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- /////
- ///
- // DECORATE EXAMPLE
- ///
- ////
- actor "Super Shotgun": SuperShotgun replaces SuperShotgun
- {
- AttackSound "none"
- States
- {
- Fire:
- SHT2 A 0 A_JumpIfInventory("UseCoopBullets", 1, "CoopFire")
- SHT2 A 0 A_FireBullets(11.2, 7.1, 20, ACS_ExecuteWithResult(430, 1, 5, 3), "OneshotWeaponPuff", FBF_NORANDOM | FBF_USEAMMO)
- goto Fire2
- CoopFire:
- // 112 for horizontal comes from (11.2 * 10)
- // 71 for vertical comes from (7.1 * 10)
- SHT2 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile("OneshotBullet", ACS_ExecuteWithResult(473, 50, 112) / 100.0, 0, 0, 4, 0,
- ACS_ExecuteWithResult(473, 50, 71) / 100.0)
- SHT2 A 0 A_FireCustomMissile("AmmoWaster")
- goto Fire2
- Fire2:
- SHT2 A 0 A_PlaySound("weapons/sshotf", CHAN_WEAPON)
- SHT2 A 7 bright A_GunFlash
- SHT2 B 7
- SHT2 C 7 A_CheckReload
- SHT2 D 7 A_OpenShotgun2
- SHT2 E 7
- SHT2 F 7 A_LoadShotgun2
- SHT2 G 6
- SHT2 H 6 A_CloseShotgun2
- Goto Ready
- Hold:
- SHT2 A 3
- goto Fire
- }
- }
- /////
- ///
- // ACS
- ///
- ////
- script 473 (int count, int low, int high)
- {
- int ret = 0;
- int i;
- if (!high) { high = low; low = -high; }
- for (i = 0; i < count; i++) { ret += random(low, high); }
- SetResultValue(ret);
- }
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