Raw model (for completeness)
{
"meta": {
"id": "0a499aaa-0fde-4feb-a2ec-32b4d33738ae",
"sha1": "4dfa85ca593c69c5e8bacc83fccd8d4dfe430061",
"sha256": "df898d32c6cccc11824407e69660d16dabf1c26112d2b849049c2f602620a4f0",
"filenames": [
"v25asg-lcaaddon.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:03:49",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:03:49",
"file": {
"type": "PK3",
"size": 275531,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4dfa85ca593c69c5e8bacc83fccd8d4dfe430061/4dfa85ca593c69c5e8bacc83fccd8d4dfe430061.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 40,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "V25ASG.txt",
"contents": "ACTOR \"Assault Shotgun \" : \"Assault Shotgun \" Replaces \"Assault Shotgun \" 16650\n{\n Scale 0.85\n Weapon.PreferredSkin \"AssaultSG-Marine\"\n Weapon.SelectionOrder 4500\n Weapon.KickBack 80\n Weapon.AmmoUse 1\n Weapon.AmmoGive 16\n Weapon.AmmoGive2 8\n Weapon.SlotNumber 3\n Weapon.AmmoType \"V25ShotgunDrum\"\n Weapon.AmmoType2 \"NewShell\"\n Inventory.PickupSound \"AShotgun/Cock\"\n Inventory.PickupMessage \"Assault Shotgun\"\n Obituary \"%o was blown away by %k's Assault Shotgun.\"\n Decal BulletChip\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"AShotgun/Cock\")\n\tASGR ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n SMAG A 1 A_WeaponReady\n Goto Ready+6\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n SMAG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"AShotgun/Fire\")\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(5,-5),0,0,Random(5,-5))\n SMAF A 2 Bright A_FireBullets(6.0,3.2,7,Random(5,7),\"ModdedBulletPuff2\")\n SMAF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n SMAG BCDE 1\n\tSMAG FA 2\n Goto Ready+6\n Empty:\n SMAG A 10 A_PlayWeaponSound(\"weapons/click\")\n AltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"V25ShotgunDrum\",16,2)\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tSMAR ABCDEF 1\n\tSMAR GO 2\n\tSMAR N 2 A_PlayWeaponSound(\"AShotgun/DrumOut\")\n\tTNT1 A 0 A_JumpIfInventory(\"V25ShotgunDrum\",1,\"MaxReload\")\n\tSMAR H 3\n\tSMAR I 2\n\tSMAR JKL 1\n\tSMAR M 25 A_FireCustomMissile(\"EmptyDrumSpawner\", 0, 0, 10, 1)\n\tSMAR LKJ 1\n\tSMAR I 2\n\tSMAR P 6 A_PlayWeaponSound(\"AShotgun/DrumIn\")\n\tSMAR NOG 2\n\tSMAR FEDCBA 1\n\tSMAG A 5\n\tSMCK AB 2\n\tSMCK C 4 A_PlayWeaponSound(\"AShotgun/Cock\")\n\tSMCK D 3\n\tSMCK A 2\n\tSMAG A 3\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"V25ShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"V25ShotgunDrum\",15,2)\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Ready+6\n MaxReload:\n \tSMAR H 3\n\tSMAR I 2\n\tSMAR JKL 1\n\tSMAR M 25 A_FireCustomMissile(\"EmptyDrumSpawner\", 0, 0, 10, 1)\n\tSMAR LKJ 1\n\tSMAR I 2\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload2\")\n Reload2:\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"V25ShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"V25ShotgunDrum\",16,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload2\")\n Full:\n\tSMAR P 6 A_PlayWeaponSound(\"AShotgun/DrumIn\")\n\tSMAR NOG 2\n\tSMAR FEDCBA 1\n\tSMAG A 3\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tASGR EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tASGR EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n SMAP A -1\n Stop\n }\n}\n\nACTOR V25ShotgunDrum : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 16\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 16\nInventory.Icon \"ASTHA0\"\n+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Credits.txt",
"contents": "Small addon I did to restore the old asg from older complex versions\nI take no credits from this\noriginal weapon was made by Daedalus"
}
]
},
"maps": []
}