Classes:DoomWeapon
Classes: Inventory→Weapon→DoomWeapon
→BFG9000
→Chaingun
→Pistol
→PlasmaRifle
→RocketLauncher
→Shotgun
→SuperShotgun
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
Doom weapon | |||
---|---|---|---|
Actor type | Internal | Game | ![]() |
DoomEd Number | None | Class Name | DoomWeapon |
DoomWeapon is the class that all Doom weapons except the fist and chainsaw are based off. Currently, this class only sets the kickback factor of the weapons and defines some railgun-related functions.
ZScript definition
Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub. |
class DoomWeapon : Weapon
{
Default
{
Weapon.Kickback 100;
}
}
extend class StateProvider
{
//
// [RH] A_FireRailgun
// [TP] This now takes a puff type to retain Skulltag's railgun's ability to pierce armor.
//
action void A_FireRailgun(class<Actor> puffType = "BulletPuff", int offset_xy = 0)
{
if (player == null)
{
return;
}
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
return;
State flash = weap.FindState('Flash');
if (flash != null)
{
player.SetSafeFlash(weap, flash, random[FireRail](0, 1));
}
}
int damage = deathmatch ? 100 : 150;
A_RailAttack(damage, offset_xy, false, pufftype: puffType); // note that this function handles ammo depletion itself for Dehacked compatibility purposes.
}
action void A_FireRailgunLeft()
{
A_FireRailgun(offset_xy: -10);
}
action void A_FireRailgunRight()
{
A_FireRailgun(offset_xy: 10);
}
action void A_RailWait()
{
// only here to satisfy old Dehacked patches.
}
}
DECORATE definition
ACTOR DoomWeapon : Weapon { Weapon.Kickback 100 }
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