File
- Defined in \DEC_WEPS
Flags
Properties
//$category | Weapons |
inventory.pickupmessage | "\c[Gs2Text]you got the energy blaster!" |
obituary | "%o got beamed" |
tag | "Energy Blaster" |
weapon.ammogive | 20 |
weapon.ammotype | "BeamEnergy" |
weapon.ammouse | 1 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 1900 |
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
- 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