A_FireShotgun2
Performs Doom's super shotgun attack, firing 20 pellets dealing 5 * 1d3 damage each. This function is roughly equivalent to A_FireBullets, A_PlaySound and A_GunFlash with certain predetermined hardcoded parameters:
SHT2 A 0 A_FireBullets (11.2, 7.1, 20, 5, "BulletPuff") SHT2 A 0 A_PlaySound ("weapons/sshotf", CHAN_WEAPON) SHT2 A 7 A_GunFlash
A_FireShotgun2
(no parameters)
A_FireShotgun2 internally uses a somewhat different pitch calculation from A_FireBullets, which results in a slightly different spread pattern.
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. |
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"); } }
This article is issued from Zdoom. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.