gzdoom/src/g_doom/a_doomweaps.cpp
Christoph Oelckers 159c548c5a - Changed A_ChangeFlag so that it doesn't need to alter the flag
string. With strings being passed as names this is unsafe.
- Removed unused parameter types from the function parameter parser for
  DECORATE.
- Changed: All actor name parameters in DECORATE are now passed as 
  FNames, not as strings. 
- Fixed: The MAPINFO parser stored the RedirectType as a type pointer.
  But at this point DECORATE hasn't been read yet so this was limited to
  the internal classes.
- Fixed: TXT_NEED_IDCARD wasn't terminated with a ';'.
- Fixed: Strife's DeadRebel was missing its DoomEdNum.
- With names as type identifiers it is no longer necessary to remap
  the monster types to internal constants in A_BossDeath.
- Fixed: A_BossDeath got the string from a name - just to get a name from
  the string. Using the name directly is sufficient.


SVN r103 (trunk)
2006-05-10 15:07:14 +00:00

1407 lines
35 KiB
C++

#include "actor.h"
#include "info.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_pickups.h"
#include "a_doomglobal.h"
#include "d_player.h"
#include "p_pspr.h"
#include "p_local.h"
#include "gstrings.h"
#include "p_effect.h"
#include "gi.h"
#include "templates.h"
#include "thingdef.h"
static FRandom pr_punch ("Punch");
static FRandom pr_saw ("Saw");
static FRandom pr_fireshotgun2 ("FireSG2");
static FRandom pr_fireplasma ("FirePlasma");
static FRandom pr_firerail ("FireRail");
static FRandom pr_bfgspray ("BFGSpray");
/* ammo ********************************************************************/
// Clip --------------------------------------------------------------------
class AClip : public AAmmo
{
DECLARE_ACTOR (AClip, AAmmo)
public:
virtual const char *PickupMessage ()
{
return GStrings("GOTCLIP");
}
};
FState AClip::States[] =
{
S_NORMAL (CLIP, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AClip, Doom, 2007, 11)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_Inventory_Amount (10)
PROP_Inventory_MaxAmount (200)
PROP_Ammo_BackpackAmount (10)
PROP_Ammo_BackpackMaxAmount (400)
PROP_SpawnState (0)
PROP_Inventory_Icon ("CLIPA0")
END_DEFAULTS
// Clip box ----------------------------------------------------------------
class AClipBox : public AClip
{
DECLARE_ACTOR (AClipBox, AClip)
public:
virtual const char *PickupMessage ()
{
return GStrings("GOTCLIPBOX");
}
};
FState AClipBox::States[] =
{
S_NORMAL (AMMO, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AClipBox, Doom, 2048, 139)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_Inventory_Amount (50)
PROP_SpawnState (0)
END_DEFAULTS
// Rocket ------------------------------------------------------------------
class ARocketAmmo : public AAmmo
{
DECLARE_ACTOR (ARocketAmmo, AAmmo)
public:
virtual const char *PickupMessage ()
{
return GStrings("GOTROCKET");
}
};
FState ARocketAmmo::States[] =
{
S_NORMAL (ROCK, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ARocketAmmo, Doom, 2010, 140)
PROP_RadiusFixed (20)
PROP_HeightFixed (26)
PROP_Flags (MF_SPECIAL)
PROP_Inventory_Amount (1)
PROP_Inventory_MaxAmount (50)
PROP_Ammo_BackpackAmount (1)
PROP_Ammo_BackpackMaxAmount (100)
PROP_SpawnState (0)
PROP_Inventory_Icon ("ROCKA0")
END_DEFAULTS
// Rocket box --------------------------------------------------------------
class ARocketBox : public ARocketAmmo
{
DECLARE_ACTOR (ARocketBox, ARocketAmmo)
public:
virtual const char *PickupMessage ()
{
return GStrings("GOTROCKBOX");
}
};
FState ARocketBox::States[] =
{
S_NORMAL (BROK, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ARocketBox, Doom, 2046, 141)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_Inventory_Amount (5)
PROP_SpawnState (0)
END_DEFAULTS
// Cell --------------------------------------------------------------------
class ACell : public AAmmo
{
DECLARE_ACTOR (ACell, AAmmo)
public:
virtual const char *PickupMessage ()
{
return GStrings("GOTCELL");
}
};
FState ACell::States[] =
{
S_NORMAL (CELL, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ACell, Doom, 2047, 75)
PROP_RadiusFixed (20)
PROP_HeightFixed (10)
PROP_Flags (MF_SPECIAL)
PROP_Inventory_Amount (20)
PROP_Inventory_MaxAmount (300)
PROP_Ammo_BackpackAmount (20)
PROP_Ammo_BackpackMaxAmount (600)
PROP_SpawnState (0)
PROP_Inventory_Icon ("CELLA0")
END_DEFAULTS
// Cell pack ---------------------------------------------------------------
