A_SuperFireShot

From SRB2 Wiki
Jump to: navigation, search
Test.png This article or section is incomplete. It doesn't have all of the necessary core information on this topic. Please help the SRB2 Wiki by finishing this article.

A_SuperFireShot is an action that makes the actor fire an Object at the target. It is identical to A_FireShot, except that players in their Super form are not immune to it (the fired object is given MF2_SUPERFIRE). Var1 determines the Object type the actor fires. Var2 determines the height offset the chosen Object is fired from, relative to a default offset of 48 fracunits above the bottom of the actor (negative values can be used). When the actor fires the chosen Object, the SeeSound of the fired Object is played.

After firing, ReactionTime*TICRATE*2 (ReactionTime*70) sets the actor's new reaction time. In Ultimate mode, the actor's new reaction time is set to ReactionTime*TICRATE (ReactionTime*35) instead. However, if the actor has MF_BOSS, the actor's reaction time will not be changed.

Object property Use
SeeSound (of Object being shot) Played when fired
ReactionTime New reaction time (ReactionTime*TICRATE*2; ReactionTime*TICRATE in Ultimate mode)

  Actions – Projectiles [view]
A_DropMineA_FireShotA_LobShotA_MissileSplitA_MultiShotA_NapalmScatterA_ShootBulletA_SplitShotA_SuperFireShotA_SuperTurretFireA_TrapShotA_TurretFireA_TurretStopA_VileAttackA_VileFireA_VileTarget