ultimate weapon.

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DoomRater
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Post by DoomRater »

Raise:
WEAP AAAAAAAAAAAAA 0 A_Raise
WEAP ABCD 3
WEAP AAAAAA 0 A_Raise

or...

Hold:
WEAP DE A_FireBullets(2,2,1,5,0)
WEAP E A_Refire
WEAP ACBDACBDAABBCCDDAAABBBCCCCDDDDAAAAABBBBB 1 A_WeaponReady
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Your Name Is
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Post by Your Name Is »

Whats that do?
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Post by DoomRater »

First raise code? Well, it raises up really fast and then runs through an animation. It's probably better to have that in the Ready frames though, becuase that way the weapon is alrady visible....

Raise:
WEAP 0 A_Raise
Loop

Ready:
WEAP ABCD 3
WEAP D -1 A_WeaponReady

The second piece is for people to figure out! Basically, I'd like people to take a guess why I used A_WeaponReady instead of A_Refire. Graf would probably tell me about bad side effects from using it, but the effect it produces is more than enough to make up for any unintentional effects I get.
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Post by Cptschrodinger »

I have no fucking idea...
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Post by DoomRater »

Hold state makes the weapon fire inaccurately every time... that should give a hint... oh, and ABCD is an rotating animation. OH yeah, and I forgot to use number delays in the firing frames... it should be 1 for the firing frames, and 0 for the refire frame.
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Post by Cptschrodinger »

A sniper rifle?
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Post by DoomRater »

It fires INaccurately so definitely not a sniper rifle. It's a chaingun of sorts... but why the usage of A_WeaponReady instead of A_Refire? That's the question I'm putting to everyone.
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Belial
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Post by Belial »

Throw this in the monster quiz. The non-Doom offtopicness there is killing me.
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Post by Your Name Is »

It is doom-related you DA... I give up, whats it do?
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Belial
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Post by Belial »

Your Name Is wrote:It is doom-related you DA...
Learn to read you DA...
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Post by Your Name Is »

OH I misunderstood you,, dude. DIdn't you start the off-topicness with that thing about TV and that other game? OH well, truce?
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Post by Belial »

Nope, that was jalla with the Keen quiz and James quiz, page 31-32. Much earlier than mine.

Truce, of course. Never meant to start anything, just a one time 'got pissed off' reply.
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Post by DoomRater »

I'm using A_WeaponReady instead of A_Refire because it allows the weapon to refire just as if I had used that pointer, but at the same time allows the weapon to bob. An unintentional side effect of this code is that the person can switch weapons before the chaingun is done spinning down... but I don't really care about that too much. If the chaingun had used normal Fire frames, however, I wouldn't be able to get away with this, as a_weaponready resets the inaccuracy flags.
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