File
- Defined in \DEC_UWEP
Flags
Properties
//$category | Weapons |
decal | Bulletchip |
inventory.pickupmessage | "\c[Gs2Text]You picked up the Gold Assault rifle" |
obituary | "%o got his strike countered by %k's Assault Rifle" |
tag | "Gold Assault Rifle" |
weapon.ammogive1 | 50 |
weapon.ammogive2 | 50 |
weapon.ammotype | "Rifle_Mag" |
weapon.ammotype2 | Rifle_Shot |
weapon.ammouse | 1 |
weapon.ammouse2 | 1 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 700 |
weapon.upsound | "DEPLOYR" |
States
Ready:
TNT1 A 0 A_JumpIfInventory("Rifle_Shot",0,2)
TNT1 A 0 A_JumpIf(CallACS("GSReloader",4)==1,4)
USRF A 1 A_WeaponReady(WRF_NOSECONDARY)
TNT1 A 0 A_Jump (255, "Ready")
TNT1 A 0 A_Overlay(2, "Sparkle", 0)
Goto Ready
USRF A 1 A_WeaponReady(WRF_ALLOWRELOAD)
TNT1 A 0 A_Jump (255, "Ready")
TNT1 A 0 A_Overlay(2, "Sparkle", 0)
Goto Ready
Sparkle:
USRF UWX 2 bright
Stop
Deselect:
USRF A 1 A_Lower
USRF A 0 A_Lower
Loop
Select:
USRF A 1 A_Raise
USRF 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")
USRF B 1 bright A_PlaySound("RFFIRE", CHAN_WEAPON)
TNT1 A 0 A_FireCustomMissile("RifleCasingSpawner",-5,0,-2,2)
USRF C 1 bright
USRF D 1
USRF A 0 A_ReFire
Goto Ready
Reload:
USRF EFG 1
TNT1 A 0 A_PlaySound("RFCLIPOT")
USRF HI 2
USRF J 18
USRF KL 2
COLT B 0 A_PlaySound("RFCLIPIN")
USRF L 1
USRF MN 2
USRF OP 2
COLT B 0 A_PlaySound("RFBOLT")
USRF Q 2
USRF R 8
USRF ST 1
USRF 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:
USAR A -1
Stop