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GoldStarShooter
: Weapon
replaces
 

File

Flags

Properties

//$categoryWeapons
inventory.pickupmessage"\c[Gs2Text]You got the Golden Star Shooter!"
tag"Gold Star Shooter"
weapon.ammogive125
weapon.ammogive225
weapon.ammotype1"Starammo"
weapon.ammotype2"Starammo"
weapon.ammouse11
weapon.ammouse21
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder1200
weapon.upsound"DEPLOYSS"

States

Ready: GTSH A 1 A_WeaponReady TNT1 A 0 A_Jump (255, "Ready") TNT1 A 0 A_Overlay(2, "Sparkle", 0) Loop Sparkle: GTSH WUT 2 bright Stop Deselect: GTSH A 1 A_Lower GTSH A 0 A_Lower Loop Select: GTSH A 1 A_Raise GTSH A 0 A_Raise Loop Fire: MSBS B 0 A_JumpIfInventory("Starammo",2,2) TNT1 A 0 A_Jump(256, "FireLast") SHT2 A 0 A_PlaySound ("WSTSFIR1", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("GoldStarProjMain",0,1,0,-1) GTSH BDEFG 1 Bright GTSH A 1 TNT1 A 0 A_Refire GTSH A 4 Goto Ready FireLast: SHT2 A 0 A_PlaySound ("WSTSFIR1", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("GoldStarProjMain",0,1,0,-1) GTSH HIJKLMN 1 Bright TNT1 A 0 A_Refire GTSH A 4 Goto Ready AltFire: MSBS B 0 A_JumpIfInventory("StarShCounter",0,"AltFire2") MSBS B 0 A_GiveInventory("StarShCounter",1) SHT2 A 0 A_PlaySound ("WSTSFIR2", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile ("GoldStarProjAlt",0,1,-2,0,0) GTSH O 1 Bright GTSH P 1 Bright A_FireCustomMissile ("GoldStarProjAlt",0,1,2,0,0) GTSH QRSA 2 Bright GTSH A 1 A_ReFire Goto Ready AltFire2: MSBS B 0 A_TakeInventory("StarShCounter",0) SHT2 A 0 A_PlaySound ("WSTSFIR2", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile ("GoldStarProjAlt",0,1,2,0,0) GTSH O 1 Bright GTSH P 1 Bright A_FireCustomMissile ("GoldStarProjAlt",0,1,-2,0,0) GTSH QRSA 2 Bright GTSH A 1 A_ReFire Goto Ready Spawn: GTSW A -1 Stop

Class Hierarchy

Classes defined in \DEC_UWEP