|
|
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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| Rocket
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| Actor type
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Explosive
|
Game
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(Doom)
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| DoomEd Number
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None
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Class Name
|
Rocket
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| Spawn ID
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127
|
Identifier
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T_ROCKET
|
Classes: Rocket
The projectile fired from a player's rocket launcher or a cyberdemon. The second-most powerful projectile in Doom.
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Note: The ZScript definition below is for reference and may be different in the current version of UZDoom. The most up-to-date version of this code can be found on UZDoom GitHub.
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class Rocket : Actor
{
Default
{
Radius 11;
Height 8;
Speed 20;
Damage 20;
Projectile;
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
+ZDOOMTRANS
SeeSound "weapons/rocklf";
DeathSound "weapons/rocklx";
Obituary "$OB_MPROCKET";
}
States
{
Spawn:
MISL A 1 Bright;
Loop;
Death:
MISL B 8 Bright A_Explode;
MISL C 6 Bright;
MISL D 4 Bright;
Stop;
BrainExplode:
MISL BC 10 Bright;
MISL D 10 A_BrainExplode;
Stop;
}
}
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Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
|
ACTOR Rocket
{
Radius 11
Height 8
Speed 20
Damage 20
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
States
{
Spawn:
MISL A 1 Bright
Loop
Death:
MISL B 8 Bright A_Explode
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}