class ACellPack : public ACell
{
DECLARE_ACTOR (ACellPack, ACell)
public:
virtual const char *PickupMessage ()
{
return GStrings("GOTCELLBOX");
}
};
FState ACellPack::States[] =
{
S_NORMAL (CELP, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ACellPack, Doom, 17, 142)
PROP_RadiusFixed (20)
PROP_HeightFixed (18)
PROP_Flags (MF_SPECIAL)
PROP_Inventory_Amount (100)
PROP_SpawnState (0)
END_DEFAULTS
// Shells ------------------------------------------------------------------
class AShell : public AAmmo
{
DECLARE_ACTOR (AShell, AAmmo)
public:
virtual const char *PickupMessage ()
{
return GStrings("GOTSHELLS");
}
};
FState AShell::States[] =
{
S_NORMAL (SHEL, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AShell, Doom, 2008, 12)
PROP_RadiusFixed (20)
PROP_HeightFixed (8)
PROP_Flags (MF_SPECIAL)
PROP_Inventory_Amount (4)
PROP_Inventory_MaxAmount (50)
PROP_Ammo_BackpackAmount (4)
PROP_Ammo_BackpackMaxAmount (100)
PROP_SpawnState (0)
PROP_Inventory_Icon ("SHELA0")
END_DEFAULTS
// Shell box ---------------------------------------------------------------
class AShellBox : public AShell
{
DECLARE_ACTOR (AShellBox, AShell)
public:
virtual const char *PickupMessage ()
{
return GStrings("GOTSHELLBOX");
}
};
FState AShellBox::States[] =
{
S_NORMAL (SBOX, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AShellBox, Doom, 2049, 143)
PROP_RadiusFixed (20)
PROP_HeightFixed (10)
PROP_Flags (MF_SPECIAL)
PROP_Inventory_Amount (20)
PROP_SpawnState (0)
END_DEFAULTS
/* the weapons that use the ammo above *************************************/
// Fist ---------------------------------------------------------------------
void A_Punch (AActor *);
class AFist : public AWeapon
{
DECLARE_ACTOR (AFist, AWeapon)
public:
const char *GetObituary ();
};
FState AFist::States[] =
{
#define S_PUNCH 0
S_NORMAL (PUNG, 'A', 1, A_WeaponReady , &States[S_PUNCH]),
#define S_PUNCHDOWN (S_PUNCH+1)
S_NORMAL (PUNG, 'A', 1, A_Lower , &States[S_PUNCHDOWN]),
#define S_PUNCHUP (S_PUNCHDOWN+1)
S_NORMAL (PUNG, 'A', 1, A_Raise , &States[S_PUNCHUP]),
#define S_PUNCH1 (S_PUNCHUP+1)
S_NORMAL (PUNG, 'B', 4, NULL , &States[S_PUNCH1+1]),
S_NORMAL (PUNG, 'C', 4, A_Punch , &States[S_PUNCH1+2]),
S_NORMAL (PUNG, 'D', 5, NULL , &States[S_PUNCH1+3]),
S_NORMAL (PUNG, 'C', 4, NULL , &States[S_PUNCH1+4]),
S_NORMAL (PUNG, 'B', 5, A_ReFire , &States[S_PUNCH])
};
IMPLEMENT_ACTOR (AFist, Doom, -1, 0)
PROP_Weapon_SelectionOrder (3700)
PROP_Weapon_Flags (WIF_WIMPY_WEAPON|WIF_BOT_MELEE)
PROP_Weapon_UpState (S_PUNCHUP)
PROP_Weapon_DownState (S_PUNCHDOWN)
PROP_Weapon_ReadyState (S_PUNCH)
PROP_Weapon_AtkState (S_PUNCH1)
PROP_Weapon_HoldAtkState (S_PUNCH1)
PROP_Weapon_Kickback (100)
END_DEFAULTS
const char *AFist::GetObituary ()
{
return GStrings("OB_MPFIST");
}
//
// A_Punch
//
void A_Punch (AActor *actor)
{
angle_t angle;
int damage;
int pitch;
if (actor->player != NULL)
{
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
}
damage = (pr_punch()%10+1)<<1;
if (actor->FindInventory<APowerStrength>())
damage *= 10;
angle = actor->angle;
angle += pr_punch.Random2() << 18;
pitch = P_AimLineAttack (actor, angle, MELEERANGE);
P_LineAttack (actor, angle, MELEERANGE, pitch, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
// turn to face target
if (linetarget)
{
S_Sound (actor, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
linetarget->x,
linetarget->y);
}
}
// Pistol -------------------------------------------------------------------
void A_FirePistol (AActor *);
class APistol : public AWeapon
{
DECLARE_ACTOR (APistol, AWeapon)
public:
const char *GetObituary ();
};
FState APistol::States[] =
{
#define S_PISTOL 0
S_NORMAL (PISG, 'A', 1, A_WeaponReady , &States[S_PISTOL]),
#define S_PISTOLDOWN (S_PISTOL+1)
S_NORMAL (PISG, 'A', 1, A_Lower , &States[S_PISTOLDOWN]),
#define S_PISTOLUP (S_PISTOLDOWN+1)
S_NORMAL (PISG, 'A', 1, A_Raise , &States[S_PISTOLUP]),
#define S_PISTOL1 (S_PISTOLUP+1)
S_NORMAL (PISG, 'A', 4, NULL , &States[S_PISTOL1+1]),
S_NORMAL (PISG, 'B', 6, A_FirePistol , &States[S_PISTOL1+2]),
S_NORMAL (PISG, 'C', 4, NULL , &States[S_PISTOL1+3]),
S_NORMAL (PISG, 'B', 5, A_ReFire , &States[S_PISTOL]),
#define S_PISTOLFLASH (S_PISTOL1+4)
S_BRIGHT (PISF, 'A', 7, A_Light1 , &AWeapon::States[S_LIGHTDONE]),
// This next state is here just in case people want to shoot plasma balls or railguns
// with the pistol using Dehacked.
