// -------------------------------------------------------------------------- // // 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_StartSound ("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 ()); } }