qzdoom/wadsrc/static/zscript/actors/strife/weaponassault.zs

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// Assault Gun --------------------------------------------------------------
class AssaultGun : StrifeWeapon
{
Default
{
+FLOORCLIP
Weapon.SelectionOrder 600;
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 20;
Weapon.AmmoType1 "ClipOfBullets";
Inventory.Icon "RIFLA0";
Tag "$TAG_ASSAULTGUN";
Inventory.PickupMessage "$TXT_ASSAULTGUN";
Obituary "$OB_MPASSAULTGUN";
}
States
{
Spawn:
RIFL A -1;
Stop;
Ready:
RIFG A 1 A_WeaponReady;
Loop;
Deselect:
RIFG B 1 A_Lower;
Loop;
Select:
RIFG A 1 A_Raise;
Loop;
Fire:
RIFF AB 3 A_FireAssaultGun;
RIFG D 3 A_FireAssaultGun;
RIFG C 0 A_ReFire;
RIFG B 2 A_Light0;
Goto Ready;
}
}
extend class StateProvider
{
//============================================================================
//
// A_FireAssaultGun
//
//============================================================================
action void A_FireAssaultGun()
{
if (player == null)
{
return;
}
A_StartSound ("weapons/assaultgun", CHAN_WEAPON);
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
player.mo.PlayAttacking2 ();
int damage = 4 * random[StrifeGun](1, 3);
double ang = angle;
if (player.refire)
{
ang += Random2[StrifeGun]() * (22.5 / 256) * AccuracyFactor();
}
LineAttack (ang, PLAYERMISSILERANGE, BulletSlope (), damage, 'Hitscan', "StrifePuff");
}
}
// Standing variant of the assault gun --------------------------------------
class AssaultGunStanding : WeaponGiver
{
Default
{
DropItem "AssaultGun";
Inventory.PickupMessage "$TXT_ASSAULTGUN";
}
States
{
Spawn:
RIFL B -1;
Stop;
}
}