Classes:Pistol


Classes: InventoryWeaponDoomWeaponPistol

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.
Pistol
Actor type Weapon Game
DoomEd Number 5010 Class Name Pistol


The pistol. The weapon you start off with and the weakest long-ranged weapon in Doom. Uses clips for ammo.

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 Pistol : DoomWeapon
{
 	Default
	{
		Weapon.SelectionOrder 1900
		Weapon.AmmoUse 1
		Weapon.AmmoGive 20
		Weapon.AmmoType "Clip"
		Obituary "$OB_MPPISTOL"
		+WEAPON.WIMPY_WEAPON
		Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
		Tag "$TAG_PISTOL"
	}
	States
	{
	Ready:
		PISG A 1 A_WeaponReady;
		Loop;
	Deselect:
		PISG A 1 A_Lower;
		Loop;
	Select:
		PISG A 1 A_Raise;
		Loop;
	Fire:
		PISG A 4;
		PISG B 6 A_FirePistol;
		PISG C 4;
		PISG B 5 A_ReFire;
		Goto Ready;
	Flash:
		PISF A 7 Bright A_Light1;
		Goto LightDone;
		PISF A 7 Bright A_Light1;
		Goto LightDone;
 	Spawn:
		PIST A -1;
		Stop;
	}
}

DECORATE definition

Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above.
ACTOR Pistol : DoomWeapon
{
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  Weapon.AmmoType "Clip"
  Obituary "$OB_MPPISTOL"
  +WEAPON.WIMPY_WEAPON
  Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
  Tag "$TAG_PISTOL"
  States
  {
  Ready:
    PISG A 1 A_WeaponReady
    Loop
  Deselect:
    PISG A 1 A_Lower
    Loop
  Select:
    PISG A 1 A_Raise
    Loop
  Fire:
    PISG A 4
    PISG B 6 A_FirePistol
    PISG C 4
    PISG B 5 A_ReFire
    Goto Ready
  Flash:
    PISF A 7 Bright A_Light1
    Goto LightDone
    PISF A 7 Bright A_Light1
    Goto LightDone
  Spawn:
    PIST A -1
    Stop
  }
}
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