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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do not need to copy that actor, since it is already defined.
- In fact, it's not just useless, it's actually harmful as it can cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
- There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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Flamethrower
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Actor type
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Weapon
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Game
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(Strife)
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DoomEd Number
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2005
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Class Name
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FlameThrower
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Conversation ID
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190, 184, 188
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Puzzle Item ID
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N/A
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Classes: Inventory→Weapon→StrifeWeapon→FlameThrower
A flamethrower, reverse-engineered from Crusader parts for human use. Especially effective against humans and humanoids!
ACTOR FlameThrower : StrifeWeapon
{
+FLOORCLIP
Weapon.SelectionOrder 2100
Weapon.Kickback 0
Weapon.AmmoUse1 1
Weapon.AmmoGive1 100
Weapon.UpSound "weapons/flameidle"
Weapon.ReadySound "weapons/flameidle"
Weapon.AmmoType1 "EnergyPod"
Inventory.Icon "FLAMA0"
Tag "$TAG_FLAMER" // "Flame Thrower"
Inventory.PickupMessage "$TXT_FLAMER" // "You picked up the flame thrower."
action native A_FireFlamer();
States
{
Spawn:
FLAM A -1
Stop
Ready:
FLMT AB 3 A_WeaponReady
Loop
Deselect:
FLMT A 1 A_Lower
Loop
Select:
FLMT A 1 A_Raise
Loop
Fire:
FLMF A 2 A_FireFlamer
FLMF B 3 A_ReFire
Goto Ready
}
}