File
- Defined in \DEC_WEPS
Flags
Properties
//$category | Weapons |
decal | Bulletchip |
inventory.pickupmessage | "\c[Gs2Text]you got a pistol" |
obituary | "%o got killed by a pistol" |
tag | "Pistol" |
weapon.ammogive | 20 |
weapon.ammogive1 | 10 |
weapon.ammotype | Clip |
weapon.ammotype2 | Pistol_Shot |
weapon.ammouse | 1 |
weapon.ammouse2 | 1 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 2500 |
weapon.upsound | "DEPLOYP" |
States
Ready:
TNT1 A 0 A_JumpIfInventory("Pistol_Shot",0,2)
TNT1 A 0 A_JumpIf(CallACS("GSReloader",1)==1,2)
LPIS A 1 A_WeaponReady(WRF_NOSECONDARY)
Goto Ready
LPIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Goto Ready
Deselect:
LPIS A 1 A_Lower
LPIS A 0 A_Lower
Loop
Select:
LPIS A 1 A_Raise
LPIS A 0 A_Raise
Loop
Fire:
TNT1 A 0 a_jumpifinventory("Pistol_Shot",1,1)
Goto Reload
RSHT A 0 A_FireBullets (5.6, 5, 1, 14, "GSWimpyBulletPuff")
COLT B 0 A_TakeInventory("Pistol_Shot",1)
RSHT A 0 A_PlaySound ("PSHOT", CHAN_WEAPON)
LPIS B 1 bright Offset(0,37)
TNT1 A 0 A_FireCustomMissile("PistolCasingSpawner",5,0,2,2)
//TNT1 A 0 A_FireCustomMissile("PistolCasing",random(-43,-47),0,-1,6,0,random(20,25))
LPIS C 1 Offset(0,42)
LPIS D 1 Offset(0,44)
LPIS E 1 Offset(0,45)
LPIS F 1 Offset(0,43)
LPIS E 1 Offset(0,40)
LPIS D 1 Offset(0,36)
LPIS C 1 Offset(0,33)
LPIS A 1 Offset(0,31)
LPIS A 3 Offset(0,32)
Goto Ready
Reload:
RSHT A 0 A_PlaySound ("PSLIDE")
LPIS GH 2
RSHT A 0 A_PlaySound ("PCLIPOUT")
LPIS IJ 1
LPIS J 1 Offset(1,36)
LPIS J 1 Offset(2,41)
LPIS J 1 Offset(3,47)
LPIS J 1 Offset(4,53)
LPIS J 1 Offset(5,57)
LPIS J 1 Offset(6,60)
LPIS J 1 Offset(7,61)
LPIS J 1 Offset(8,59)
LPIS J 1 Offset(9,56)
LPIS J 1 Offset(10,52)
RSHT A 0 A_PlaySound ("PCLIPIN")
LPIS J 1 Offset(9,48)
LPIS J 1 Offset(8,43)
LPIS J 1 Offset(7,39)
LPIS J 1 Offset(6,36)
LPIS J 1 Offset(5,35)
LPIS J 1 Offset(4,34)
LPIS J 1 Offset(3,33)
LPIS KL 2
RSHT A 0 A_PlaySound ("PSLIDE")
LPIS HG 2
LPIS G 1 Offset(2,32)
LPIS G 1 Offset(1,31)
LPIS G 1 Offset(-1,32)
LPIS A 3
ReloadLoop:
TNT1 A 0 A_JumpIf(CallACS("GSReloader",1)==1,1)
Goto Ready
TNT1 A 0 A_JumpIfInventory("Pistol_Shot",0,"Ready")
TNT1 A 0 A_GiveInventory("Pistol_Shot")
Loop
Spawn:
GPIS B -1
Stop
Class Hierarchy
Classes defined in \DEC_WEPS
- EnergyBlaster
- BeamPistolCharge
- BeamEnergy
- BeamWeak
- BeamStrong
- NoEnBeamWeak
- NoEnBeamStrong
- Beam_GFX
- Handgun
- Pistol_Shot
- HuntingShotgun
- DB_Shot
- AssaultRifle
- Rifle_Shot
- Rifle_Mag
- TrumpetBuss
- Trumpet_NoteBox
- Trumpet_Note
- Trumpet_NoteLow
- NoteGFXExplosion
- NoteTail
- NoteRadExplosion
- StarShooter
- StarShCounter
- Starammo
- StarProjMain
- StarMain_GFX
- StarAlt_GFX
- StarProjAlt
- StarCountDestroy
- LeverShotgun
- Ammo1887
- Cupid
- HeartHurter
- HeartParticle
- HeartSparkleStar
- Cupid_Shot
- DrumMag
- IronSightSniper
- StarWhip
- RipTrail
- RipPuff
- WhipProj
- WhipCountDestroy
- WhipTrailA
- WhipTrailB
- WhipTrailC
- WhipTrailD
- WhipTrailE
- WhipTrailF
- WhipTrail2A
- WhipTrail2B
- WhipTrail2C
- WhipTrail2D
- WhipTrail2E
- WhipTrail2F
- Fist2
- FistHitCounter
- FistKnockback
- FireFist
- LavaExplosion
- Lava_Ball_Mighty
- Lava_Ball_FlameThrower
- Lava_Ball_GFX
- LavaBallSpawner
- LavaBall
- LavaBallNoDamage
- LavaBallTrail
- PistolCasingSpawner
- RifleCasingSpawner
- ShotgunCasingSpawner
- PistolCasing
- ShotgunCasing
- CasingSmoke
- ClipNew
- ClipBoxNew
- ShellNew
- ShellBoxNew
- GreenArmorNew