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Igromania 1999 February
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17_02_1999.iso
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doom
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ddbin065p.exe
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WEAPONS.DDF
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1998-12-22
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5KB
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177 lines
{ Weapons.ddf, by The DOSDoom Team. }
[CHAINSAW]
AMMOTYPE=NOAMMO;
AUTOMATIC=TRUE;
BINDKEY=1;
PRIORITY=1;
ATTACK=PLAYER_SAW;
NOTHRUST=TRUE;
START_SOUND=SAWUP;
IDLE_SOUND=SAWIDL;
ENGAGED_SOUND=SAWFUL;
FEEDBACK=TRUE;
UPSTATE=SAWG:C:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=SAWG:C:1:NORMAL:WEAPON_LOWER;
READYSTATE=SAWG:C:4:NORMAL:WEAPON_READY,
SAWG:D:4:NORMAL:WEAPON_READY;
ATTACKSTATE=SAWG:A:4:NORMAL:WEAPON_SHOOT,
SAWG:B:4:NORMAL:WEAPON_SHOOT,
SAWG:B:0:NORMAL:WEAPON_REFIRE;
[FIST]
AMMOTYPE=NOAMMO;
AUTOMATIC=TRUE;
FREE=TRUE;
BINDKEY=1;
PRIORITY=0;
ATTACK=PLAYER_PUNCH;
UPSTATE=PUNG:A:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=PUNG:A:1:NORMAL:WEAPON_LOWER;
READYSTATE=PUNG:A:1:NORMAL:WEAPON_READY;
ATTACKSTATE=PUNG:B:4:NORMAL:NOTHING,
PUNG:C:4:NORMAL:WEAPON_SHOOT,
PUNG:D:5:NORMAL:NOTHING,
PUNG:C:4:NORMAL:NOTHING,
PUNG:B:5:NORMAL:WEAPON_REFIRE;
[PISTOL]
AMMOTYPE=BULLETS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
BINDKEY=2;
PRIORITY=2;
FREE=TRUE;
ATTACK=PLAYER_PISTOL;
UPSTATE=PISG:A:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=PISG:A:1:NORMAL:WEAPON_LOWER;
READYSTATE=PISG:A:1:NORMAL:WEAPON_READY;
ATTACKSTATE=PISG:A:4:NORMAL:NOTHING,
PISG:B:6:NORMAL:WEAPON_SHOOT,
PISG:C:4:NORMAL:NOTHING,
PISG:B:5:NORMAL:WEAPON_REFIRE;
FLASHSTATE=PISF:A:7:BRIGHT:WEAPON_LIGHT1,
PISF:A:0:NORMAL:WEAPON_LIGHT0,#REMOVE;
[SUPERSHOTGUN]
AMMOTYPE=SHELLS;
AMMOPERSHOT=2;
AUTOMATIC=TRUE;
BINDKEY=3;
PRIORITY=4;
ATTACK=PLAYER_SHOTGUN2;
SOUND1=DBOPN;
SOUND2=DBLOAD;
SOUND3=DBCLS;
UPSTATE=SHT2:A:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=SHT2:A:1:NORMAL:WEAPON_LOWER;
READYSTATE=SHT2:A:1:NORMAL:WEAPON_READY;
ATTACKSTATE=SHT2:A:3:NORMAL:NOTHING,
SHT2:A:7:NORMAL:WEAPON_SHOOT,
SHT2:B:7:NORMAL:NOTHING,
SHT2:C:7:NORMAL:WEAPON_CHECKRELOAD;
RELOADSTATE=SHT2:D:7:NORMAL:WEAPON_SOUND1, {OPEN Sound}
SHT2:E:7:NORMAL:NOTHING,
SHT2:F:7:NORMAL:WEAPON_SOUND2, {reload sound}
SHT2:G:6:NORMAL:NOTHING,
SHT2:H:6:NORMAL:WEAPON_SOUND3, {close sound }
SHT2:A:5:NORMAL:WEAPON_REFIRE;
FLASHSTATE=SHT2:I:5:BRIGHT:WEAPON_LIGHT1,
SHT2:J:4:BRIGHT:WEAPON_LIGHT2,
SHT2:J:0:NORMAL:WEAPON_LIGHT0,#REMOVE;
