File
- Defined in \DEC_UWEP
Flags
Properties
//$category | Weapons |
decal | Bulletchip |
inventory.pickupmessage | "\c[Gs2Text]You got the Golden Hunting Shotgun!" |
obituary | "$OB_MPSSHOTGUN" |
tag | "Gold Hunting Shotgun" |
weapon.ammogive | 8 |
weapon.ammotype | "Shell" |
weapon.ammotype2 | "Shell" |
weapon.ammouse | 1 |
weapon.ammouse2 | 2 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 400 |
weapon.upsound | "DEPLOYSH" |
States
Ready:
TNT1 A 0 A_JumpIfInventory("DB_Shot",0,2)
TNT1 A 0 A_JumpIf(CallACS("GSReloader",2)==1,4)
U2DB A 1 A_WeaponReady
TNT1 A 0 A_Jump (255, "Ready")
TNT1 A 0 A_Overlay(2, "Sparkle", 0)
Goto Ready
U2DB A 1 A_WeaponReady(WRF_ALLOWRELOAD)
TNT1 A 0 A_Jump (255, "Ready")
TNT1 A 0 A_Overlay(2, "Sparkle", 0)
Goto Ready
Sparkle:
U2D3 ABC 2 bright
stop
Deselect:
U2DB A 1 A_Lower
U2DB A 0 A_Lower
Loop
Select:
U2DB A 1 A_Raise
G2DB A 0 A_Raise
Loop
Fire:
TNT1 A 0 a_jumpifinventory("DB_Shot",2,3)
TNT1 A 0 a_jumpifinventory("DB_Shot",1,"Fire2")
Goto Reload
U2DB A 1
TNT1 A 0 A_TakeInventory("DB_Shot",1)
U2D2 A 0 A_FireBullets (5.5, 6.0, 20, 5, "BulletPuff")
U2D2 A 0 A_PlaySound ("GS2SHT1", CHAN_WEAPON)
U2D2 C 1 bright Offset(-2,36)
U2D2 C 1 bright Offset(-4,42)
U2D2 D 1 bright Offset(-5,43)
U2D2 D 1 bright Offset(-3,41)
U2DB A 1 Offset(-2,39)
U2DB A 1 Offset(-1,37) A_WeaponReady(WRF_NOBOB)
U2DB A 1 Offset(-1,35) A_WeaponReady(WRF_NOBOB)
U2DB A 1 Offset(-1,33) A_WeaponReady(WRF_NOBOB)
Goto Ready
Before_Fire2:
TNT1 A 0 A_GiveInventory("Shell",1)
Fire2:
U2DB A 1
TNT1 A 0 A_TakeInventory("DB_Shot",1)
U2D2 A 0 A_FireBullets (5.5, 6.0, 20, 5, "BulletPuff")
U2D2 A 0 A_PlaySound ("GS2SHT1", CHAN_WEAPON)
U2D2 E 1 bright Offset(2,36)
U2D2 E 1 bright Offset(4,42)
U2D2 F 1 bright Offset(5,43)
U2D2 F 1 bright Offset(3,41)
U2DB B 1 Offset(2,39)
U2DB C 1 Offset(1,37)
U2DB D 1 Offset(1,35)
U2DB E 1 Offset(1,33)
U2DB F 1 Offset(1,32)
U2DB G 5
U2DB FEDHIJ 1
Goto Reload
AltFire:
TNT1 A 0 a_jumpifinventory("DB_Shot",2,3)
TNT1 A 0 a_jumpifinventory("DB_Shot",1,"Before_Fire2")
Goto Reload
U2DB A 1
TNT1 A 0 A_TakeInventory("DB_Shot",2)
U2D2 A 0 A_FireBullets (11, 12, 40, 5, "BulletPuff")
U2D2 A 0 A_PlaySound ("GS2SHT2", CHAN_WEAPON)
U2D2 A 1 Bright Offset(0,52)
U2D2 A 1 Bright Offset(0,55)
U2D2 B 1 Bright Offset(0,54)
U2D2 B 1 Bright Offset(0,49)
U2D2 B 1 Offset(0,44)
U2D2 C 1 Offset(0,38)
U2DB D 1 Offset(0,35)
U2DB E 1 Offset(0,34)
U2DB F 1 Offset(0,33)
U2DB G 1 Offset(0,32)
U2DB GG 2
U2DB FEDHIJ 1
Reload:
TNT1 A 0 A_JumpIfNoAmmo("Ready")
TNT1 A 0 a_jumpifinventory("DB_Shot",2,3)
TNT1 A 0 a_jumpifinventory("DB_Shot",1,"ReloadSingle")
U2D2 A 0 A_PlaySound ("GS2SHO")
U2D2 GHIJ 2
TNT1 A 0 A_FireCustomMissile("ShotgunCasing",random(-203,-207),0,-3,random(-1,1),0,85)
TNT1 A 0 A_FireCustomMissile("ShotgunCasing",random(-203,-207),0,-7,random(-1,1),0,85)
TNT1 A 9
G2DB OPQRRSSTT 1
U2DB UUUW 1
U2D2 A 0 A_PlaySound ("GS2SHL")
U2DB X 1
U2DB Y 2
U2D2 A 0 A_PlaySound ("GS2SHO")
U2DB IJ 3
TNT1 A 0 A_GiveInventory("DB_Shot",2)
U2DB J 1 Offset(20,42)
U2DB J 1 Offset(23,44)
U2DB J 1 Offset(25,47)
U2DB A 1 Offset(10,42)
U2DB A 1 Offset(8,40)
U2DB A 1 Offset(4,34)
U2DB A 1 Offset(1,32)
Goto Ready
ReloadSingle:
TNT1 A 0 A_JumpIfNoAmmo("Ready")
U2D2 A 0 A_PlaySound ("GS2SHO")
U2DB A 4
U2D2 KLMNO 1
U2D2 PQR 2
TNT1 A 0 A_FireCustomMissile("ShotgunCasing",random(-203,-207),0,-5,0,0,85)
U2D2 ST 2
U2D2 A 0 A_PlaySound ("GS2SHL")
U2D2 UW 2
TNT1 A 0 A_PlaySound ("GS2SHO")
TNT1 A 0 A_GiveInventory("DB_Shot",2)
TNT1 A 8
U2D2 XYZ 2
U2DB A 2
Goto Ready
Spawn:
ULDW A -1
Stop