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");
}
}
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