//
//    3DGE WEAPONS.DDF -redefine or add new weapons.
//    For documentation, see http://edge.sourceforge.net/
//    DDF Version 7
//

<WEAPONS>

#VERSION 2.10

[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;
STATES(UP)=SAWG:C:1:NORMAL:RAISE;
STATES(DOWN)=SAWG:C:1:NORMAL:LOWER;
STATES(READY)=SAWG:C:4:NORMAL:READY,
              SAWG:D:4:NORMAL:READY;
STATES(ATTACK)=SAWG:A:4:NORMAL:SHOOT,
               SAWG:B:4:NORMAL:SHOOT,
               SAWG:B:0:NORMAL:REFIRE;

[FIST]
AMMOTYPE=NOAMMO;
AUTOMATIC=TRUE;
FREE=TRUE;
BINDKEY=1;
PRIORITY=0;
ATTACK=PLAYER_PUNCH;
STATES(UP)=PUNG:A:1:NORMAL:RAISE;
STATES(DOWN)=PUNG:A:1:NORMAL:LOWER;
STATES(READY)=PUNG:A:1:NORMAL:READY;
STATES(ATTACK)=PUNG:B:4:NORMAL:NOTHING,
               PUNG:C:4:NORMAL:SHOOT,
               PUNG:D:5:NORMAL:NOTHING,
               PUNG:C:4:NORMAL:NOTHING,
               PUNG:B:5:NORMAL:REFIRE;

[PISTOL]
AMMOTYPE=BULLETS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
REFIRE_INACCURATE=TRUE;
BINDKEY=2;
PRIORITY=2;
FREE=TRUE;
ATTACK=PLAYER_PISTOL;
KICK=0.002;
STATES(UP)=PISG:A:1:NORMAL:RAISE;
STATES(DOWN)=PISG:A:1:NORMAL:LOWER;
STATES(READY)=PISG:A:1:NORMAL:READY;
STATES(ATTACK)=PISG:A:4:NORMAL:NOTHING,
               PISG:B:6:NORMAL:SHOOT,
               PISG:C:4:NORMAL:NOTHING,
               PISG:B:5:NORMAL:REFIRE;
STATES(FLASH)=PISF:A:0:BRIGHT:TRANS_SET(50%),
              PISF:A:7:BRIGHT:LIGHT1,
              PISF:A:0:NORMAL:LIGHT0,
              #REMOVE;

[SUPERSHOTGUN]
AMMOTYPE=SHELLS;
AMMOPERSHOT=2;
AUTOMATIC=TRUE;
BINDKEY=3;
PRIORITY=4;
ATTACK=PLAYER_SHOTGUN2;
KICK=0.1;
STATES(UP)=SHT2:A:1:NORMAL:RAISE;
STATES(DOWN)=SHT2:A:1:NORMAL:LOWER;
STATES(READY)=SHT2:A:1:NORMAL:READY;
STATES(ATTACK)=SHT2:A:2:NORMAL:NOTHING,
               SHT2:A:8:NORMAL:SHOOT,
               SHT2:B:7:NORMAL:NOTHING,
               SHT2:C:7:NORMAL:NOTHING,
               SHT2:C:0:NORMAL:CHECKRELOAD;
STATES(RELOAD)=SHT2:D:7:NORMAL:PLAYSOUND(DBOPN),
               SHT2:E:7:NORMAL:NOTHING,
               SHT2:F:7:NORMAL:PLAYSOUND(DBLOAD),
               SHT2:G:6:NORMAL:NOTHING,
               SHT2:H:0:NORMAL:PLAYSOUND(DBCLS),
               SHT2:H:6:NORMAL:REFIRE,
               SHT2:A:5:NORMAL:NOTHING;
STATES(FLASH)=SHT2:I:0:BRIGHT:TRANS_SET(50%),
              SHT2:I:4:BRIGHT:LIGHT1,
              SHT2:J:4:BRIGHT:LIGHT2,
              SHT2:J:0:NORMAL:LIGHT0,
              #REMOVE;