S_BRIGHT (PISF, 'A', 7, A_Light1 , &AWeapon::States[S_LIGHTDONE])
};
IMPLEMENT_ACTOR (APistol, Doom, -1, 0)
PROP_Weapon_SelectionOrder (1900)
PROP_Weapon_Flags (WIF_WIMPY_WEAPON)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (20)
PROP_Weapon_UpState (S_PISTOLUP)
PROP_Weapon_DownState (S_PISTOLDOWN)
PROP_Weapon_ReadyState (S_PISTOL)
PROP_Weapon_AtkState (S_PISTOL1)
PROP_Weapon_HoldAtkState (S_PISTOL1)
PROP_Weapon_FlashState (S_PISTOLFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (25000000)
PROP_Weapon_AmmoType1 ("Clip")
END_DEFAULTS
const char *APistol::GetObituary ()
{
return GStrings("OB_MPPISTOL");
}
//
// A_FirePistol
//
void A_FirePistol (AActor *actor)
{
bool accurate;
if (actor->player != NULL)
{
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
P_SetPsprite (actor->player, ps_flash, weapon->FlashState);
}
actor->player->mo->PlayAttacking2 ();
accurate = !actor->player->refire;
}
else
{
accurate = true;
}
S_Sound (actor, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
P_BulletSlope (actor);
P_GunShot (actor, accurate, RUNTIME_CLASS(ABulletPuff));
}
// Chainsaw -----------------------------------------------------------------
void A_Saw (AActor *);
class AChainsaw : public AWeapon
{
DECLARE_ACTOR (AChainsaw, AWeapon)
public:
const char *PickupMessage ();
const char *GetObituary ();
};
FState AChainsaw::States[] =
{
#define S_SAW 0
S_NORMAL (SAWG, 'C', 4, A_WeaponReady , &States[S_SAW+1]),
S_NORMAL (SAWG, 'D', 4, A_WeaponReady , &States[S_SAW+0]),
#define S_SAWDOWN (S_SAW+2)
S_NORMAL (SAWG, 'C', 1, A_Lower , &States[S_SAWDOWN]),
#define S_SAWUP (S_SAWDOWN+1)
S_NORMAL (SAWG, 'C', 1, A_Raise , &States[S_SAWUP]),
#define S_SAW1 (S_SAWUP+1)
S_NORMAL (SAWG, 'A', 4, A_Saw , &States[S_SAW1+1]),
S_NORMAL (SAWG, 'B', 4, A_Saw , &States[S_SAW1+2]),
S_NORMAL (SAWG, 'B', 0, A_ReFire , &States[S_SAW]),
#define S_CSAW (S_SAW1+3)
S_NORMAL (CSAW, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AChainsaw, Doom, 2005, 32)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_CSAW)
PROP_Weapon_SelectionOrder (2200)
PROP_Weapon_Flags (WIF_BOT_MELEE)
PROP_Weapon_UpState (S_SAWUP)
PROP_Weapon_DownState (S_SAWDOWN)
PROP_Weapon_ReadyState (S_SAW)
PROP_Weapon_AtkState (S_SAW1)
PROP_Weapon_HoldAtkState (S_SAW1)
PROP_Weapon_UpSound ("weapons/sawup")
PROP_Weapon_ReadySound ("weapons/sawidle")
END_DEFAULTS
const char *AChainsaw::PickupMessage ()
{
return GStrings("GOTCHAINSAW");
}
const char *AChainsaw::GetObituary ()
{
return GStrings("OB_MPCHAINSAW");
}
//
// A_Saw
//
void A_Saw (AActor *actor)
{
angle_t angle;
int damage;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
damage = 2 * (pr_saw()%10+1);
angle = actor->angle;
angle += pr_saw.Random2() << 18;
// use meleerange + 1 so the puff doesn't skip the flash
// [RH] What I think that really means is that they want the puff to show
// up on walls. If the distance to P_LineAttack is <= MELEERANGE, then it
// won't puff the wall, which is why the fist does not create puffs on
// the walls.
