Classes:SuperShotgun
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Super shotgun | |||
---|---|---|---|
Actor type | Weapon | Game | (Doom2) |
DoomEd Number | 82 | Class Name | SuperShotgun |
Spawn ID | 33 | Identifier | T_SUPERSHOTGUN |
Classes: Inventory→Weapon→DoomWeapon→SuperShotgun
The super shotgun. Also known as the double-barreled shotgun. A powerful hitscan weapon with a large spread. Uses shells for ammo. This is the only weapon to not appear in the original Doom.
ZScript definition
Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub. |
class SuperShotgun : DoomWeapon
{
Default
{
Weapon.SelectionOrder 400;
Weapon.AmmoUse 2;
Weapon.AmmoGive 8;
Weapon.AmmoType "Shell";
Inventory.PickupMessage "$GOTSHOTGUN2";
Obituary "$OB_MPSSHOTGUN";
Tag "$TAG_SUPERSHOTGUN";
}
States
{
Ready:
SHT2 A 1 A_WeaponReady;
Loop;
Deselect:
SHT2 A 1 A_Lower;
Loop;
Select:
SHT2 A 1 A_Raise;
Loop;
Fire:
SHT2 A 3;
SHT2 A 7 A_FireShotgun2;
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;
SHT2 A 5 A_ReFire;
Goto Ready;
// unused states
SHT2 B 7;
SHT2 A 3;
Goto Deselect;
Flash:
SHT2 I 4 Bright A_Light1;
SHT2 J 3 Bright A_Light2;
Goto LightDone;
Spawn:
SGN2 A -1;
Stop;
}
}
extend class StateProvider
{
action void A_FireShotgun2()
{
if (player == null)
{
return;
}
A_StartSound ("weapons/sshotf", CHAN_WEAPON);
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, 2))
return;
player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
}
player.mo.PlayAttacking2 ();
double pitch = BulletSlope ();
for (int i = 0 ; i < 20 ; i++)
{
int damage = 5 * random[FireSG2](1, 3);
double ang = angle + Random2[FireSG2]() * (11.25 / 256);
// Doom adjusts the bullet slope by shifting a random number [-255,255]
// left 5 places. At 2048 units away, this means the vertical position
// of the shot can deviate as much as 255 units from nominal. So using
// some simple trigonometry, that means the vertical angle of the shot
// can deviate by as many as ~7.097 degrees.
LineAttack (ang, PLAYERMISSILERANGE, pitch + Random2[FireSG2]() * (7.097 / 256), damage, 'Hitscan', "BulletPuff");
}
}
action void A_OpenShotgun2()
{
A_StartSound("weapons/sshoto", CHAN_WEAPON);
}
action void A_LoadShotgun2()
{
A_StartSound("weapons/sshotl", CHAN_WEAPON);
}
action void A_CloseShotgun2()
{
A_StartSound("weapons/sshotc", CHAN_WEAPON);
A_Refire();
}
}
DECORATE definition
Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above. |
ACTOR SuperShotgun : DoomWeapon { Weapon.SelectionOrder 400 Weapon.AmmoUse 2 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "$GOTSHOTGUN2" Obituary "$OB_MPSSHOTGUN" Tag "$TAG_SUPERSHOTGUN" States { Ready: SHT2 A 1 A_WeaponReady Loop Deselect: SHT2 A 1 A_Lower Loop Select: SHT2 A 1 A_Raise Loop Fire: SHT2 A 3 SHT2 A 7 A_FireShotgun2 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 SHT2 A 5 A_ReFire Goto Ready // unused states SHT2 B 7 SHT2 A 3 Goto Deselect Flash: SHT2 I 4 Bright A_Light1 SHT2 J 3 Bright A_Light2 Goto LightDone Spawn: SGN2 A -1 Stop } }