I'm not a fan of weapons shooting projectiles so I changed
Code: Select all
Fire:
TNT1 A 0 A_JumpIfNoAmmo("Dryfire")
TNT1 A 0 A_PlayWeaponSound("SHTGFIR")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_TakeInventory("ShotgunLoaded", 1, TIF_NOTAKEINFINITE)
TNT1 A 0 Radius_Quake (1, 2, 0, 1, 0)
ATSG A 1
TNT1 AAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunTracer", random(-2, 2), 0, 10, -1, 0, random(-2, 2))
ATSG B 1 Bright A_Light(5)
TNT1 A 0 A_GunFlash
ATSG BC 2
ATSG A 6
Goto Ready
Code: Select all
Fire:
TNT1 A 0 A_JumpIfNoAmmo("Dryfire")
TNT1 A 0 A_PlayWeaponSound("SHTGFIR")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_TakeInventory("ShotgunLoaded", 1, TIF_NOTAKEINFINITE)
TNT1 A 0 Radius_Quake (1, 2, 0, 1, 0)
ATSG A 1
TNT1 A 0 BRIGHT A_FireBullets(4, 4, 7, 10, "CustomPuff1")
ATSG B 1 Bright A_Light(5)
TNT1 A 0 A_GunFlash
ATSG BC 2
ATSG A 6
Goto Ready