PWAD#// -------------------------------------------------------------------------- // // Doom weapon base class // // -------------------------------------------------------------------------- ACTOR DoomWeapon : Weapon { Weapon.Kickback 100 } // -------------------------------------------------------------------------- // // Fist // // -------------------------------------------------------------------------- ACTOR Fist : Weapon { Game Doom Weapon.SelectionOrder 3700 Weapon.Kickback 100 Obituary "$OB_MPFIST" +WEAPON.WIMPY_WEAPON +WEAPON.MELEEWEAPON +WEAPON.ALLOW_WITH_RESPAWN_INVUL States { Ready: PUNG A 1 A_WeaponReady Loop Deselect: PUNG A 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: PUNG A 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: PUNG B 4 PUNG C 4 A_Punch PUNG D 5 PUNG C 4 PUNG B 5 A_ReFire Goto Ready } } // -------------------------------------------------------------------------- // // Pistol // // -------------------------------------------------------------------------- ACTOR Pistol : DoomWeapon 5010 { Game Doom Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Obituary "$OB_MPPISTOL" +WEAPON.WIMPY_WEAPON +WEAPON.ALLOW_WITH_RESPAWN_INVUL Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" Radius 20 Height 16 Attacksound "weapons/pistol" States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: PISG A 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: PISG B 6 A_FirePistol PISG C 4 PISG B 5 PISG A 4 A_ReFire Goto Ready Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light1 Goto LightDone Spawn: PIST A -1 Stop } } // -------------------------------------------------------------------------- // // Chainsaw // // -------------------------------------------------------------------------- ACTOR Chainsaw : Weapon 2005 { Game Doom SpawnID 32 Weapon.Kickback 0 Weapon.SelectionOrder 2200 Weapon.UpSound "weapons/sawup" Weapon.ReadySound "weapons/sawidle" Inventory.PickupMessage "$GOTCHAINSAW" Obituary "$OB_MPCHAINSAW" +WEAPON.MELEEWEAPON +WEAPON.ALLOW_WITH_RESPAWN_INVUL States { Ready: SAWG CD 4 A_WeaponReady Loop Deselect: SAWG C 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: SAWG C 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: SAWG AB 4 A_Saw SAWG B 0 A_ReFire Goto Ready Spawn: CSAW A -1 Stop } } // -------------------------------------------------------------------------- // // Shotgun // // -------------------------------------------------------------------------- ACTOR Shotgun : DoomWeapon 2001 { Game Doom SpawnID 27 Weapon.SelectionOrder 1300 Weapon.AmmoUse 1 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "$GOTSHOTGUN" Obituary "$OB_MPSHOTGUN" Attacksound "weapons/shotgf" States { Ready: SHTG A 1 A_WeaponReady Loop Deselect: SHTG A 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: SHTG A 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: SHTG A 7 A_FireShotgun SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 6 SHTG A 7 A_ReFire Goto Ready Flash: SHTF A 4 Bright A_Light1 SHTF B 3 Bright A_Light2 Goto LightDone Spawn: SHOT A -1 Stop } } // -------------------------------------------------------------------------- // // SuperShotgun // // -------------------------------------------------------------------------- ACTOR SuperShotgun : DoomWeapon 82 { Game Doom SpawnID 33 Weapon.SelectionOrder 400 Weapon.AmmoUse 2 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "$GOTSHOTGUN2" Obituary "$OB_MPSSHOTGUN" Attacksound "weapons/sshotf" States { Ready: SHT2 A 1 A_WeaponReady Loop Deselect: SHT2 A 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: SHT2 A 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: SHT2 A 7 A_FireShotgun2 SHT2 B 7 SHT2 C 7 A_CheckReload SHT2 D 7 A_OpenShotgun2 SHT2 E 7 SHT2 F 7 A_LoadShotgun2 SHT2 G 6 SHT2 H 6 A_CloseShotgun2 SHT2 A 3 SHT2 A 5 A_ReFire Goto Ready // unused states SHT2 B 7 SHT2 A 3 Goto Deselect Flash: SHT2 I 4 Bright A_Light1 SHT2 J 3 Bright A_Light2 Goto LightDone Spawn: SGN2 A -1 Stop } } // -------------------------------------------------------------------------- // // Chaingun // // -------------------------------------------------------------------------- ACTOR Chaingun : DoomWeapon 2002 { Game Doom SpawnID 28 Weapon.SelectionOrder 700 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Inventory.PickupMessage "$GOTCHAINGUN" Obituary "$OB_MPCHAINGUN" Attacksound "weapons/chngun" States { Ready: CHGG A 1 A_WeaponReady Loop Deselect: CHGG A 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: CHGG A 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: CHGG AB 4 A_FireCGun CHGG B 0 A_ReFire Goto Ready Flash: CHGF A 5 Bright A_Light1 Goto LightDone CHGF B 5 Bright A_Light2 Goto LightDone Spawn: MGUN A -1 Stop } } // -------------------------------------------------------------------------- // // Rocket launcher // // -------------------------------------------------------------------------- ACTOR RocketLauncher : DoomWeapon 2003 { Game Doom SpawnID 29 Weapon.SelectionOrder 2500 Weapon.AmmoUse 1 Weapon.AmmoGive 2 Weapon.AmmoType "RocketAmmo" +WEAPON.NOAUTOFIRE Inventory.PickupMessage "$GOTLAUNCHER" States { Ready: MISG A 1 A_WeaponReady Loop Deselect: MISG A 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: MISG A 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: MISG B 0 A_GunFlash MISG B 12 A_FireMissile MISG B 8 MISG B 0 A_ReFire Goto Ready Flash: MISF A 3 Bright A_Light1 MISF B 4 Bright MISF CD 4 Bright A_Light2 Goto LightDone Spawn: LAUN A -1 Stop } } ACTOR Rocket { Game Doom SpawnID 127 Radius 11 Height 8 Speed 20 Damage 20 DamageType Fire Projectile +RANDOMIZE +DEHEXPLOSION +ROCKETTRAIL +EXPLODEONDEATH SeeSound "weapons/rocklf" DeathSound "weapons/rocklx" Obituary "$OB_MPROCKET" States { Spawn: MISL A 1 Bright Loop Death: MISL B 8 Bright A_Explode MISL C 6 Bright MISL D 4 Bright Stop } } // -------------------------------------------------------------------------- // // Plasma rifle // // -------------------------------------------------------------------------- ACTOR PlasmaRifle : DoomWeapon 2004 { Game Doom SpawnID 30 Weapon.SelectionOrder 100 Weapon.AmmoUse 1 Weapon.AmmoGive 40 Weapon.AmmoType "Cell" Inventory.PickupMessage "$GOTPLASMA" States { Ready: PLSG A 1 A_WeaponReady Loop Deselect: PLSG A 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: PLSG A 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: PLSG A 3 A_FirePlasma PLSG B 5 A_ReFire Goto Ready Flash: PLSF A 4 Bright A_Light1 Goto LightDone PLSF B 4 Bright A_Light1 Goto LightDone Spawn: PLAS A -1 Stop } } ACTOR PlasmaBall { Game Doom SpawnID 51 Radius 13 Height 8 Speed 25 Damage 5 Projectile +RANDOMIZE RenderStyle Add Alpha 0.75 SeeSound "weapons/plasmaf" DeathSound "weapons/plasmax" Obituary "$OB_MPPLASMARIFLE" States { Spawn: PLSS AB 6 Bright Loop Death: PLSE ABCDE 4 Bright Stop } } // -------------------------------------------------------------------------- // // BFG 9000 // // -------------------------------------------------------------------------- ACTOR BFG9000 : DoomWeapon 2006 { Game Doom Height 20 SpawnID 31 Weapon.SelectionOrder 2800 Weapon.AmmoUse 40 Weapon.AmmoGive 40 Weapon.AmmoType "Cell" +WEAPON.NOAUTOFIRE +WEAPON.NOLMS Inventory.PickupMessage "$GOTBFG9000" States { Ready: BFGG A 1 A_WeaponReady Loop Deselect: BFGG A 1 A_Lower BFGG AAAAAAAAAAAAA 0 A_Lower Loop Select: BFGG A 1 A_Raise BFGG AAAAAAAAAAAAA 0 A_Raise Loop Fire: BFGG A 0 A_BFGsound BFGG B 0 A_GunFlash BFGG B 10 A_FireBFG BFGG B 30 BFGG B 20 BFGG B 0 A_ReFire Goto Ready Flash: BFGF A 11 Bright A_Light1 BFGF B 6 Bright A_Light2 Goto LightDone Spawn: BFUG A -1 Stop } } ACTOR BFGBall { Game Doom SpawnID 128 Radius 13 Height 8 Speed 25 Damage 100 Projectile +RANDOMIZE RenderStyle Add Alpha 0.75 DeathSound "weapons/bfgx" Obituary "$OB_MPBFG_BOOM" States { Spawn: BFS1 AB 4 Bright Loop Death: BFE1 AB 8 Bright BFE1 C 8 Bright A_BFGSpray BFE1 DEF 8 Bright Stop } } ACTOR BFGExtra { +NOBLOCKMAP +NOGRAVITY RenderStyle Add Alpha 0.75 States { Spawn: BFE2 ABCD 8 Bright Stop } } #DECORATE