// -------------------------------------------------------------------------- // // Doom weap base class // // -------------------------------------------------------------------------- class DoomWeapon : Weapon { Default { Weapon.Kickback 100; } } extend class StateProvider { // // [RH] A_FireRailgun // [TP] This now takes a puff type to retain Skulltag's railgun's ability to pierce armor. // action void A_FireRailgun(class puffType = "BulletPuff", int offset_xy = 0) { 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)) return; State flash = weap.FindState('Flash'); if (flash != null) { player.SetSafeFlash(weap, flash, random[FireRail](0, 1)); } } int damage = deathmatch ? 100 : 150; A_RailAttack(damage, offset_xy, false, pufftype: puffType); // note that this function handles ammo depletion itself for Dehacked compatibility purposes. } action void A_FireRailgunLeft() { A_FireRailgun(offset_xy: -10); } action void A_FireRailgunRight() { A_FireRailgun(offset_xy: 10); } action void A_RailWait() { // only here to satisfy old Dehacked patches. } }