P_LineAttack (actor, angle, MELEERANGE+1,
P_AimLineAttack (actor, angle, MELEERANGE+1), damage,
MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
if (!linetarget)
{
S_Sound (actor, CHAN_WEAPON, "weapons/sawfull", 1, ATTN_NORM);
return;
}
S_Sound (actor, CHAN_WEAPON, "weapons/sawhit", 1, ATTN_NORM);
// turn to face target
angle = R_PointToAngle2 (actor->x, actor->y,
linetarget->x, linetarget->y);
if (angle - actor->angle > ANG180)
{
if (angle - actor->angle < (angle_t)(-ANG90/20))
actor->angle = angle + ANG90/21;
else
actor->angle -= ANG90/20;
}
else
{
if (angle - actor->angle > ANG90/20)
actor->angle = angle - ANG90/21;
else
actor->angle += ANG90/20;
}
actor->flags |= MF_JUSTATTACKED;
}
// Shotgun ------------------------------------------------------------------
void A_FireShotgun (AActor *);
class AShotgun : public AWeapon
{
DECLARE_ACTOR (AShotgun, AWeapon)
public:
const char *PickupMessage ();
const char *GetObituary ();
};
FState AShotgun::States[] =
{
#define S_SGUN 0
S_NORMAL (SHTG, 'A', 1, A_WeaponReady , &States[S_SGUN]),
#define S_SGUNDOWN (S_SGUN+1)
S_NORMAL (SHTG, 'A', 1, A_Lower , &States[S_SGUNDOWN]),
#define S_SGUNUP (S_SGUNDOWN+1)
S_NORMAL (SHTG, 'A', 1, A_Raise , &States[S_SGUNUP]),
#define S_SGUN1 (S_SGUNUP+1)
S_NORMAL (SHTG, 'A', 3, NULL , &States[S_SGUN1+1]),
S_NORMAL (SHTG, 'A', 7, A_FireShotgun , &States[S_SGUN1+2]),
S_NORMAL (SHTG, 'B', 5, NULL , &States[S_SGUN1+3]),
S_NORMAL (SHTG, 'C', 5, NULL , &States[S_SGUN1+4]),
S_NORMAL (SHTG, 'D', 4, NULL , &States[S_SGUN1+5]),
S_NORMAL (SHTG, 'C', 5, NULL , &States[S_SGUN1+6]),
S_NORMAL (SHTG, 'B', 5, NULL , &States[S_SGUN1+7]),
S_NORMAL (SHTG, 'A', 3, NULL , &States[S_SGUN1+8]),
S_NORMAL (SHTG, 'A', 7, A_ReFire , &States[S_SGUN]),
#define S_SGUNFLASH (S_SGUN1+9)
S_BRIGHT (SHTF, 'A', 4, A_Light1 , &States[S_SGUNFLASH+1]),
S_BRIGHT (SHTF, 'B', 3, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
#define S_SHOT (S_SGUNFLASH+2)
S_NORMAL (SHOT, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AShotgun, Doom, 2001, 27)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_SHOT)
PROP_Weapon_SelectionOrder (1300)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (8)
PROP_Weapon_UpState (S_SGUNUP)
PROP_Weapon_DownState (S_SGUNDOWN)
PROP_Weapon_ReadyState (S_SGUN)
PROP_Weapon_AtkState (S_SGUN1)
PROP_Weapon_HoldAtkState (S_SGUN1)
PROP_Weapon_FlashState (S_SGUNFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (24000000)
PROP_Weapon_AmmoType1 ("Shell")
END_DEFAULTS
const char *AShotgun::PickupMessage ()
{
return GStrings("GOTSHOTGUN");
}
const char *AShotgun::GetObituary ()
{
return GStrings("OB_MPSHOTGUN");
}
//
// A_FireShotgun
//
void A_FireShotgun (AActor *actor)
{
int i;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
S_Sound (actor, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
P_SetPsprite (player, ps_flash, weapon->FlashState);
}
player->mo->PlayAttacking2 ();
P_BulletSlope (actor);
for (i=0 ; i<7 ; i++)
P_GunShot (actor, false, RUNTIME_CLASS(ABulletPuff));
}
// Super Shotgun ------------------------------------------------------------
void A_FireShotgun2 (AActor *actor);
void A_OpenShotgun2 (AActor *actor);
void A_LoadShotgun2 (AActor *actor);
void A_CloseShotgun2 (AActor *actor);
class ASuperShotgun : public AWeapon
{
DECLARE_ACTOR (ASuperShotgun, AWeapon)
public:
const char *PickupMessage ();
const char *GetObituary ();
};
FState ASuperShotgun::States[] =
{
#define S_DSGUN 0
S_NORMAL (SHT2, 'A', 1, A_WeaponReady , &States[S_DSGUN]),
#define S_DSGUNDOWN (S_DSGUN+1)
S_NORMAL (SHT2, 'A', 1, A_Lower , &States[S_DSGUNDOWN]),
#define S_DSGUNUP (S_DSGUNDOWN+1)
S_NORMAL (SHT2, 'A', 1, A_Raise , &States[S_DSGUNUP]),
#define S_DSGUN1 (S_DSGUNUP+1)
S_NORMAL (SHT2, 'A', 3, NULL , &States[S_DSGUN1+1]),
S_NORMAL (SHT2, 'A', 7, A_FireShotgun2 , &States[S_DSGUN1+2]),
S_NORMAL (SHT2, 'B', 7, NULL , &States[S_DSGUN1+3]),
S_NORMAL (SHT2, 'C', 7, A_CheckReload , &States[S_DSGUN1+4]),
S_NORMAL (SHT2, 'D', 7, A_OpenShotgun2 , &States[S_DSGUN1+5]),
