File
- Defined in \DEC_UWEP
Flags
Properties
//$category | Weapons |
inventory.pickupmessage | "\c[Gs2Text]You got the Golden Star Shooter!" |
tag | "Gold Star Shooter" |
weapon.ammogive1 | 25 |
weapon.ammogive2 | 25 |
weapon.ammotype1 | "Starammo" |
weapon.ammotype2 | "Starammo" |
weapon.ammouse1 | 1 |
weapon.ammouse2 | 1 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 1200 |
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