gzdoom/wadsrc/static/zscript/actors/doom/weaponchaingun.zs

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// --------------------------------------------------------------------------
//
// Chaingun
//
// --------------------------------------------------------------------------
class Chaingun : DoomWeapon
{
Default
{
Weapon.SelectionOrder 700;
Weapon.AmmoUse 1;
Weapon.AmmoGive 20;
Weapon.AmmoType "Clip";
Inventory.PickupMessage "$GOTCHAINGUN";
Obituary "$OB_MPCHAINGUN";
Tag "$TAG_CHAINGUN";
}
States
{
Ready:
CHGG A 1 A_WeaponReady;
Loop;
Deselect:
CHGG A 1 A_Lower;
Loop;
Select:
CHGG A 1 A_Raise;
Loop;
Fire:
CHGG AB 4 A_FireCGun;
CHGG B 0 A_ReFire;
Goto Ready;
Flash:
CHGF A 5 Bright A_Light1;
Goto LightDone;
CHGF B 5 Bright A_Light2;
Goto LightDone;
Spawn:
MGUN A -1;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to StateProvider)
//
//===========================================================================
extend class StateProvider
{
action void A_FireCGun()
{
if (player == null)
{
return;
}
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
return;
A_PlaySound ("weapons/chngun", CHAN_WEAPON);
State flash = weap.FindState('Flash');
if (flash != null)
{
// Removed most of the mess that was here in the C++ code because SetSafeFlash already does some thorough validation.
State atk = weap.FindState('Fire');
State cur = player.GetPSprite(PSP_WEAPON).CurState;
int theflash = atk == cur? 0:1;
player.SetSafeFlash(weap, flash, theflash);
}
}
player.mo.PlayAttacking2 ();
GunShot (!player.refire, "BulletPuff", BulletSlope ());
}
}