S_NORMAL (SHT2, 'E', 7, NULL , &States[S_DSGUN1+6]),
S_NORMAL (SHT2, 'F', 7, A_LoadShotgun2 , &States[S_DSGUN1+7]),
S_NORMAL (SHT2, 'G', 6, NULL , &States[S_DSGUN1+8]),
S_NORMAL (SHT2, 'H', 6, A_CloseShotgun2 , &States[S_DSGUN1+9]),
S_NORMAL (SHT2, 'A', 5, A_ReFire , &States[S_DSGUN]),
#define S_DSNR (S_DSGUN1+10)
S_NORMAL (SHT2, 'B', 7, NULL , &States[S_DSNR+1]),
S_NORMAL (SHT2, 'A', 3, NULL , &States[S_DSGUNDOWN]),
#define S_DSGUNFLASH (S_DSNR+2)
S_BRIGHT (SHT2, 'I', 4, A_Light1 , &States[S_DSGUNFLASH+1]),
S_BRIGHT (SHT2, 'J', 3, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
#define S_SHOT2 (S_DSGUNFLASH+2)
S_NORMAL (SGN2, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ASuperShotgun, Doom, 82, 33)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_SHOT2)
PROP_Weapon_SelectionOrder (400)
PROP_Weapon_AmmoUse1 (2)
PROP_Weapon_AmmoGive1 (8)
PROP_Weapon_UpState (S_DSGUNUP)
PROP_Weapon_DownState (S_DSGUNDOWN)
PROP_Weapon_ReadyState (S_DSGUN)
PROP_Weapon_AtkState (S_DSGUN1)
PROP_Weapon_HoldAtkState (S_DSGUN1)
PROP_Weapon_FlashState (S_DSGUNFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (15000000)
PROP_Weapon_AmmoType1 ("Shell")
END_DEFAULTS
const char *ASuperShotgun::PickupMessage ()
{
return GStrings("GOTSHOTGUN2");
}
const char *ASuperShotgun::GetObituary ()
{
return GStrings("OB_MPSSHOTGUN");
}
//
// A_FireShotgun2
//
void A_FireShotgun2 (AActor *actor)
{
int i;
angle_t angle;
int damage;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
S_Sound (actor, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
P_SetPsprite (player, ps_flash, weapon->FlashState);
}
player->mo->PlayAttacking2 ();
P_BulletSlope (actor);
for (i=0 ; i<20 ; i++)
{
damage = 5*(pr_fireshotgun2()%3+1);
angle = actor->angle;
angle += pr_fireshotgun2.Random2() << 19;
// 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 or ~84676099 BAMs.
P_LineAttack (actor,
angle,
PLAYERMISSILERANGE,
bulletpitch + (pr_fireshotgun2.Random2() * 332063), damage,
MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
}
}
void A_OpenShotgun2 (AActor *actor)
{
S_Sound (actor, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM);
}
void A_LoadShotgun2 (AActor *actor)
{
S_Sound (actor, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM);
}
void A_CloseShotgun2 (AActor *actor)
{
S_Sound (actor, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
A_ReFire (actor);
}
// Chaingun -----------------------------------------------------------------
void A_FireCGun (AActor *);
class AChaingun : public AWeapon
{
DECLARE_ACTOR (AChaingun, AWeapon)
public:
const char *PickupMessage ();
const char *GetObituary ();
};
FState AChaingun::States[] =
{
#define S_CHAIN 0
S_NORMAL (CHGG, 'A', 1, A_WeaponReady , &States[S_CHAIN]),
#define S_CHAINDOWN (S_CHAIN+1)
S_NORMAL (CHGG, 'A', 1, A_Lower , &States[S_CHAINDOWN]),
#define S_CHAINUP (S_CHAINDOWN+1)
S_NORMAL (CHGG, 'A', 1, A_Raise , &States[S_CHAINUP]),
#define S_CHAIN1 (S_CHAINUP+1)
S_NORMAL (CHGG, 'A', 4, A_FireCGun , &States[S_CHAIN1+1]),
S_NORMAL (CHGG, 'B', 4, A_FireCGun , &States[S_CHAIN1+2]),
S_NORMAL (CHGG, 'B', 0, A_ReFire , &States[S_CHAIN]),
#define S_CHAINFLASH (S_CHAIN1+3)
S_BRIGHT (CHGF, 'A', 5, A_Light1 , &AWeapon::States[S_LIGHTDONE]),
S_BRIGHT (CHGF, 'B', 5, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
#define S_MGUN (S_CHAINFLASH+2)
S_NORMAL (MGUN, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AChaingun, Doom, 2002, 28)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_MGUN)
PROP_Weapon_SelectionOrder (700)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (20)
PROP_Weapon_UpState (S_CHAINUP)
PROP_Weapon_DownState (S_CHAINDOWN)
PROP_Weapon_ReadyState (S_CHAIN)
PROP_Weapon_AtkState (S_CHAIN1)
PROP_Weapon_HoldAtkState (S_CHAIN1)
PROP_Weapon_FlashState (S_CHAINFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (27000000)
PROP_Weapon_AmmoType1 ("Clip")
END_DEFAULTS
const char *AChaingun::PickupMessage ()
{
return GStrings("GOTCHAINGUN");
}
const char *AChaingun::GetObituary ()
