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5229a84047
# Conflicts: # wadsrc_extra/static/filter/harmony/decorate.txt
117 lines
2.5 KiB
Text
117 lines
2.5 KiB
Text
// --------------------------------------------------------------------------
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//
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// Super Shotgun
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//
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// --------------------------------------------------------------------------
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class SuperShotgun : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 400;
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Weapon.AmmoUse 2;
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Weapon.AmmoGive 8;
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Weapon.AmmoType "Shell";
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Inventory.PickupMessage "$GOTSHOTGUN2";
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Obituary "$OB_MPSSHOTGUN";
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Tag "$TAG_SUPERSHOTGUN";
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}
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States
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{
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Ready:
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SHT2 A 1 A_WeaponReady;
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Loop;
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Deselect:
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SHT2 A 1 A_Lower;
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Loop;
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Select:
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SHT2 A 1 A_Raise;
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Loop;
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Fire:
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SHT2 A 3;
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SHT2 A 7 A_FireShotgun2;
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SHT2 B 7;
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SHT2 C 7 A_CheckReload;
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SHT2 D 7 A_OpenShotgun2;
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SHT2 E 7;
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SHT2 F 7 A_LoadShotgun2;
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SHT2 G 6;
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SHT2 H 6 A_CloseShotgun2;
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SHT2 A 5 A_ReFire;
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Goto Ready;
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// unused states
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SHT2 B 7;
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SHT2 A 3;
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Goto Deselect;
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Flash:
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SHT2 I 4 Bright A_Light1;
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SHT2 J 3 Bright A_Light2;
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Goto LightDone;
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Spawn:
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SGN2 A -1;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to StateProvider)
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//
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//===========================================================================
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extend class StateProvider
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{
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action void A_FireShotgun2()
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{
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if (player == null)
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{
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return;
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}
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A_StartSound ("weapons/sshotf", CHAN_WEAPON);
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Weapon weap = player.ReadyWeapon;
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if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weap.DepleteAmmo (weap.bAltFire, true, 2))
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return;
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player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
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}
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player.mo.PlayAttacking2 ();
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double pitch = BulletSlope ();
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for (int i = 0 ; i < 20 ; i++)
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{
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int damage = 5 * random[FireSG2](1, 3);
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double ang = angle + Random2[FireSG2]() * (11.25 / 256);
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// Doom adjusts the bullet slope by shifting a random number [-255,255]
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// left 5 places. At 2048 units away, this means the vertical position
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// of the shot can deviate as much as 255 units from nominal. So using
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// some simple trigonometry, that means the vertical angle of the shot
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// can deviate by as many as ~7.097 degrees.
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LineAttack (ang, PLAYERMISSILERANGE, pitch + Random2[FireSG2]() * (7.097 / 256), damage, 'Hitscan', "BulletPuff");
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}
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}
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action void A_OpenShotgun2()
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{
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A_StartSound("weapons/sshoto", CHAN_WEAPON);
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}
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action void A_LoadShotgun2()
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{
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A_StartSound("weapons/sshotl", CHAN_WEAPON);
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}
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action void A_CloseShotgun2()
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{
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A_StartSound("weapons/sshotc", CHAN_WEAPON);
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A_Refire();
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}
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}
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