File
- Defined in \DEC_WEPS
Flags
Properties
//$category | Weapons |
decal | Bulletchip |
inventory.pickupmessage | "\c[Gs2Text]You got the Hunting Shotgun!" |
obituary | "$OB_MPSSHOTGUN" |
tag | "Hunting Shotgun" |
weapon.ammogive | 8 |
weapon.ammotype | "Shell" |
weapon.ammotype2 | "Shell" |
weapon.ammouse | 1 |
weapon.ammouse2 | 2 |
weapon.bobrangex | 0.5 |
weapon.bobrangey | 0.80 |
weapon.bobspeed | 1.5 |
weapon.bobstyle | InverseSmooth |
weapon.selectionorder | 400 |
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
- 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