// -------------------------------------------------------------------------- // // Shotgun // // -------------------------------------------------------------------------- class Shotgun : DoomWeapon { Default { Weapon.SelectionOrder 1300; Weapon.AmmoUse 1; Weapon.AmmoGive 8; Weapon.AmmoType "Shell"; Inventory.PickupMessage "$GOTSHOTGUN"; Obituary "$OB_MPSHOTGUN"; Tag "$TAG_SHOTGUN"; } States { Ready: SHTG A 1 A_WeaponReady; Loop; Deselect: SHTG A 1 A_Lower; Loop; Select: SHTG A 1 A_Raise; Loop; Fire: SHTG A 3; SHTG A 7 A_FireShotgun; SHTG BC 5; SHTG D 4; SHTG CB 5; SHTG A 3; SHTG A 7 A_ReFire; Goto Ready; Flash: SHTF A 4 Bright A_Light1; SHTF B 3 Bright A_Light2; Goto LightDone; Spawn: SHOT A -1; Stop; } } //=========================================================================== // // Code (must be attached to StateProvider) // //=========================================================================== extend class StateProvider { action void A_FireShotgun() { if (player == null) { return; } A_PlaySound ("weapons/shotgf", CHAN_WEAPON); 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 (); double pitch = BulletSlope (); for (int i = 0; i < 7; i++) { GunShot (false, "BulletPuff", pitch); } } }