mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-14 22:41:53 +00:00
100 lines
No EOL
2.1 KiB
Text
100 lines
No EOL
2.1 KiB
Text
// --------------------------------------------------------------------------
|
|
//
|
|
// Pistol
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
class Pistol : DoomWeapon
|
|
{
|
|
Default
|
|
{
|
|
Weapon.SelectionOrder 1900;
|
|
Weapon.AmmoUse 1;
|
|
Weapon.AmmoGive 20;
|
|
Weapon.AmmoType "Clip";
|
|
Obituary "$OB_MPPISTOL";
|
|
+WEAPON.WIMPY_WEAPON
|
|
Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED";
|
|
Tag "$TAG_PISTOL";
|
|
}
|
|
States
|
|
{
|
|
Ready:
|
|
PISG A 1 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
PISG A 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
PISG A 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
PISG A 4;
|
|
PISG B 6 A_FirePistol;
|
|
PISG C 4;
|
|
PISG B 5 A_ReFire;
|
|
Goto Ready;
|
|
Flash:
|
|
PISF A 7 Bright A_Light1;
|
|
Goto LightDone;
|
|
PISF A 7 Bright A_Light1;
|
|
Goto LightDone;
|
|
Spawn:
|
|
PIST A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Code (must be attached to StateProvider)
|
|
//
|
|
//===========================================================================
|
|
|
|
extend class StateProvider
|
|
{
|
|
//===========================================================================
|
|
// This is also used by the shotgun and chaingun
|
|
//===========================================================================
|
|
|
|
protected action void GunShot(bool accurate, Class<Actor> pufftype, double pitch)
|
|
{
|
|
int damage = 5 * random[GunShot](1, 3);
|
|
double ang = angle;
|
|
|
|
if (!accurate)
|
|
{
|
|
ang += Random2[GunShot]() * (5.625 / 256);
|
|
}
|
|
|
|
LineAttack(ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', pufftype);
|
|
}
|
|
|
|
//===========================================================================
|
|
action void A_FirePistol()
|
|
{
|
|
bool accurate;
|
|
|
|
if (player != null)
|
|
{
|
|
Weapon weap = player.ReadyWeapon;
|
|
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
|
{
|
|
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
|
|
return;
|
|
|
|
player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
|
|
}
|
|
player.mo.PlayAttacking2 ();
|
|
|
|
accurate = !player.refire;
|
|
}
|
|
else
|
|
{
|
|
accurate = true;
|
|
}
|
|
|
|
A_PlaySound ("weapons/pistol", CHAN_WEAPON);
|
|
GunShot (accurate, "BulletPuff", BulletSlope ());
|
|
}
|
|
} |