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GoldLeverShotgun
: Weapon
replaces
 

File

Flags

Properties

//$categoryWeapons
inventory.pickupmessage"\c[Gs2Text]You got the golden cowboy shotgun!"
obituary"%o chewed on %k's golden boomstick."
tag"Golden Cowboy Shotgun"
weapon.ammogive8
weapon.ammotype"Shell"
weapon.ammotype2"GoldAmmo1887"
weapon.ammouse1
weapon.ammouse21
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder300
weapon.upsound"DEPLOYML"

States

Ready: TNT1 A 0 A_JumpIfInventory("GoldAmmo1887",0,2) TNT1 A 0 A_JumpIf(CallACS("GSReloader",6)==1,4) GODL A 1 A_WeaponReady(WRF_NOSECONDARY) TNT1 A 0 A_Jump (255, "Ready") TNT1 A 0 A_Overlay(2, "Sparkle", 0) Loop GODL A 1 A_WeaponReady(WRF_ALLOWRELOAD) TNT1 A 0 A_Jump (255, "Ready") TNT1 A 0 A_Overlay(2, "Sparkle", 0) Loop Sparkle: GOD2 OPQ 2 bright Stop Deselect: GODL A 1 A_Lower GODL A 0 A_Lower Loop Select: GODL A 1 A_Raise GODL A 0 A_Raise Loop Fire: MSBS B 0 A_JumpIfInventory("GoldAmmo1887",1,1) Goto Reload MSBS B 0 A_TakeInventory("GoldAmmo1887",1) SHT2 A 0 A_FireBullets (8.0, 6.0, 40, 5, "BulletPuff") PASH A 0 A_PlaySound ("MODLFIRE", CHAN_WEAPON, 0.8) GODL BC 1 bright GODL DEHITJUK 1 TNT1 A 0 A_PlaySound ("MODLEV1") GODL L 1 TNT1 A 0 A_FireCustomMissile("ShotgunCasingSpawner",-5,0,-37,0) GODL MWX 1 TNT1 A 0 A_PlaySound ("MODLEV2") GODL XWMNYOZPQRSA 1 GODL A 1 A_ReFire Goto Ready AltFire: Reload: GODL FGHITJUKL 1 TNT1 A 0 A_PlaySound ("MODLEV1") GOD2 ABC 1 ReloadLoop: GOD2 CDE 2 SHTG A 0 A_PlaySound ("SHELLIN") MSBS B 0 A_GiveInventory("GoldAmmo1887",1) GOD2 FGH 2 GOD2 C 4 A_WeaponReady(WRF_NOBOB) TNT1 A 0 A_JumpIf(CallACS("GSReloader",6)==1,1) Goto Reloadend TNT1 A 0 A_JumpIfInventory("GoldAmmo1887",0,"Reloadend") Loop ReloadEnd: GOD2 IJ 1 SHTG A 0 A_PlaySound ("MODLEV2") GOD2 KLMN 2 GODL A 2 Goto Ready Spawn: GODW A -1 Stop

Class Hierarchy

Classes defined in \DEC_UWEP