// -------------------------------------------------------------------------- // // Pistol // // -------------------------------------------------------------------------- class Pistol : DoomWeapon { Default { Weapon.SelectionOrder 1900; Weapon.AmmoUse 1; Weapon.AmmoGive 20; Weapon.AmmoType "Clip"; Obituary "$OB_MPPISTOL"; +WEAPON.WIMPY_WEAPON Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"; Tag "$TAG_PISTOL"; } States { Ready: PISG A 1 A_WeaponReady; Loop; Deselect: PISG A 1 A_Lower; Loop; Select: PISG A 1 A_Raise; Loop; Fire: PISG A 4; PISG B 6 A_FirePistol; PISG C 4; PISG B 5 A_ReFire; Goto Ready; Flash: PISF A 7 Bright A_Light1; Goto LightDone; PISF A 7 Bright A_Light1; Goto LightDone; Spawn: PIST A -1; Stop; } } //=========================================================================== // // Code (must be attached to StateProvider) // //=========================================================================== extend class StateProvider { //=========================================================================== // This is also used by the shotgun and chaingun //=========================================================================== protected action void GunShot(bool accurate, Class pufftype, double pitch) { int damage = 5 * random[GunShot](1, 3); double ang = angle; if (!accurate) { ang += Random2[GunShot]() * (5.625 / 256); } LineAttack(ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', pufftype); } //=========================================================================== action void A_FirePistol() { bool accurate; if (player != null) { Weapon weap = player.ReadyWeapon; if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite) { if (!weap.DepleteAmmo (weap.bAltFire, true, 1)) return; player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true); } player.mo.PlayAttacking2 (); accurate = !player.refire; } else { accurate = true; } A_PlaySound ("weapons/pistol", CHAN_WEAPON); GunShot (accurate, "BulletPuff", BulletSlope ()); } }