mirror of
https://github.com/ZDoom/gzdoom-gles.git
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85 lines
1.5 KiB
Text
85 lines
1.5 KiB
Text
// --------------------------------------------------------------------------
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//
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// Shotgun
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//
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// --------------------------------------------------------------------------
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class Shotgun : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 1300;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 8;
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Weapon.AmmoType "Shell";
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Inventory.PickupMessage "$GOTSHOTGUN";
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Obituary "$OB_MPSHOTGUN";
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Tag "$TAG_SHOTGUN";
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}
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States
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{
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Ready:
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SHTG A 1 A_WeaponReady;
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Loop;
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Deselect:
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SHTG A 1 A_Lower;
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Loop;
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Select:
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SHTG A 1 A_Raise;
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Loop;
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Fire:
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SHTG A 3;
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SHTG A 7 A_FireShotgun;
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SHTG BC 5;
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SHTG D 4;
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SHTG CB 5;
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SHTG A 3;
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SHTG A 7 A_ReFire;
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Goto Ready;
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Flash:
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SHTF A 4 Bright A_Light1;
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SHTF B 3 Bright A_Light2;
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Goto LightDone;
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Spawn:
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SHOT 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_FireShotgun()
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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_PlaySound ("weapons/shotgf", 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, 1))
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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 < 7; i++)
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{
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GunShot (false, "BulletPuff", pitch);
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}
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}
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}
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