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