mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-18 10:21:29 +00:00
117 lines
2.5 KiB
Text
117 lines
2.5 KiB
Text
// --------------------------------------------------------------------------
|
|
//
|
|
// Super Shotgun
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
class SuperShotgun : DoomWeapon
|
|
{
|
|
Default
|
|
{
|
|
Weapon.SelectionOrder 400;
|
|
Weapon.AmmoUse 2;
|
|
Weapon.AmmoGive 8;
|
|
Weapon.AmmoType "Shell";
|
|
Inventory.PickupMessage "$GOTSHOTGUN2";
|
|
Obituary "$OB_MPSSHOTGUN";
|
|
Tag "$TAG_SUPERSHOTGUN";
|
|
}
|
|
States
|
|
{
|
|
Ready:
|
|
SHT2 A 1 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
SHT2 A 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
SHT2 A 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
SHT2 A 3;
|
|
SHT2 A 7 A_FireShotgun2;
|
|
SHT2 B 7;
|
|
SHT2 C 7 A_CheckReload;
|
|
SHT2 D 7 A_OpenShotgun2;
|
|
SHT2 E 7;
|
|
SHT2 F 7 A_LoadShotgun2;
|
|
SHT2 G 6;
|
|
SHT2 H 6 A_CloseShotgun2;
|
|
SHT2 A 5 A_ReFire;
|
|
Goto Ready;
|
|
// unused states
|
|
SHT2 B 7;
|
|
SHT2 A 3;
|
|
Goto Deselect;
|
|
Flash:
|
|
SHT2 I 4 Bright A_Light1;
|
|
SHT2 J 3 Bright A_Light2;
|
|
Goto LightDone;
|
|
Spawn:
|
|
SGN2 A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Code (must be attached to StateProvider)
|
|
//
|
|
//===========================================================================
|
|
|
|
extend class StateProvider
|
|
{
|
|
action void A_FireShotgun2()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
A_PlaySound ("weapons/sshotf", CHAN_WEAPON);
|
|
Weapon weap = player.ReadyWeapon;
|
|
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
|
{
|
|
if (!weap.DepleteAmmo (weap.bAltFire, true, 2))
|
|
return;
|
|
|
|
player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
|
|
}
|
|
player.mo.PlayAttacking2 ();
|
|
|
|
double pitch = BulletSlope ();
|
|
|
|
for (int i = 0 ; i < 20 ; i++)
|
|
{
|
|
int damage = 5 * random[FireSG2](1, 3);
|
|
double ang = angle + Random2[FireSG2]() * (11.25 / 256);
|
|
|
|
// Doom adjusts the bullet slope by shifting a random number [-255,255]
|
|
// left 5 places. At 2048 units away, this means the vertical position
|
|
// of the shot can deviate as much as 255 units from nominal. So using
|
|
// some simple trigonometry, that means the vertical angle of the shot
|
|
// can deviate by as many as ~7.097 degrees.
|
|
|
|
LineAttack (ang, PLAYERMISSILERANGE, pitch + Random2[FireSG2]() * (7.097 / 256), damage, 'Hitscan', "BulletPuff");
|
|
}
|
|
}
|
|
|
|
|
|
action void A_OpenShotgun2()
|
|
{
|
|
A_PlaySound("weapons/sshoto", CHAN_WEAPON);
|
|
}
|
|
|
|
action void A_LoadShotgun2()
|
|
{
|
|
A_PlaySound("weapons/sshotl", CHAN_WEAPON);
|
|
}
|
|
|
|
action void A_CloseShotgun2()
|
|
{
|
|
A_PlaySound("weapons/sshotc", CHAN_WEAPON);
|
|
A_Refire();
|
|
}
|
|
}
|