmessage | "\c[Gs2Text]you got the Cupid Mark 5!" |
tag | "Cupid Mark 5" |
weapon.ammogive1 | 10 |
weapon.ammogive2 | 4 |
weapon.ammotype1 | "DrumMag" |
weapon.ammotype2 | Cupid_Shot |
weapon.ammouse1 | 1 |
weapon.ammouse2 | 1 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 800 |
weapon.upsound | "CUPDRAW" |
States
Ready:
TNT1 A 0 A_JumpIfInventory("Cupid_Shot",0,2)
TNT1 A 0 A_JumpIf(CallACS("GSReloader",5)==1,2)
CUPD A 1 A_WeaponReady
Goto Ready
CUPD A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Goto Ready
Loop
Ready2:
TNT1 A 0 A_JumpIfInventory("Cupid_Shot",0,2)
TNT1 A 0 A_JumpIf(CallACS("GSReloader",5)==1,2)
SCPC A 1 A_WeaponReady(WRF_NOBOB)
Goto Ready2
SCPC A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_NOBOB)
Goto Ready2
Loop
Deselect:
SSTG A 0 A_ZoomFactor(1.0, ZOOM_INSTANT)
TNT1 A 0 A_Takeinventory("IronSightSniper",1)
CUPD A 1 A_Lower
CUPD A 0 A_Lower
Loop
Select:
CUPD A 1 A_Raise
CUPD A 0 A_Raise
Loop
Fire:
TNT1 A 0 a_jumpifinventory("Cupid_Shot",1,1)
Goto Reload
TNT1 A 0 A_JumpIfInventory("IronSightSniper",1,"Fire2")
CUPD A 1
TNT1 A 0 A_Playsound ("CUPFIRE", CHAN_WEAPON)
TNT1 A 0 A_TakeInventory("Cupid_Shot",1)
TNT1 A 0 A_RailAttack(400, 0, 1, "Red", "Red", RGF_FULLBRIGHT|RGF_SILENT, 0,"HeartHurter",0,0,0,0,0.0001,1.0,"HeartParticle")
CUPD BC 1 bright
CUPD D 1
CUPD F 4
CUPD G 2
CUPD F 4
CUPD DE 2
CUPD A 2
CUPD A 0 A_ReFire
Goto Ready
Fire2:
TNT1 A 0 a_jumpifinventory("DrumMag",1,1)
Goto Deselect
SCPC A 1
TNT1 A 0 A_Playsound ("CUPFIRE", CHAN_WEAPON)
TNT1 A 0 A_RailAttack(400, 0, 1, "Red", "Red", RGF_FULLBRIGHT|RGF_SILENT, 0,"HeartHurter",0,0,0,0,0.0001,1.0,"HeartParticle")
TNT1 A 0 A_TakeInventory("Cupid_Shot",1)
SCPC AA 1 bright
SCPC A 1
SCPC A 12
SCPC AA 2
SCPC A 2
RBGN A 0 A_ReFire
Goto Ready2
AltFire:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("IronSightSniper",1,6)
TNT1 A 0 A_Giveinventory("IronSightSniper",1)
TNT1 A 0 A_ZoomFactor(4.0, ZOOM_INSTANT)
SCPC A 1
Goto Ready2
TNT1 AAAAAA 0
SCPC A 1
TNT1 A 0 A_Takeinventory("IronSightSniper",1)
TNT1 A 0 A_ZoomFactor(1.0, ZOOM_INSTANT)
Goto Ready
Reload:
TNT1 A 0 A_JumpIfInventory("IronSightSniper",1,"ReloadScope")
CUPD AHIJKL 2
TNT1 A 0 A_PlaySound("CUPDOUT")
CUPD MN 2
CUPD O 18
CUPD NM 2
COLT B 0 A_PlaySound("CUPDIN")
CUPD LKJIHA 2
ReloadLoop:
TNT1 A 0 A_JumpIf(CallACS("GSReloader",5)==1,1)
Goto Ready
TNT1 A 0 A_JumpIfInventory("Cupid_Shot",0,"Ready")
TNT1 A 0 A_GiveInventory("Cupid_Shot")
Loop
ReloadScope:
TNT1 A 0 A_ZoomFactor(1.0, ZOOM_INSTANT)
CUPD AHIJKL 2
TNT1 A 0 A_PlaySound("CUPDOUT")
CUPD MN 2
CUPD O 18
CUPD NM 2
COLT B 0 A_PlaySound("CUPDIN")
CUPD LKJIHA 2
TNT1 A 0 A_ZoomFactor(4.0, ZOOM_INSTANT)
ReloadLoopScope:
TNT1 A 0 A_JumpIf(CallACS("GSReloader",5)==1,1)
Goto Ready2
TNT1 A 0 A_JumpIfInventory("Cupid_Shot",0,"Ready2")
TNT1 A 0 A_GiveInventory("Cupid_Shot")
Loop
Spawn:
CUPW A -1
Stop
Class Hierarchy
Classes defined in \DEC_WEPS
- EnergyBlaster
- BeamPistolCharge
- BeamEnergy
- BeamWeak
- BeamStrong
- NoEnBeamWeak
- NoEnBeamStrong
- Beam_GFX
- Handgun
- Pistol_Shot
- HuntingShotgun
- DB_Shot
- AssaultRifle
- Rifle_Shot
- Rifle_Mag
- TrumpetBuss
- Trumpet_NoteBox
- Trumpet_Note
- Trumpet_NoteLow
- NoteGFXExplosion
- NoteTail
- NoteRadExplosion
- StarShooter
- StarShCounter
- Starammo
- StarProjMain
- StarMain_GFX
- StarAlt_GFX
- StarProjAlt
- StarCountDestroy
- LeverShotgun
- Ammo1887
- Cupid
- HeartHurter
- HeartParticle
- HeartSparkleStar
- Cupid_Shot
- DrumMag
- IronSightSniper
- StarWhip
- RipTrail
- RipPuff
- WhipProj
- WhipCountDestroy
- WhipTrailA
- WhipTrailB
- WhipTrailC
- WhipTrailD
- WhipTrailE
- WhipTrailF
- WhipTrail2A
- WhipTrail2B
- WhipTrail2C
- WhipTrail2D
- WhipTrail2E
- WhipTrail2F
- Fist2
- FistHitCounter
- FistKnockback
- FireFist
- LavaExplosion
- Lava_Ball_Mighty
- Lava_Ball_FlameThrower
- Lava_Ball_GFX
- LavaBallSpawner
- LavaBall
- LavaBallNoDamage
- LavaBallTrail
- PistolCasingSpawner
- RifleCasingSpawner
- ShotgunCasingSpawner
- PistolCasing
- ShotgunCasing
- CasingSmoke
- ClipNew
- ClipBoxNew
- ShellNew
- ShellBoxNew
- GreenArmorNew