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GoldHandgun
 

File

Flags

Properties

//$categoryWeapons
decalBulletchip
inventory.pickupmessage"\c[Gs2Text]you got a golden pistol"
obituary"%o got killed by a pistol"
tag"Gold Pistol"
weapon.ammogive20
weapon.ammogive110
weapon.ammotypeClip
weapon.ammotype2Pistol_Shot
weapon.ammouse1
weapon.ammouse21
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder2500
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

Class Hierarchy

Classes defined in \DEC_UWEP