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- actor "Basic Shotgun": Weapon replaces Shotgun
- {
- Weapon.AmmoUse 1
- Weapon.AmmoGive 8
- Weapon.AmmoType "Shell"
- Weapon.SlotNumber 3
- Weapon.Kickback 100
- Inventory.PickupMessage "$GOTSHOTGUN" // "You got the shotgun!"
- Obituary "$OB_MPSHOTGUN" // "%o chewed on %k's boomstick."
- States
- {
- Ready:
- SHTG A 1 A_WeaponReady
- Loop
- Deselect:
- SHTG A 1 A_Lower
- Loop
- Select:
- SHTG A 1 A_Raise
- Loop
- Fire:
- SHTG B 0 A_FireBullets(ACS_ExecuteWithResult($DOOMRL_ACCURACY, 7,00,2)/100.0, ACS_ExecuteWithResult($DOOMRL_ACCURACY, 2,00,2)/100.0, 9, ACS_ExecuteWithResult($DOOMRL_DAMAGE, 5,2,0) )
- SHTG A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
- SHTG A 2 A_GunFlash
- SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) >= 3, "Pump.SM3")
- SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) == 2, "Pump.SM2")
- SHTG A 0 A_JumpIf(ACS_ExecuteWithResult($DOOMRL_GETSTAT, $STAT_SHOTTYMAN,0,0) == 1, "Pump.SM1")
- goto Pump.SM0
- Pump.SM0:
- SHTG A 11
- SHTG BC 6
- SHTG D 7
- SHTG CB 6
- SHTG A 4
- SHTG A 0 A_ReFire
- Goto Ready
- Pump.SM1:
- SHTG A 8
- SHTG BC 5
- SHTG D 6
- SHTG CB 5
- SHTG A 4
- SHTG A 0 A_ReFire
- goto Ready
- Pump.SM2:
- SHTG A 5
- SHTG BC 4
- SHTG D 4
- SHTG CB 3
- SHTG A 4
- SHTG A 0 A_ReFire
- goto Ready
- Pump.SM3:
- SHTG A 3
- SHTG BC 3
- SHTG D 3
- SHTG CB 2
- SHTG A 4
- SHTG A 0 A_ReFire
- goto Ready
- Flash:
- SHTF B 3 Bright A_Light1
- SHTF A 2 Bright A_Light2
- Goto LightDone
- Spawn:
- SHOT A -1
- Stop
- }
- }
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