File
- Defined in \DEC_UWEP
Flags
Properties
//$category | Weapons |
decal | Bulletchip |
inventory.pickupmessage | "\c[Gs2Text]you got a golden pistol" |
obituary | "%o got killed by a pistol" |
tag | "Gold Pistol" |
weapon.ammogive | 20 |
weapon.ammogive1 | 10 |
weapon.ammotype | Clip |
weapon.ammotype2 | Pistol_Shot |
weapon.ammouse | 1 |
weapon.ammouse2 | 1 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 2500 |
weapon.upsound | "DEPLOYP" |
States
Ready:
TNT1 A 0 A_JumpIfInventory("Pistol_Shot",0,2)
TNT1 A 0 A_JumpIf(CallACS("GSReloader",1)==1,4)
UPIS A 1 A_WeaponReady(WRF_NOSECONDARY)
TNT1 A 0 A_Jump (255, "Ready")
TNT1 A 0 A_Overlay(2, "Sparkle", 0)
Goto Ready
UPIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)
TNT1 A 0 A_Jump (255, "Ready")
TNT1 A 0 A_Overlay(2, "Sparkle", 0)
Goto Ready
Sparkle:
UPIS MNO 2 bright
Stop
Deselect:
UPIS A 1 A_Lower
UPIS A 0 A_Lower
Loop
Select:
UPIS A 1 A_Raise
UPIS A 0 A_Raise
Loop
Fire:
TNT1 A 0 a_jumpifinventory("Pistol_Shot",1,1)
Goto Reload
RSHT A 0 A_FireBullets (5.6, 5, 1, 14, "GSWimpyBulletPuff")
COLT B 0 A_TakeInventory("Pistol_Shot",1)
RSHT A 0 A_PlaySound ("PSHOT", CHAN_WEAPON)
UPIS B 1 bright Offset(0,37)
TNT1 A 0 A_FireCustomMissile("PistolCasingSpawner",5,0,2,2)
UPIS C 1 Offset(0,42)
UPIS D 1 Offset(0,44)
UPIS E 1 Offset(0,45)
UPIS F 1 Offset(0,43)
UPIS E 1 Offset(0,40)
UPIS D 1 Offset(0,36)
UPIS C 1 Offset(0,33)
Goto Ready
Reload:
RSHT A 0 A_PlaySound ("PSLIDE")
UPIS GH 2
RSHT A 0 A_PlaySound ("PCLIPOUT")
UPIS IJ 1
UPIS J 1 Offset(1,36)
UPIS J 1 Offset(2,41)
UPIS J 1 Offset(3,47)
UPIS J 1 Offset(4,53)
UPIS J 1 Offset(5,57)
UPIS J 1 Offset(6,60)
UPIS J 1 Offset(7,61)
UPIS J 1 Offset(8,59)
UPIS J 1 Offset(9,56)
UPIS J 1 Offset(10,52)
RSHT A 0 A_PlaySound ("PCLIPIN")
UPIS J 1 Offset(9,48)
UPIS J 1 Offset(8,43)
UPIS J 1 Offset(7,39)
UPIS J 1 Offset(6,36)
UPIS J 1 Offset(5,35)
UPIS J 1 Offset(4,34)
UPIS J 1 Offset(3,33)
UPIS KL 2
RSHT A 0 A_PlaySound ("PSLIDE")
UPIS HG 2
UPIS G 1 Offset(2,32)
UPIS G 1 Offset(1,31)
UPIS G 1 Offset(-1,32)
UPIS A 3
ReloadLoop:
TNT1 A 0 A_JumpIf(CallACS("GSReloader",1)==1,1)
Goto Ready
TNT1 A 0 A_JumpIfInventory("Pistol_Shot",0,"Ready")
TNT1 A 0 A_GiveInventory("Pistol_Shot")
Loop
Spawn:
TNT1 A -1
Stop