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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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Tomed dragon claw
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Actor type
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Weapon
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Game
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(Heretic)
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DoomEd Number
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None
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Class Name
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BlasterPowered
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Classes: Inventory→Weapon→HereticWeapon→Blaster→BlasterPowered
When the tome of power is activated, the dragon claw fires an extremely fast shot, that upon contact with a surface explodes into eight ripper projectiles.
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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.
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class BlasterPowered : Blaster
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse 5;
Weapon.AmmoGive 0;
Weapon.SisterWeapon "Blaster";
Tag "$TAG_BLASTERP";
}
States
{
Fire:
BLSR BC 0;
Hold:
BLSR D 3 A_FireProjectile("BlasterFX1");
BLSR CB 4;
BLSR A 0 A_ReFire;
Goto Ready;
}
}
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Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR BlasterPowered : Blaster
{
+WEAPON.POWERED_UP
Weapon.AmmoUse 5
Weapon.AmmoGive 0
Weapon.SisterWeapon "Blaster"
Tag "$TAG_BLASTERP"
States
{
Fire:
BLSR BC 0
Hold:
BLSR D 3 A_FireCustomMissile("BlasterFX1")
BLSR CB 4
BLSR A 0 A_ReFire
Goto Ready
}
}