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HuntingShotgun
: Weapon
 

File

Flags

Properties

//$categoryWeapons
decalBulletchip
inventory.pickupmessage"\c[Gs2Text]You got the Hunting Shotgun!"
obituary"$OB_MPSSHOTGUN"
tag"Hunting Shotgun"
weapon.ammogive8
weapon.ammotype"Shell"
weapon.ammotype2"Shell"
weapon.ammouse1
weapon.ammouse22
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder400
weapon.upsound"DEPLOYSH"

States

Ready: TNT1 A 0 A_JumpIfInventory("DB_Shot",0,2) TNT1 A 0 A_JumpIf(CallACS("GSReloader",2)==1,2) G2DB A 1 A_WeaponReady Loop G2DB A 1 A_WeaponReady(WRF_ALLOWRELOAD) Loop Deselect: G2DB A 1 A_Lower G2DB A 0 A_Lower Loop Select: G2DB A 1 A_Raise G2DB A 0 A_Raise Loop Fire: TNT1 A 0 a_jumpifinventory("DB_Shot",2,3) TNT1 A 0 a_jumpifinventory("DB_Shot",1,"Fire2") Goto Reload G2DB A 1 TNT1 A 0 A_TakeInventory("DB_Shot",1) G2D2 A 0 A_FireBullets (2.5, 3.0, 10, 5, "BulletPuff") G2D2 A 0 A_PlaySound ("GS2SHT1", CHAN_WEAPON) G2D2 C 1 bright Offset(-2,36) G2D2 C 1 bright Offset(-4,42) G2D2 D 1 bright Offset(-5,43) G2D2 D 1 bright Offset(-3,41) G2DB A 1 Offset(-2,39) G2DB A 1 Offset(-1,37) A_WeaponReady(WRF_NOBOB) G2DB A 1 Offset(-1,35) A_WeaponReady(WRF_NOBOB) G2DB A 1 Offset(-1,33) A_WeaponReady(WRF_NOBOB) Goto Ready Before_Fire2: TNT1 A 0 A_GiveInventory("Shell",1) Fire2: G2DB A 1 TNT1 A 0 A_TakeInventory("DB_Shot",1) G2D2 A 0 A_FireBullets (2.5, 3.0, 10, 5, "BulletPuff") G2D2 A 0 A_PlaySound ("GS2SHT1", CHAN_WEAPON) G2D2 E 1 bright Offset(2,36) G2D2 E 1 bright Offset(4,42) G2D2 F 1 bright Offset(5,43) G2D2 F 1 bright Offset(3,41) G2DB B 1 Offset(2,39) G2DB C 1 Offset(1,37) G2DB D 1 Offset(1,35) G2DB E 1 Offset(1,33) G2DB F 1 Offset(1,32) G2DB G 5 G2DB FEDHIJ 1 Goto Reload AltFire: TNT1 A 0 a_jumpifinventory("DB_Shot",2,3) TNT1 A 0 a_jumpifinventory("DB_Shot",1,"Before_Fire2") Goto Reload G2DB A 1 TNT1 A 0 A_TakeInventory("DB_Shot",2) G2D2 A 0 A_FireBullets (5.5, 6.0, 20, 5, "BulletPuff") G2D2 A 0 A_PlaySound ("GS2SHT2", CHAN_WEAPON) G2D2 A 1 Bright Offset(0,52) G2D2 A 1 Bright Offset(0,55) G2D2 B 1 Bright Offset(0,54) G2D2 B 1 Bright Offset(0,49) G2D2 B 1 Offset(0,44) G2D2 C 1 Offset(0,38) G2DB D 1 Offset(0,35) G2DB E 1 Offset(0,34) G2DB F 1 Offset(0,33) G2DB G 1 Offset(0,32) G2DB GG 2 G2DB FEDHIJ 1 Reload: TNT1 A 0 A_JumpIfNoAmmo("Ready") TNT1 A 0 a_jumpifinventory("DB_Shot",2,3) TNT1 A 0 a_jumpifinventory("DB_Shot",1,"ReloadSingle") G2D2 A 0 A_PlaySound ("GS2SHO") G2D2 GHIJ 2 TNT1 A 0 A_FireCustomMissile("ShotgunCasing",random(-203,-207),0,-3,random(-1,1),0,85) TNT1 A 0 A_FireCustomMissile("ShotgunCasing",random(-203,-207),0,-7,random(-1,1),0,85) TNT1 A 9 G2DB OPQRRSSTT 1 G2DB UUUW 1 G2D2 A 0 A_PlaySound ("GS2SHL") G2DB X 1 G2DB Y 2 G2D2 A 0 A_PlaySound ("GS2SHO") G2DB IJ 3 TNT1 A 0 A_GiveInventory("DB_Shot",2) G2DB J 1 Offset(20,42) G2DB J 1 Offset(23,44) G2DB J 1 Offset(25,47) G2DB A 1 Offset(10,42) G2DB A 1 Offset(8,40) G2DB A 1 Offset(4,34) G2DB A 1 Offset(1,32) Goto Ready ReloadSingle: TNT1 A 0 A_JumpIfNoAmmo("Ready") G2D2 A 0 A_PlaySound ("GS2SHO") G2DB A 4 G2D2 KLMNO 1 G2D2 PQR 2 TNT1 A 0 A_FireCustomMissile("ShotgunCasing",random(-203,-207),0,-5,0,0,85) G2D2 ST 2 G2D2 A 0 A_PlaySound ("GS2SHL") G2D2 UW 2 TNT1 A 0 A_PlaySound ("GS2SHO") TNT1 A 0 A_GiveInventory("DB_Shot",2) TNT1 A 8 G2D2 XYZ 2 G2DB A 2 Goto Ready Spawn: GLDW A -1 Stop

Class Hierarchy

Classes defined in \DEC_WEPS