[SHOTGUN]
AMMOTYPE=SHELLS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
BINDKEY=3;
PRIORITY=3;
ATTACK=PLAYER_SHOTGUN;
UPSTATE=SHTG:A:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=SHTG:A:1:NORMAL:WEAPON_LOWER;
READYSTATE=SHTG:A:1:NORMAL:WEAPON_READY;
ATTACKSTATE=SHTG:A:3:NORMAL:NOTHING,
SHTG:A:7:NORMAL:WEAPON_SHOOT,
SHTG:B:5:NORMAL:NOTHING,
SHTG:C:5:NORMAL:NOTHING,
SHTG:D:4:NORMAL:NOTHING,
SHTG:C:5:NORMAL:NOTHING,
SHTG:B:5:NORMAL:NOTHING,
SHTG:A:3:NORMAL:NOTHING,
SHTG:A:7:NORMAL:WEAPON_REFIRE;
FLASHSTATE=SHTF:A:4:BRIGHT:WEAPON_LIGHT1,
SHTF:B:3:BRIGHT:WEAPON_LIGHT2,
SHTF:A:0:NORMAL:WEAPON_LIGHT0,#REMOVE;
[CHAINGUN]
AMMOTYPE=BULLETS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
BINDKEY=4;
PRIORITY=5;
ATTACK=PLAYER_CHAINGUN;
UPSTATE=CHGG:A:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=CHGG:A:1:NORMAL:WEAPON_LOWER;
READYSTATE=CHGG:A:1:NORMAL:WEAPON_READY;
ATTACKSTATE=CHGG:A:4:NORMAL:WEAPON_SHOOT,
CHGG:B:4:NORMAL:WEAPON_SHOOT,
CHGG:B:0:NORMAL:WEAPON_REFIRE;
FLASHSTATE=CHGF:A:5:BRIGHT:WEAPON_LIGHT1,
CHGF:B:5:BRIGHT:WEAPON_LIGHT2,
CHGF:B:0:NORMAL:WEAPON_LIGHT0,#REMOVE;
[ROCKET_LAUNCHER]
AMMOTYPE=ROCKETS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
BINDKEY=5;
PRIORITY=-1;
ATTACK=PLAYER_MISSILE;
UPSTATE=MISG:A:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=MISG:A:1:NORMAL:WEAPON_LOWER;
READYSTATE=MISG:A:1:NORMAL:WEAPON_READY;
ATTACKSTATE=MISG:A:8:NORMAL:WEAPON_FLASH,
MISG:A:12:NORMAL:WEAPON_SHOOT,
MISG:A:0:NORMAL:WEAPON_REFIRE;
FLASHSTATE=MISF:A:3:BRIGHT:WEAPON_LIGHT1,
MISF:B:4:BRIGHT:NOTHING,
MISF:C:4:BRIGHT:WEAPON_LIGHT2,
MISF:D:4:BRIGHT:WEAPON_LIGHT2,
MISF:D:0:NORMAL:WEAPON_LIGHT0,#REMOVE;
[PLASMA_RIFLE]
AMMOTYPE=CELLS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
BINDKEY=6;
PRIORITY=6;
ATTACK=PLAYER_PLASMA;
UPSTATE=PLSG:A:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=PLSG:A:1:NORMAL:WEAPON_LOWER;
READYSTATE=PLSG:A:1:NORMAL:WEAPON_READY;
ATTACKSTATE=PLSG:A:3:NORMAL:WEAPON_SHOOT,
PLSG:B:20:NORMAL:WEAPON_REFIRE;
FLASHSTATE=PLSF:A:3:BRIGHT:WEAPON_LIGHT1,
{ PLSF:B:4:BRIGHT:WEAPON_LIGHT1,}
PLSF:B:0:NORMAL:WEAPON_LIGHT0,#REMOVE;
[BFG9000]
AMMOTYPE=CELLS;
AMMOPERSHOT=40;
AUTOMATIC=TRUE;
BINDKEY=7;
PRIORITY=-1;
ATTACK=PLAYER_BFG9000;
SOUND1=BFG;
UPSTATE=BFGG:A:1:NORMAL:WEAPON_RAISE;
DOWNSTATE=BFGG:A:1:NORMAL:WEAPON_LOWER;
READYSTATE=BFGG:A:1:NORMAL:WEAPON_READY;
ATTACKSTATE=BFGG:A:20:NORMAL:WEAPON_SOUND1, {MAKE SOUND}
BFGG:B:10:NORMAL:WEAPON_FLASH,
BFGG:B:10:NORMAL:WEAPON_SHOOT,
BFGG:B:20:NORMAL:WEAPON_REFIRE;
FLASHSTATE=BFGF:A:11:BRIGHT:WEAPON_LIGHT1,
BFGF:B:6:BRIGHT:WEAPON_LIGHT2,
BFGF:B:0:NORMAL:WEAPON_LIGHT0,#REMOVE;