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LeverShotgun
: Weapon
 

File

Flags

Properties

//$categoryWeapons
inventory.pickupmessage"\c[Gs2Text]You got the cowboy shotgun!"
obituary"%o chewed on %k's boomstick."
tag"Cowboy Shotgun"
weapon.ammogive8
weapon.ammotype"Shell"
weapon.ammotype2"Ammo1887"
weapon.ammouse1
weapon.ammouse21
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.selectionorder300
weapon.upsound"DEPLOYML"

States

Ready: TNT1 A 0 A_JumpIfInventory("Ammo1887",0,2) TNT1 A 0 A_JumpIf(CallACS("GSReloader",3)==1,2) MODL A 1 A_WeaponReady(WRF_NOSECONDARY) Loop MODL A 1 A_WeaponReady(WRF_ALLOWRELOAD) Loop Deselect: MODL A 1 A_Lower MODL A 0 A_Lower Loop Select: MODL A 1 A_Raise MODL A 0 A_Raise Loop Fire: MSBS B 0 A_JumpIfInventory("Ammo1887",1,1) Goto Reload MSBS B 0 A_TakeInventory("Ammo1887",1) SHT2 A 0 A_FireBullets (8.0, 6.0, 20, 5, "BulletPuff") PASH A 0 A_PlaySound ("MODLFIRE", CHAN_WEAPON, 0.8) MODL BC 1 bright MODL DEFGHITJUK 1 TNT1 A 0 A_PlaySound ("MODLEV1") MODL L 1 TNT1 A 0 A_FireCustomMissile("ShotgunCasingSpawner",-5,0,-37,0) MODL MWX 1 TNT1 A 0 A_PlaySound ("MODLEV2") MODL XWMNYOZPQRSA 1 MODL A 1 A_ReFire Goto Ready AltFire: Reload: MODL FGHITJUKL 1 TNT1 A 0 A_PlaySound ("MODLEV1") MOD2 ABC 1 ReloadLoop: MOD2 CDE 2 SHTG A 0 A_PlaySound ("SHELLIN") MSBS B 0 A_GiveInventory("Ammo1887",1) MOD2 FGH 2 MOD2 C 4 A_WeaponReady(WRF_NOBOB) TNT1 A 0 A_JumpIf(CallACS("GSReloader",3)==1,1) Goto Reloadend TNT1 A 0 A_JumpIfInventory("Ammo1887",0,"Reloadend") Loop ReloadEnd: MOD2 IJ 1 SHTG A 0 A_PlaySound ("MODLEV2") MOD2 KLMN 2 MODL A 2 Goto Ready Spawn: MODW A -1 Stop

Class Hierarchy

Classes defined in \DEC_WEPS