void A_FireShotgun2(player_t *player, pspdef_t *psp) { int i; CHECK_WEAPON_CODEPOINTER("A_FireShotgun2", player); S_StartSound(player->mo, sfx_dshtgn); P_SetMobjState(player->mo, S_PLAY_ATK2); player->ammo[weaponinfo[player->readyweapon].ammo] -= 2; A_FireSomething(player,0); // phares P_BulletSlope(player->mo); for (i=0; i<20; i++) { int damage = 5*(P_Random(pr_shotgun)%3+1); angle_t angle = player->mo->angle; // killough 5/5/98: remove dependence on order of evaluation: int t = P_Random(pr_shotgun); angle += (t - P_Random(pr_shotgun))<<19; t = P_Random(pr_shotgun); P_LineAttack(player->mo, angle, MISSILERANGE, bulletslope + ((t - P_Random(pr_shotgun))<<5), damage); } }
OVERLAY void A_FirePlasma(player_t *player, pspdef_t *psp) { player->ammo[weaponinfo[player->readyweapon].ammo]--; A_FireSomething(player,P_Random(pr_plasma)&1); // phares P_SpawnPlayerMissile(player->mo, MT_PLASMA); }
void A_GunFlash(player_t *player, pspdef_t *psp) { CHECK_WEAPON_CODEPOINTER("A_GunFlash", player); P_SetMobjState(player->mo, S_PLAY_ATK2); A_FireSomething(player,0); // phares }
void A_FirePlasma(player_t *player, pspdef_t *psp) { CHECK_WEAPON_CODEPOINTER("A_FirePlasma", player); player->ammo[weaponinfo[player->readyweapon].ammo]--; A_FireSomething(player,P_Random(pr_plasma)&1); // phares P_SpawnPlayerMissile(player->mo, MT_PLASMA); }
OVERLAY void A_FirePistol(player_t *player, pspdef_t *psp) { S_StartSound(player->mo, sfx_pistol); P_SetMobjState(player->mo, S_PLAY_ATK2); player->ammo[weaponinfo[player->readyweapon].ammo]--; A_FireSomething(player,0); // phares P_BulletSlope(player->mo); P_GunShot(player->mo, !player->refire); }
// // A_FirePistol // Modded to be a musket pistol // -jukeri12 30.8.2015 // void A_FirePistol(player_t *player, pspdef_t *psp) { S_StartSound(player->mo, sfx_pistol); P_SetMobjState(player->mo, S_PLAY_ATK2); player->ammo[weaponinfo[player->readyweapon].ammo]--; A_FireSomething(player,0); // phares P_BulletSlope(player->mo); P_MusketShot(player->mo, 19, 40); P_TraceFront(player->mo, player->mo->angle, MELEERANGE/2, bulletslope); }
OVERLAY void A_FireCGun(player_t *player, pspdef_t *psp) { S_StartSound(player->mo, sfx_pistol); if (!player->ammo[weaponinfo[player->readyweapon].ammo]) return; P_SetMobjState(player->mo, S_PLAY_ATK2); player->ammo[weaponinfo[player->readyweapon].ammo]--; A_FireSomething(player,psp->state - &states[S_CHAIN1]); // phares P_BulletSlope(player->mo); P_GunShot(player->mo, !player->refire); }
OVERLAY void A_FireShotgun(player_t *player, pspdef_t *psp) { int i; S_StartSound(player->mo, sfx_shotgn); P_SetMobjState(player->mo, S_PLAY_ATK2); player->ammo[weaponinfo[player->readyweapon].ammo]--; A_FireSomething(player,0); // phares P_BulletSlope(player->mo); for (i=0; i<7; i++) P_GunShot(player->mo, false); }
void A_FireCGun(player_t *player, pspdef_t *psp) { CHECK_WEAPON_CODEPOINTER("A_FireCGun", player); if (player->ammo[weaponinfo[player->readyweapon].ammo] || comp[comp_sound]) S_StartSound(player->mo, sfx_pistol); if (!player->ammo[weaponinfo[player->readyweapon].ammo]) return; P_SetMobjState(player->mo, S_PLAY_ATK2); player->ammo[weaponinfo[player->readyweapon].ammo]--; A_FireSomething(player,psp->state - &states[S_CHAIN1]); // phares P_BulletSlope(player->mo); P_GunShot(player->mo, !player->refire); }
OVERLAY void A_GunFlash(player_t *player, pspdef_t *psp) { P_SetMobjState(player->mo, S_PLAY_ATK2); A_FireSomething(player,0); // phares }