Code: Select all
Fire:
SHTG B 0 BRIGHT A_FireBullets(0,random(1,5),1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(random(1,5),0,1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(0,random(1,5),1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(random(1,5),0,1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(0,random(1,5),1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(random(1,5),0,1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(0,random(1,5),1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(random(1,5),0,1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(0,random(1,5),1,2,0,0)
SHTG B 0 BRIGHT A_FireBullets(random(1,5),0,1,2,0,0)
SHTG B 2 BRIGHT A_FireBullets(0,random(1,5),1,2,0,1)
SHTG CD 4
SHTG E 5 A_Playsound("weapons/cockgun")
SHTG DC 4
SHTG A 0 A_Refire
Goto Ready
A lotta A_FireBullets so that the effect evenly distributes the vertical and horizontal shots, but this tends to leave a cross-lke spread.