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Handgun
: Weapon
 

File

Flags

Properties

//$categoryWeapons
decalBulletchip
inventory.pickupmessage"\c[Gs2Text]you got a pistol"
obituary"%o got killed by a pistol"
tag"Pistol"
weapon.ammogive20
weapon.ammogive110
weapon.ammotypeClip
weapon.ammotype2Pistol_Shot
weapon.ammouse1
weapon.ammouse21
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder2500
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