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GoldTrumpetBuss
 

File

Flags

Properties

//$categoryWeapons
inventory.pickupmessage"\c[Gs2Text]you got the Golden TrumpetBuss!"
tag"Gold Trumpetbuss"
weapon.ammogive5
weapon.ammotype"Trumpet_NoteBox"
weapon.ammotype1"Trumpet_NoteBox"
weapon.ammotype2"Trumpet_NoteBox"
weapon.ammouse1
weapon.ammouse11
weapon.ammouse21
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder1300
weapon.upsound"DEPLOYTB"

States

Ready: USBT A 1 A_WeaponReady TNT1 A 0 A_Jump (255, "Ready") TNT1 A 0 A_Overlay(2, "Sparkle", 0) Loop Sparkle: USBT IJK 2 bright Stop Deselect: USBT A 1 A_Lower USBT A 0 A_Lower Loop Select: USBT A 1 A_Raise USBT A 0 A_Raise Loop Fire: MSBS B 0 A_JumpIfInventory("Trumpet_NoteBox",2,2) TNT1 A 0 A_Jump(256, "FireLast") TNT1 A 0 A_PlaySound ("TRUMBOOM", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile ("Trumpet_Note_Upgrade") USBT BC 2 bright USBT H 2 bright USBT DE 2 bright TNT1 A 0 A_PlaySound ("TRUMUP", CHAN_5) USBT FG 3 USBT A 5 CANN A 0 A_ReFire Goto Ready FireLast: TNT1 A 0 A_PlaySound ("TRUMBOOM", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile ("Trumpet_Note_UpgradeLow") USBT BC 2 bright USBT H 2 bright USBT DE 2 bright TNT1 A 0 A_PlaySound ("TRUMUP", CHAN_5) USBT FG 3 USBT A 5 CANN A 0 A_ReFire Goto Ready AltFire: TNT1 A 0 A_PlaySound ("TRUMBOOM", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile ("Trumpet_Note_Seeker", random(-4,4),1,0,0,FPF_NOAUTOAIM,random(-1,4)) USBT BC 2 bright TNT1 A 0 A_PlaySound ("TRUMUP", CHAN_5) USBT FG 2 USBT A 1 CANN A 0 A_ReFire Goto Ready Spawn: URPW A -1 Stop

Class Hierarchy

Classes defined in \DEC_UWEP