Obviously, for A_Firebullets, the wiki states the 3rd/4th integer determines projectiles/damage, so in the example
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TRIF A 5 Bright A_FireBullets(0, 0, 1, 45, "RiflePuff")
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CHAF A 1 BRIGHT A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
So, how does this Weapons of Saturn Chaingun work? (Hold State)
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TNT1 A 0 A_JumpIfInventory("NatoBelt",1,1)
Goto ReloadCheck
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SetPitch(pitch - 0.1)
TNT1 A 0 A_PlaySound("weapons/chaingun/spin",7)
TNT1 A 0 A_TakeInventory("NatoBelt",1,TIF_NOTAKEINFINITE)
VLCS A 1 A_FireBullets(3, 2, -1, 1, "BulletPuff", 0)
VLCS B 1 A_Firecustommissile("ChaingunCasingSpawner",0,0,-12,-18)
TNT1 A 0 A_ZoomFactor(0.996)
TNT1 A 0 A_SetPitch(pitch + 0.1)
VLCS C 1 A_FireBullets(3, 2, -1, 0, "BulletPuff", 0)
TNT1 A 0 A_Firecustommissile("ChaingunCasingSpawner",0,0,-12,-18)
TNT1 A 0 A_ZoomFactor(0.999)
TNT1 A 0 A_SetPitch(pitch - 0.2)
TNT1 A 0 A_GunFlash
TNT1 A 0 A_TakeInventory("NatoBelt",1,TIF_NOTAKEINFINITE)
VLCS D 1 A_FireCustomMissile("ChaingunTracer",FRandom(-1.0,1.0),0,0,-1,0,FRandom(-1.0,1.0))
TNT1 A 0 A_SetPitch(pitch + 0.2)
TNT1 A 0 A_TakeInventory("NatoBelt",1,TIF_NOTAKEINFINITE)
VLCS A 1 A_FireBullets(3, 2, -1, 1, "BulletPuff", 0)
TNT1 A 0 A_Firecustommissile("ChaingunCasingSpawner",0,0,-12,-18)
TNT1 A 0 A_ZoomFactor(0.996)
VLCS B 1 A_FireBullets(2, 2, -1, 0, "BulletPuff", 0)
TNT1 A 0 A_Firecustommissile("ChaingunCasingSpawner",0,0,-12,-18)
TNT1 A 0 A_TakeInventory("NatoBelt",1,TIF_NOTAKEINFINITE)
VLCS C 1 A_FireBullets(3, 2, -1, 8, "BulletPuff", 0)
TNT1 A 0 A_ZoomFactor(0.998)
TNT1 AA 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,0)
VLCS D 1 A_Firecustommissile("ChaingunCasingSpawner",0,0,-12,-18)
TNT1 A 0 A_TakeInventory("FiringTracer",1)
TNT1 A 0 A_ReFire
TNT1 A 0 A_PlaySound("weapons/chaingun/stop",6)
TNT1 A 0 A_ZoomFactor(1.0)
VLCS ABCD 1
TNT1 AAAA 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,-4)
VLCS ABCD 2
VLCN ABC 2 A_WeaponReady
TNT1 AA 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0,1)
VLCN DABCDA 3 A_WeaponReady
VLCS BCD 2 A_WeaponReady
Goto ReadyII