{
return GStrings("OB_MPCHAINGUN");
}
//
// A_FireCGun
//
void A_FireCGun (AActor *actor)
{
player_t *player;
if (actor == NULL || NULL == (player = actor->player))
{
return;
}
S_Sound (actor, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
AWeapon *weapon = player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
if (weapon->FlashState != NULL)
{
// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
int theflash = clamp (int(players->psprites[ps_weapon].state - weapon->AtkState), 0, 1);
if (weapon->FlashState[theflash].sprite.index != weapon->FlashState->sprite.index)
{
theflash = 0;
}
P_SetPsprite (player, ps_flash, weapon->FlashState + theflash);
}
}
player->mo->PlayAttacking2 ();
P_BulletSlope (actor);
P_GunShot (actor, !player->refire, RUNTIME_CLASS(ABulletPuff));
}
// Rocket launcher ---------------------------------------------------------
void A_FireMissile (AActor *);
void A_Explode (AActor *);
class ARocketLauncher : public AWeapon
{
DECLARE_ACTOR (ARocketLauncher, AWeapon)
public:
const char *PickupMessage ();
};
FState ARocketLauncher::States[] =
{
#define S_MISSILE 0
S_NORMAL (MISG, 'A', 1, A_WeaponReady , &States[S_MISSILE]),
#define S_MISSILEDOWN (S_MISSILE+1)
S_NORMAL (MISG, 'A', 1, A_Lower , &States[S_MISSILEDOWN]),
#define S_MISSILEUP (S_MISSILEDOWN+1)
S_NORMAL (MISG, 'A', 1, A_Raise , &States[S_MISSILEUP]),
#define S_MISSILE1 (S_MISSILEUP+1)
S_NORMAL (MISG, 'B', 8, A_GunFlash , &States[S_MISSILE1+1]),
S_NORMAL (MISG, 'B', 12, A_FireMissile , &States[S_MISSILE1+2]),
S_NORMAL (MISG, 'B', 0, A_ReFire , &States[S_MISSILE]),
#define S_MISSILEFLASH (S_MISSILE1+3)
S_BRIGHT (MISF, 'A', 3, A_Light1 , &States[S_MISSILEFLASH+1]),
S_BRIGHT (MISF, 'B', 4, NULL , &States[S_MISSILEFLASH+2]),
S_BRIGHT (MISF, 'C', 4, A_Light2 , &States[S_MISSILEFLASH+3]),
S_BRIGHT (MISF, 'D', 4, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
#define S_LAUN (S_MISSILEFLASH+4)
S_NORMAL (LAUN, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ARocketLauncher, Doom, 2003, 29)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_LAUN)
PROP_Weapon_SelectionOrder (2500)
PROP_Weapon_Flags (WIF_NOAUTOFIRE|WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (2)
PROP_Weapon_UpState (S_MISSILEUP)
PROP_Weapon_DownState (S_MISSILEDOWN)
PROP_Weapon_ReadyState (S_MISSILE)
PROP_Weapon_AtkState (S_MISSILE1)
PROP_Weapon_HoldAtkState (S_MISSILE1)
PROP_Weapon_FlashState (S_MISSILEFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (18350080)
PROP_Weapon_AmmoType1 ("RocketAmmo")
PROP_Weapon_ProjectileType ("Rocket")
END_DEFAULTS
const char *ARocketLauncher::PickupMessage ()
{
return GStrings("GOTLAUNCHER");
}
FState ARocket::States[] =
{
#define S_ROCKET 0
S_BRIGHT (MISL, 'A', 1, NULL , &States[S_ROCKET]),
#define S_EXPLODE (S_ROCKET+1)
S_BRIGHT (MISL, 'B', 8, A_Explode , &States[S_EXPLODE+1]),
S_BRIGHT (MISL, 'C', 6, NULL , &States[S_EXPLODE+2]),
S_BRIGHT (MISL, 'D', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (ARocket, Doom, -1, 127)
PROP_RadiusFixed (11)
PROP_HeightFixed (8)
PROP_SpeedFixed (20)
PROP_Damage (20)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_SpawnState (S_ROCKET)
PROP_DeathState (S_EXPLODE)
PROP_SeeSound ("weapons/rocklf")
PROP_DeathSound ("weapons/rocklx")
END_DEFAULTS
void ARocket::BeginPlay ()
{
Super::BeginPlay ();
effects |= FX_ROCKET;
}
const char *ARocket::GetObituary ()
{
return GStrings("OB_MPROCKET");
}
//
// A_FireMissile
//
void A_FireMissile (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ARocket));
}
// Plasma rifle ------------------------------------------------------------
void A_FirePlasma (AActor *);
class APlasmaRifle : public AWeapon
{
DECLARE_ACTOR (APlasmaRifle, AWeapon)
public:
const char *PickupMessage ();
};
FState APlasmaRifle::States[] =
{
#define S_PLASMA 0
S_NORMAL (PLSG, 'A', 1, A_WeaponReady , &States[S_PLASMA]),
#define S_PLASMADOWN (S_PLASMA+1)
S_NORMAL (PLSG, 'A', 1, A_Lower , &States[S_PLASMADOWN]),
#define S_PLASMAUP (S_PLASMADOWN+1)
