REAL RELOAD WEAPON MOD - INFO

Real Reload Weapon Mod R2 is the successor to the first RRWM, released in 2009.

The primary purpose of RRWM is: add some new stuff while retaining the original game balance and feelings. This mod replaces all standard weapons with new ones, adds reload capabilities to them, and finally redesigns some items.

Weapon Description:

This mod uses my new reload system, which I called ReloadAPI. It is very easy to use in other mods, and I will soon release an example file with code and documentation on how to use it. Originally, it was taken from Doom 3 Weapons Mod, with some bugs fixed. Then, with introduction of ZDoom's (and GZDoom's) custom states, I redesigned it and it now has no Doom 3 Weapons Mod code.

Slot 1: Marine Fists. Your standard fists, require no ammo. You can punch enemies with them. If an Adrenaline Capsule is active, the damage from the fists significantly increases. Replaces the normal fist. (Sprites taken from ZDoom Advanced Mod, sounds taken from Doom 3);

Slot 1: Chainsaw. This chainsaw was inspired by the one from ZDoom Advanced Mod. By default it is inactive. When activated with primary or alternative fire, all the monsters in player's radius are alerted. In this state you can start sawing enemies. The chainsaw can be manually stopped, or is stopped automatically when the gasoline runs out. Then it automatically recharges. If you pick up another chainsaw when the gasoline level is not full, it immediately restores to 100%. Replaces the normal chainsaw. (Sprites taken from Zero Tolerance by Zero Prophet, but I also found some sprites in Doom 3 Weapons Mod, and some more. Sounds taken from Doom 3);

Slot 2: Pistol. This is one of the weapons you start with. Not so accurate, but you don't have a second choise at the start. Each clip contains 10 bullets. Replaces the normal pistol. (Sprites taken from Zero Tolerance by Zero Prophet, sounds taken from Doom 3);

Slot 3: Shotgun. This is one of the main weapons. Very unaccurate, but effective in mid-range. Shells are loaded directly into the tube, you can load up to 8 of them. Replaces the normal shotgun. (I have seen these sprites in many mods, but this most likely originates from Weapons Resource Wad (Duke 3D Shotgun by Daniel). Sounds taken from Quake 4);
        A little tip: you can interrupt the shotgun reloading if you select another weapon during the reload process or fire the shotgun or press the reload key another time during reloading.

Slot 3: Double Barrel Sawn-Off Shotgun. Extremely unaccurate, and thus can be used only in mid- and close-range. Holds up to 8 shells. Replaces the Super Shotgun. (Sprites taken from Zen Dynamics by Xaser. Also some of its code is based on the code of the similar weapon in Zen Dynamics. See the PK3 Decorate code file for this. Sounds taken from Doom 3)
  
Slot 4: Zen-II Handgun. One-handed SMG. That's all. Each clip - 40 rounds. Replaces the Chaingun. (Sprites taken from Zen Dynamics by Xaser, sounds taken from Doom 3);

Slot 5: Striker Missile Launcher. This is an explosive one. Fires small but devastating missiles (Cyberdemons now also use these). Each missile pack - 5 shots. Replaces the Rocket Launcher. (Sprites taken from Zen Dynamics by Xaser, sounds taken from Quake 4 and Half-Life 2, some sounds from Zen Dynamics);
Slot 5: Railgun. This weapon replaces the previous one if rrwmr2_rail.pk3 is used (see some info below). It fires a beam that rips through all enemies on the line of fire. The Railgun has a 5-shot battery;

Slot 6: Hyperblaster. Acts like the Plasma Rifle from the original Doom. Each cell - 40 shots. Replaces the Plasma Rifle. (Sprites taken from Zen Dynamics by Xaser, but I also found some of them in Skulltag (Railgun). Sounds taken from Quake 4);

Slot 7: Disruptor Pulse Cannon. Extremely powerful energy weapon. Spends 40 ammo units at once. Each battery holds up to 80 units, so you can only fire 2 times, then you must reload it. Replaces the BFG9000. (Sprites taken from Zero Tolerance by Zero Prophet, sounds taken from Doom 3);

New Items:

Most of the items simply had their look updated. The only item that functions not like a standard Doom one is the Adrenaline Capsule. It is placed in the inventory upon pickup. When you activate it, it increases your maximum health level that can be reached with standard health kits, and adds health right up to the newly increased level. The Capsule also reduces 50% of all damage done to you, and increases the power of your Fists.

New Armor:

There have been some new armors added. Here is the list of all of them:

Light Vest: 50 units, absorbs 25% damage.
Light Suit: 100 units, absorbs 33% damage.
Light Armor: 150 units, absorbs 50% damage.
Heavy Armor: 250 units, absorbs 75% damage.
Shield Armor: 350 units, absorbs 100% damage. Replaces the Megasphere.
                          
Armor Parts, replacing Armor Bonuses, grant 33% protection.
                          
You can find Light Vest and Light Suit in place of a Green Armor, and Light Armor and Heavy Armor in place of a Blue Armor.

New Monsters:

Zombies are also equipped with modified weapons. They even know how to reload it, although only when clip expires.

Some Additional Files:

rrwmr2_rail.pk3 implements a RRWM1-style railgun with zoom capabilities. It replaces the Striker Launcher.

End of file.