Classes:DoomPlayer
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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
Space marine | |||
---|---|---|---|
Actor type | Player | Game | (Doom) |
DoomEd Number | None | Class Name | DoomPlayer |
Classes: PlayerPawn → DoomPlayer
→ChexPlayer
The DoomPlayer is who you play as in Doom, Ultimate Doom, Doom II, and Final Doom.
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 DoomPlayer : PlayerPawn
{
Default
{
Speed 1;
Health 100;
Radius 16;
Height 56;
Mass 100;
PainChance 255;
Player.DisplayName "Marine";
Player.CrouchSprite "PLYC";
Player.StartItem "Pistol";
Player.StartItem "Fist";
Player.StartItem "Clip", 50;
Player.WeaponSlot 1, "Fist", "Chainsaw";
Player.WeaponSlot 2, "Pistol";
Player.WeaponSlot 3, "Shotgun", "SuperShotgun";
Player.WeaponSlot 4, "Chaingun";
Player.WeaponSlot 5, "RocketLauncher";
Player.WeaponSlot 6, "PlasmaRifle";
Player.WeaponSlot 7, "BFG9000";
Player.ColorRange 112, 127;
Player.Colorset 0, "$TXT_COLOR_GREEN", 0x70, 0x7F, 0x72;
Player.Colorset 1, "$TXT_COLOR_GRAY", 0x60, 0x6F, 0x62;
Player.Colorset 2, "$TXT_COLOR_BROWN", 0x40, 0x4F, 0x42;
Player.Colorset 3, "$TXT_COLOR_RED", 0x20, 0x2F, 0x22;
// Doom Legacy additions
Player.Colorset 4, "$TXT_COLOR_LIGHTGRAY", 0x58, 0x67, 0x5A;
Player.Colorset 5, "$TXT_COLOR_LIGHTBROWN", 0x38, 0x47, 0x3A;
Player.Colorset 6, "$TXT_COLOR_LIGHTRED", 0xB0, 0xBF, 0xB2;
Player.Colorset 7, "$TXT_COLOR_LIGHTBLUE", 0xC0, 0xCF, 0xC2;
}
States
{
Spawn:
PLAY A -1;
Loop;
See:
PLAY ABCD 4;
Loop;
Missile:
PLAY E 12;
Goto Spawn;
Melee:
PLAY F 6 BRIGHT;
Goto Missile;
Pain:
PLAY G 4;
PLAY G 4 A_Pain;
Goto Spawn;
Death:
PLAY H 0 A_PlayerSkinCheck("AltSkinDeath");
Death1:
PLAY H 10;
PLAY I 10 A_PlayerScream;
PLAY J 10 A_NoBlocking;
PLAY KLM 10;
PLAY N -1;
Stop;
XDeath:
PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath");
XDeath1:
PLAY O 5;
PLAY P 5 A_XScream;
PLAY Q 5 A_NoBlocking;
PLAY RSTUV 5;
PLAY W -1;
Stop;
AltSkinDeath:
PLAY H 6;
PLAY I 6 A_PlayerScream;
PLAY JK 6;
PLAY L 6 A_NoBlocking;
PLAY MNO 6;
PLAY P -1;
Stop;
AltSkinXDeath:
PLAY Q 5 A_PlayerScream;
PLAY R 0 A_NoBlocking;
PLAY R 5 A_SkullPop;
PLAY STUVWX 5;
PLAY Y -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 DoomPlayer : PlayerPawn { Speed 1 Health 100 Radius 16 Height 56 Mass 100 PainChance 255 Player.DisplayName "Marine" Player.CrouchSprite "PLYC" Player.StartItem "Pistol" Player.StartItem "Fist" Player.StartItem "Clip", 50 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: PLAY A -1 Loop See: PLAY ABCD 4 Loop Missile: PLAY E 12 Goto Spawn Melee: PLAY F 6 BRIGHT Goto Missile Pain: PLAY G 4 PLAY G 4 A_Pain Goto Spawn Death: PLAY H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 PLAY N -1 Stop XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: PLAY O 5 PLAY P 5 A_XScream PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop AltSkinDeath: PLAY H 6 PLAY I 6 A_PlayerScream PLAY JK 6 PLAY L 6 A_NoBlocking PLAY MNO 6 PLAY P -1 Stop AltSkinXDeath: PLAY Q 5 A_PlayerScream PLAY R 0 A_NoBlocking PLAY R 5 A_SkullPop PLAY STUVWX 5 PLAY Y -1 Stop } }