S_NORMAL (PLSG, 'A', 1, A_Raise , &States[S_PLASMAUP]),
#define S_PLASMA1 (S_PLASMAUP+1)
S_NORMAL (PLSG, 'A', 3, A_FirePlasma , &States[S_PLASMA1+1]),
S_NORMAL (PLSG, 'B', 20, A_ReFire , &States[S_PLASMA]),
#define S_PLASMAFLASH (S_PLASMA1+2)
S_BRIGHT (PLSF, 'A', 4, A_Light1 , &AWeapon::States[S_LIGHTDONE]),
S_BRIGHT (PLSF, 'B', 4, A_Light1 , &AWeapon::States[S_LIGHTDONE]),
#define S_PLAS (S_PLASMAFLASH+2)
S_NORMAL (PLAS, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (APlasmaRifle, Doom, 2004, 30)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_PLAS)
PROP_Weapon_SelectionOrder (100)
PROP_Weapon_AmmoUse1 (1)
PROP_Weapon_AmmoGive1 (40)
PROP_Weapon_UpState (S_PLASMAUP)
PROP_Weapon_DownState (S_PLASMADOWN)
PROP_Weapon_ReadyState (S_PLASMA)
PROP_Weapon_AtkState (S_PLASMA1)
PROP_Weapon_HoldAtkState (S_PLASMA1)
PROP_Weapon_FlashState (S_PLASMAFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (27000000)
PROP_Weapon_ProjectileType ("PlasmaBall")
PROP_Weapon_AmmoType1 ("Cell")
END_DEFAULTS
const char *APlasmaRifle::PickupMessage ()
{
return GStrings("GOTPLASMA");
}
FState APlasmaBall::States[] =
{
#define S_PLASBALL 0
S_BRIGHT (PLSS, 'A', 6, NULL , &States[S_PLASBALL+1]),
S_BRIGHT (PLSS, 'B', 6, NULL , &States[S_PLASBALL]),
#define S_PLASEXP (S_PLASBALL+2)
S_BRIGHT (PLSE, 'A', 4, NULL , &States[S_PLASEXP+1]),
S_BRIGHT (PLSE, 'B', 4, NULL , &States[S_PLASEXP+2]),
S_BRIGHT (PLSE, 'C', 4, NULL , &States[S_PLASEXP+3]),
S_BRIGHT (PLSE, 'D', 4, NULL , &States[S_PLASEXP+4]),
S_BRIGHT (PLSE, 'E', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (APlasmaBall, Doom, -1, 51)
PROP_RadiusFixed (13)
PROP_HeightFixed (8)
PROP_SpeedFixed (25)
PROP_Damage (5)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
PROP_Flags3 (MF3_WARNBOT)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_RenderStyle (STYLE_Add)
PROP_Alpha (TRANSLUC75)
PROP_SpawnState (S_PLASBALL)
PROP_DeathState (S_PLASEXP)
PROP_SeeSound ("weapons/plasmaf")
PROP_DeathSound ("weapons/plasmax")
END_DEFAULTS
const char *APlasmaBall::GetObituary ()
{
return GStrings("OB_MPPLASMARIFLE");
}
//
// A_FirePlasma
//
void A_FirePlasma (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
if (weapon->FlashState != NULL)
{
P_SetPsprite (player, ps_flash, weapon->FlashState + (pr_fireplasma()&1));
}
}
P_SpawnPlayerMissile (actor, RUNTIME_CLASS(APlasmaBall));
}
//
// [RH] A_FireRailgun
//
static int RailOffset;
void A_FireRailgun (AActor *actor)
{
int damage;
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
if (weapon->FlashState != NULL)
{
P_SetPsprite (player, ps_flash, weapon->FlashState + (pr_firerail()&1));
}
}
damage = deathmatch ? 100 : 150;
P_RailAttack (actor, damage, RailOffset);
RailOffset = 0;
}
void A_FireRailgunRight (AActor *actor)
{
RailOffset = 10;
A_FireRailgun (actor);
}
void A_FireRailgunLeft (AActor *actor)
{
RailOffset = -10;
A_FireRailgun (actor);
}
void A_RailWait (AActor *actor)
{
// Okay, this was stupid. Just use a NULL function instead of this.
}
// BFG 9000 -----------------------------------------------------------------
void A_FireBFG (AActor *);
void A_BFGSpray (AActor *);
void A_BFGsound (AActor *);
class ABFG9000 : public AWeapon
{
DECLARE_ACTOR (ABFG9000, AWeapon)
public:
const char *PickupMessage ();
};
class ABFGExtra : public AActor
{
DECLARE_ACTOR (ABFGExtra, AActor)
};
FState ABFG9000::States[] =
{
#define S_BFG 0
S_NORMAL (BFGG, 'A', 1, A_WeaponReady , &States[S_BFG]),
#define S_BFGDOWN (S_BFG+1)
S_NORMAL (BFGG, 'A', 1, A_Lower , &States[S_BFGDOWN]),
#define S_BFGUP (S_BFGDOWN+1)
S_NORMAL (BFGG, 'A', 1, A_Raise , &States[S_BFGUP]),
#define S_BFG1 (S_BFGUP+1)
S_NORMAL (BFGG, 'A', 20, A_BFGsound , &States[S_BFG1+1]),
S_NORMAL (BFGG, 'B', 10, A_GunFlash , &States[S_BFG1+2]),
S_NORMAL (BFGG, 'B', 10, A_FireBFG , &States[S_BFG1+3]),
S_NORMAL (BFGG, 'B', 20, A_ReFire , &States[S_BFG]),
#define S_BFGFLASH (S_BFG1+4)
S_BRIGHT (BFGF, 'A', 11, A_Light1 , &States[S_BFGFLASH+1]),
S_BRIGHT (BFGF, 'B', 6, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