[SHOTGUN]
AMMOTYPE=SHELLS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
BINDKEY=3;
PRIORITY=3;
ATTACK=PLAYER_SHOTGUN;
KICK=0.05;
STATES(UP)=SHTG:A:1:NORMAL:RAISE;
STATES(DOWN)=SHTG:A:1:NORMAL:LOWER;
STATES(READY)=SHTG:A:1:NORMAL:READY;
STATES(ATTACK)=SHTG:A:3:NORMAL:NOTHING,
               SHTG:A:7:NORMAL: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:REFIRE;
STATES(FLASH)=SHTF:A:0:BRIGHT:TRANS_SET(50%),
              SHTF:A:4:BRIGHT:LIGHT1,
              SHTF:B:3:BRIGHT:LIGHT2,
              SHTF:A:0:NORMAL:LIGHT0,
              #REMOVE;

[CHAINGUN]
AMMOTYPE=BULLETS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
REFIRE_INACCURATE=TRUE;
BINDKEY=4;
PRIORITY=5;
ATTACK=PLAYER_CHAINGUN;
KICK=0.02;
STATES(UP)=CHGG:A:1:NORMAL:RAISE;
STATES(DOWN)=CHGG:A:1:NORMAL:LOWER;
STATES(READY)=CHGG:A:1:NORMAL:READY;
STATES(ATTACK)=CHGG:A:4:NORMAL:SHOOT,
               CHGG:B:4:NORMAL:SHOOT,
               CHGG:B:0:NORMAL:REFIRE;
STATES(FLASH)=CHGF:A:0:BRIGHT:TRANS_SET(50%),
              CHGF:A:5:BRIGHT:LIGHT1,
              CHGF:B:5:BRIGHT:LIGHT2,
              CHGF:B:0:NORMAL:LIGHT0,
              #REMOVE;

[ROCKET_LAUNCHER]
AMMOTYPE=ROCKETS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
BINDKEY=5;
PRIORITY=6;
DANGEROUS=TRUE;
ATTACK=PLAYER_MISSILE;
KICK=0.15;
STATES(UP)=MISG:A:1:NORMAL:RAISE;
STATES(DOWN)=MISG:A:1:NORMAL:LOWER;
STATES(READY)=MISG:A:1:NORMAL:READY;
STATES(ATTACK)=MISG:B:8:NORMAL:FLASH,
               MISG:B:12:NORMAL:SHOOT,
               MISG:B:0:NORMAL:REFIRE;
STATES(FLASH)=MISF:A:0:BRIGHT:TRANS_SET(50%),
              MISF:A:3:BRIGHT:LIGHT1,
              MISF:B:4:BRIGHT:NOTHING,
              MISF:C:4:BRIGHT:LIGHT2,
              MISF:D:4:BRIGHT:LIGHT2,
              MISF:D:0:NORMAL:LIGHT0,
              #REMOVE;

[PLASMA_RIFLE]
AMMOTYPE=CELLS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
BINDKEY=6;
PRIORITY=7;
ATTACK=PLAYER_PLASMA;
KICK=0.005;
STATES(UP)=PLSG:A:1:NORMAL:RAISE;
STATES(DOWN)=PLSG:A:1:NORMAL:LOWER;
STATES(READY)=PLSG:A:1:NORMAL:READY;
STATES(ATTACK)=PLSG:A:3:NORMAL:SHOOT,
               PLSG:B:20:NORMAL:REFIRE;
STATES(FLASH)=PLSF:A:0:BRIGHT:TRANS_SET(50%),
              PLSF:A:2:BRIGHT:LIGHT1,
              PLSF:B:2:BRIGHT:LIGHT2,
              PLSF:B:0:NORMAL:LIGHT0,
              #REMOVE;

[BFG9000]
AMMOTYPE=CELLS;
AMMOPERSHOT=40;
AUTOMATIC=TRUE;
BINDKEY=7;
PRIORITY=8;
DANGEROUS=TRUE;
ATTACK=PLAYER_BFG9000;
KICK=0.2;
STATES(UP)=BFGG:A:1:NORMAL:RAISE;
STATES(DOWN)=BFGG:A:1:NORMAL:LOWER;
STATES(READY)=BFGG:A:1:NORMAL:READY;
STATES(ATTACK)=BFGG:A:20:NORMAL:PLAYSOUND(BFG),
               BFGG:B:10:NORMAL:FLASH,
               BFGG:B:10:NORMAL:SHOOT,
               BFGG:B:20:NORMAL:REFIRE;
STATES(FLASH)=BFGF:A:0:BRIGHT:TRANS_SET(50%),
              BFGF:A:11:BRIGHT:LIGHT1,
              BFGF:B:6:BRIGHT:LIGHT2,
              BFGF:B:0:NORMAL:LIGHT0,
              #REMOVE;
