Anyways, I have a mod that has three hitscan weapons.
I decided to use the ZDoom custom build and make my weapons in decorate, but I find out that the damage I specified in A_FireBullets is the exact value of health that's taken away when it hits something. The problem is, I want it to behave like a normal Doom 'bullet' that deals 5, 10, or 15 damage, randomly. There is no randomness to A_FireBullets...
So then I get the idea that I might be able to use A_FirePistol in decorate... well whoops, guess not!
My weapons had worked perfectly before in dehacked, until I downloaded .9x and found that the method I was using to make each of these weapons use a different firing sound, was broken. I had silenced the pistol sound, and used the archvile's flame start sound and the player death sound codepointers and replaced them with the firing sounds, and then finally I called those sound code pointers after the FirePistol codepointer was called to give the effect of having seperate firing sounds. Btw, the chaingun, the 3rd weapon, had its own entry in the SNDINFO, so I didn't need to replace a sound codepointer for it.
I don't know what to do anymore...
I think it's kinda crappy how you can't essentially recreate a Doom weapon in decorate..

Basically, to sum things up, I need 3 different hitscan weapons, that all have seperate firing sounds, and that all use the 5/10/15 damage thing.
If anyone knows how I could pull this off, please tell me how.