#define S_BFUG (S_BFGFLASH+2)
S_NORMAL (BFUG, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (ABFG9000, Doom, 2006, 31)
PROP_RadiusFixed (20)
PROP_HeightFixed (20)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (S_BFUG)
PROP_Weapon_Flags (WIF_NOAUTOFIRE|WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG)
PROP_Weapon_SelectionOrder (2800)
PROP_Weapon_AmmoUse1 (40)
PROP_Weapon_AmmoGive1 (40)
PROP_Weapon_UpState (S_BFGUP)
PROP_Weapon_DownState (S_BFGDOWN)
PROP_Weapon_ReadyState (S_BFG)
PROP_Weapon_AtkState (S_BFG1)
PROP_Weapon_HoldAtkState (S_BFG1)
PROP_Weapon_FlashState (S_BFGFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (10000000)
PROP_Weapon_AmmoType1 ("Cell")
PROP_Weapon_ProjectileType ("BFGBall")
END_DEFAULTS
const char *ABFG9000::PickupMessage ()
{
return GStrings("GOTBFG9000");
}
FState ABFGBall::States[] =
{
#define S_BFGSHOT 0
S_BRIGHT (BFS1, 'A', 4, NULL , &States[S_BFGSHOT+1]),
S_BRIGHT (BFS1, 'B', 4, NULL , &States[S_BFGSHOT]),
#define S_BFGLAND (S_BFGSHOT+2)
S_BRIGHT (BFE1, 'A', 8, NULL , &States[S_BFGLAND+1]),
S_BRIGHT (BFE1, 'B', 8, NULL , &States[S_BFGLAND+2]),
S_BRIGHT (BFE1, 'C', 8, A_BFGSpray , &States[S_BFGLAND+3]),
S_BRIGHT (BFE1, 'D', 8, NULL , &States[S_BFGLAND+4]),
S_BRIGHT (BFE1, 'E', 8, NULL , &States[S_BFGLAND+5]),
S_BRIGHT (BFE1, 'F', 8, NULL , NULL)
};
IMPLEMENT_ACTOR (ABFGBall, Doom, -1, 128)
PROP_RadiusFixed (13)
PROP_HeightFixed (8)
PROP_SpeedFixed (25)
PROP_Damage (100)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_RenderStyle (STYLE_Add)
PROP_Alpha (TRANSLUC75)
PROP_SpawnState (S_BFGSHOT)
PROP_DeathState (S_BFGLAND)
PROP_DeathSound ("weapons/bfgx")
END_DEFAULTS
const char *ABFGBall::GetObituary ()
{
return GStrings("OB_MPBFG_BOOM");
}
FState ABFGExtra::States[] =
{
S_BRIGHT (BFE2, 'A', 8, NULL , &States[1]),
S_BRIGHT (BFE2, 'B', 8, NULL , &States[2]),
S_BRIGHT (BFE2, 'C', 8, NULL , &States[3]),
S_BRIGHT (BFE2, 'D', 8, NULL , NULL)
};
IMPLEMENT_ACTOR (ABFGExtra, Doom, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Add)
PROP_Alpha (TRANSLUC75)
PROP_SpawnState (0)
END_DEFAULTS
//
// A_FireBFG
//
void A_FireBFG (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
// [RH] bfg can be forced to not use freeaim
angle_t storedpitch = actor->pitch;
int storedaimdist = player->userinfo.aimdist;
AWeapon *weapon = actor->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
if (dmflags2 & DF2_NO_FREEAIMBFG)
{
actor->pitch = 0;
player->userinfo.aimdist = ANGLE_1*35;
}
P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ABFGBall));
actor->pitch = storedpitch;
player->userinfo.aimdist = storedaimdist;
}
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
void A_BFGSpray (AActor *mo)
{
int i;
int j;
int damage;
angle_t an;
AActor *thingToHit;
const PClass *spraytype = NULL;
int numrays = 40;
int damagecnt = 15;
int index = CheckIndex (3, NULL);
if (index >= 0)
{
spraytype = PClass::FindClass ((ENamedName)StateParameters[index]);
numrays = EvalExpressionI (StateParameters[index+1], mo);
if (numrays <= 0)
numrays = 40;
damagecnt = EvalExpressionI (StateParameters[index+2], mo);
if (damagecnt <= 0)
damagecnt = 15;
}
if (spraytype == NULL)
{
spraytype = RUNTIME_CLASS(ABFGExtra);
}
// [RH] Don't crash if no target
if (!mo->target)
return;
// offset angles from its attack angle
for (i = 0; i < numrays; i++)
{
an = mo->angle - ANG90/2 + ANG90/numrays*i;
// mo->target is the originator (player) of the missile
P_AimLineAttack (mo->target, an, 16*64*FRACUNIT, ANGLE_1*32);
if (!linetarget)
continue;
Spawn (spraytype, linetarget->x, linetarget->y,
linetarget->z + (linetarget->height>>2));
damage = 0;
for (j = 0; j < damagecnt; ++j)
damage += (pr_bfgspray() & 7) + 1;
thingToHit = linetarget;
P_DamageMobj (thingToHit, mo->target, mo->target, damage, MOD_BFG_SPLASH);
P_TraceBleed (damage, thingToHit, mo->target);
}
}
//
// A_BFGsound
//
void A_BFGsound (AActor *actor)
{
S_Sound (actor, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM);
}