// Same as Doom weapons, but the obituaries are removed. actor Bootspoon : Fist { obituary "$OB_MPSPOON" Tag "$TAG_SPOON" } actor SuperBootspork : Chainsaw { obituary "$OB_MPBOOTSPORK" Inventory.PickupMessage "$GOTSUPERBOOTSPORK" Tag "$TAG_SPORK" } actor MiniZorcher : Pistol { obituary "$OB_MPZORCH" inventory.pickupmessage "$GOTMINIZORCHER" Tag "$TAG_MINIZORCHER" states { Spawn: MINZ A -1 stop } } actor LargeZorcher : Shotgun { obituary "$OB_MPZORCH" inventory.pickupmessage "$GOTLARGEZORCHER" Tag "$TAG_LARGEZORCHER" } actor SuperLargeZorcher : SuperShotgun { obituary "$OB_MPMEGAZORCH" inventory.pickupmessage "$GOTSUPERLARGEZORCHER" Tag "$TAG_SUPERLARGEZORCHER" } actor RapidZorcher : Chaingun { obituary "$OB_MPRAPIDZORCH" inventory.pickupmessage "$GOTRAPIDZORCHER" Tag "$TAG_RAPIDZORCHER" } actor ZorchPropulsor : RocketLauncher { obituary "" inventory.pickupmessage "$GOTZORCHPROPULSOR" Tag "$TAG_ZORCHPROPULSOR" States { Fire: MISG B 8 A_GunFlash MISG B 12 A_FireCustomMissile("PropulsorMissile") MISG B 0 A_ReFire Goto Ready } } actor PropulsorMissile : Rocket { -ROCKETTRAIL -DEHEXPLOSION RenderStyle Translucent Obituary "$OB_MPPROPULSOR" Alpha 0.75 } actor PhasingZorcher : PlasmaRifle { obituary "" inventory.pickupmessage "$GOTPHASINGZORCHER" Tag "$TAG_PHASINGZORCHER" states { Fire: PLSG A 0 A_GunFlash PLSG A 3 A_FireCustomMissile("PhaseZorchMissile") PLSG B 20 A_ReFire Goto Ready Flash: PLSF A 0 A_Jump(128, "Flash2") PLSF A 3 Bright A_Light1 Goto LightDone Flash2: PLSF B 3 Bright A_Light1 Goto LightDone } } actor PhaseZorchMissile : PlasmaBall { RenderStyle Translucent Obituary "$OB_MPPHASEZORCH" Alpha 0.75 } actor LAZDevice : BFG9000 { obituary "" inventory.pickupmessage "$GOTLAZDEVICE" Tag "$TAG_LAZDEVICE" states { Fire: BFGG A 20 A_BFGsound BFGG B 10 A_GunFlash BFGG B 10 A_FireCustomMissile("LAZBall") BFGG B 20 A_ReFire Goto Ready } } actor LAZBall : BFGBall { RenderStyle Translucent Obituary "$OB_MPLAZ_BOOM" Alpha 0.75 }