Classes:SuperShotgun

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do NOT need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it will cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
Super shotgun
Actor type Weapon Game MiniDoom2LogoIcon.png (Doom2)
DoomEd Number 82 Class Name SuperShotgun
Spawn ID 33 Identifier T_SUPERSHOTGUN


Classes: InventoryWeaponDoomWeaponSuperShotgun


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
  }
}