// -------------------------------------------------------------------------- // // Doom weap base class // // -------------------------------------------------------------------------- class DoomWeapon : Weapon { Default { Weapon.Kickback 100; } } extend class StateProvider { // // [RH] A_FireRailgun // action void A_FireRailgun(int offset_xy = 0) { if (player == null) { return; } Weapon weap = player.ReadyWeapon; if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite) { if (!weap.DepleteAmmo (weap.bAltFire, true, 1)) return; State flash = weap.FindState('Flash'); if (flash != null) { player.SetSafeFlash(weap, flash, random[FireRail]()&1); } } int damage = GetCVar("deathmatch") ? 100 : 150; A_RailAttack(damage, offset_xy, false); // note that this function handles ammo depletion itself for Dehacked compatibility purposes. } action void A_FireRailgunLeft() { A_FireRailgun(-10); } action void A_FireRailgunRight() { A_FireRailgun(10); } action void A_RailWait() { // only here to satisfy old Dehacked patches. } }