Weapon properties
From ZDoom Wiki
- Weapon.AmmoGive amount
- Weapon.AmmoGive1 amount
- The amount of primary ammo you receive from this weapon.
- Weapon.AmmoGive2 amount
- The amount of secondary ammo you get from picking up the weapon.
- Weapon.AmmoType type
- Weapon.AmmoType1 type
- The type of primary ammo the weapon uses. This must be a valid ammo type.
- Weapon.AmmoType2 type
- The type of secondary ammo the weapon uses.
- Weapon.AmmoUse amount
- Weapon.AmmoUse1 amount
- The amount of primary ammo the weapon uses per shot.
- Weapon.AmmoUse2 amount
- The amount of the secondary ammo that the weapon uses per shot. Normally secondary ammo is used by the secondary attack but if the WEAPON.PRIMARY_USES_BOTH flag is set the primary attack will use both types of ammo for each attack.
- Weapon.MinSelectionAmmo1 amount (development version r4203+ only)
- A weapon with this property won't be auto-switched to if the available amount of ammo for the primary attack is less than the value specified. The weapon can still be switched to manually, however.
- Weapon.MinSelectionAmmo2 amount (development version r4203+ only)
- A weapon with this property won't be auto-switched to if the available amount of ammo for the secondary attack is less than the value specified. The weapon can still be switched to manually, however.
- Weapon.BobRangeX amount
- Range multiplier for horizontal bobbing. Default is 1.0.
- Weapon.BobRangeY amount
- Range multiplier for vertical bobbing. Default is 1.0.
- Weapon.BobSpeed amount
- Bobbing speed multiplier. Affects how quickly the bobbing motion occurs. Default is 1.0.
- Weapon.BobStyle type
- The type of bobbing to use. Possible values include Normal, Inverse, Alpha, InverseAlpha, Smooth, and InverseSmooth.
- Normal is the default value and corresponds to the bobbing motion used in all old Doom-engine games.
- Alpha is the bobbing motion used in the
alpha versions of Doom.
- Smooth is a smoother version of the normal style.
- Inverse* types mirror the motion vertically compared to the non-inverse version. InverseAlpha lowers the weapon sprite while bobbing; the others raise it.
- Weapon.KickBack amount
- How far attacks by this weapon push the enemy back. Damage is also a factor in kickback.
- Weapon.ReadySound sound
- The sound the weapon plays in its ready state.
- Weapon.SelectionOrder value
- Defines the place in the weapons list when ammo runs out. Lower numbers have higher priority.
- Weapon.SisterWeapon weapontype
- Defined weapon is also given when flagged weapon is picked up. Used primarily for Tome Of Power attacks but it can also be used to create weapons with 2 distinct attack modes. Several Strife weapons use this.
- Weapon.SlotNumber value
- Default slot for this weapon. For mods that want to add new weapons without completely redoing the player's arsenal. For other ways to assign weapons to slots, see weapon slots.
- Weapon.SlotPriority value
- Selection order within slot for this weapon. 0 puts it at the start of the slot, and 1 puts it at the end of the slot (as written with setslot). You can also use fractional values to put it somewhere in the middle.
- Weapon.UpSound sound
- The sound played when the select state is called.
- Weapon.YAdjust amount
- Shifts the HUD sprites vertically when the status bar is off. Note: positive y values shift the weapon down.