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EnergyBlaster
: Weapon
 

File

Flags

Properties

//$categoryWeapons
inventory.pickupmessage"\c[Gs2Text]you got the energy blaster!"
obituary"%o got beamed"
tag"Energy Blaster"
weapon.ammogive20
weapon.ammotype"BeamEnergy"
weapon.ammouse1
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder1900
weapon.upsound"BEAMUP"

States

Ready: METR A 35 A_WeaponReady METR A 0 A_GiveInventory("BeamEnergy",2) Loop Deselect: METR A 1 A_Lower METR A 0 A_Lower Loop Select: METR A 1 A_Raise METR A 0 A_Raise Loop Fire: METR A 0 A_JumpIfInventory("BeamPistolCharge",5,"ChargingFire") METR A 1 A_GiveInventory("BeamPistolCharge",1) MISG B 0 A_ReFire Goto Shotsfired ChargingFire: METR A 0 A_JumpIfInventory("BeamPistolCharge",0,"ChargedFire") TNT1 A 0 A_PlaySound ("CHARGE1", CHAN_WEAPON,1,true) METR B 2 bright METR A 0 A_GiveInventory("BeamPistolCharge",1) METR C 2 bright METR A 0 A_GiveInventory("BeamPistolCharge",1) MISG B 0 A_ReFire Shotsfired: METR A 0 A_TakeInventory("BeamPistolCharge",100) TNT1 A 0 A_PlaySound ("BEAMP1", CHAN_WEAPON) TNT1 A 0 A_JumpIfNoAmmo("NoEnergyNoCharge") METR L 1 bright A_FireCustomMissile("BeamWeak",0,1,0,-1) METR KKGHIJ 1 METR A 1 A_ReFire Goto Ready ChargedFire: TNT1 A 0 A_PlaySound ("CHARGE2", CHAN_WEAPON) METR D 2 bright METR E 2 bright MISG B 0 A_ReFire METR A 0 A_TakeInventory("BeamPistolCharge",15) TNT1 A 0 A_PlaySound ("BEAMP2", CHAN_WEAPON) TNT1 A 0 A_JumpIfNoAmmo("NoEnergyCharge") METR M 1 bright A_FireCustomMissile("BeamStrong",0,1,0,-1) METR FFKGHIJ 1 METR A 1 A_ReFire Goto Ready NoEnergyNoCharge: METR L 1 bright A_FireCustomMissile("NoEnBeamWeak",0,1,0,-1) METR KKGHIJ 1 METR A 1 A_ReFire Goto Ready NoEnergyCharge: METR L 1 bright A_FireCustomMissile("NoEnBeamStrong",0,1,0,-1) METR FFKGHIJ 1 METR A 1 A_ReFire Goto Ready Spawn: METW A -1 Stop

Class Hierarchy

Classes defined in \DEC_WEPS