File
- Defined in \DEC_UWEP
Flags
Properties
//$category | Weapons |
inventory.pickupmessage | "\c[Gs2Text]You got the golden cowboy shotgun!" |
obituary | "%o chewed on %k's golden boomstick." |
tag | "Golden Cowboy Shotgun" |
weapon.ammogive | 8 |
weapon.ammotype | "Shell" |
weapon.ammotype2 | "GoldAmmo1887" |
weapon.ammouse | 1 |
weapon.ammouse2 | 1 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 300 |
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