If you don't know what I'm talking about, I mean the custom EE code pointers A_BFG11KHit, A_BFGBurst, and A_BouncingBFG. Which one is used instead of vanilla's A_BFGSpray depends on the user's configuration.
That portion of the code is at:
https://github.com/team-eternity/eterni ... m.cpp#L480
where A_BFGSpray is at line 480, A_BoucningBFG at line 541, A_BFG11KHit at line 613, and A_BFGBurst at line 679.
However, I do not understand C++. You'd think being able to write basic ZScript would get you to a point where you could at least read the code and reverse-engineer it, but barely anything makes sense at all (what the hell is actionargs_t *actionargs?)
[ZSCRIPT] How would I port the Eternity Engine's BFG attacks to ZScript?
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Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)