Classes:DoomWeapon


Classes: InventoryWeaponDoomWeapon
BFG9000
Chaingun
Pistol
PlasmaRifle
RocketLauncher
Shotgun
SuperShotgun

Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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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