This HTML5 document contains 6 embedded RDF statements represented using HTML+Microdata notation.

The embedded RDF content will be recognized by any processor of HTML5 Microdata.

PrefixNamespace IRI
n7http://dbkwik.webdatacommons.org/resource/6VE0QUNNyEcKTh0Efj05YA==
n8http://dbkwik.webdatacommons.org/ontology/
dctermshttp://purl.org/dc/terms/
rdfshttp://www.w3.org/2000/01/rdf-schema#
n5http://dbkwik.webdatacommons.org/resource/bains0Gy4DEmLoZYMYY8Qg==
n2http://dbkwik.webdatacommons.org/resource/mWxIZmLOylIkonUijpvPSw==
rdfhttp://www.w3.org/1999/02/22-rdf-syntax-ns#
xsdhhttp://www.w3.org/2001/XMLSchema#
n6http://dbkwik.webdatacommons.org/resource/ghkgm871amkfqxjLH-LhnQ==
Subject Item
n2:
rdfs:label
Chaingun makes two sounds firing single bullet
rdfs:comment
The chaingun in the Doom games, like its predecessor in Wolfenstein 3D, normally fires an even number of bullets each time the the firing key or button is pressed. When only one bullet remains in the player's supply, that bullet is deducted and a single shot is fired, as expected — but as the engine does not check whether the ammunition has run out when producing the necessary pair of firing noises (which are DSPISTOL), the sound is still played twice as if two shots had been fired.
dcterms:subject
n5: n6: n7:
n8:abstract
The chaingun in the Doom games, like its predecessor in Wolfenstein 3D, normally fires an even number of bullets each time the the firing key or button is pressed. When only one bullet remains in the player's supply, that bullet is deducted and a single shot is fired, as expected — but as the engine does not check whether the ammunition has run out when producing the necessary pair of firing noises (which are DSPISTOL), the sound is still played twice as if two shots had been fired. Some source ports have fixed this bug. However, some DM players pointed out that this changes the gameplay, because you can tell if your opponent has run out of ammo if his/her chaingun emits an odd number of shot sounds.