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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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Assault gun
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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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2002
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Class Name
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AssaultGun
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Conversation ID
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188, 182, 186
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Puzzle Item ID
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N/A
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Classes: Inventory→Weapon→StrifeWeapon→AssaultGun
An assault rifle. Fairly innaccurate by default, but can be improved in this regard by Accuracy Upgrades.
ACTOR AssaultGun : StrifeWeapon
{
+FLOORCLIP
Weapon.SelectionOrder 600
Weapon.AmmoUse1 1
Weapon.AmmoGive1 20
Weapon.AmmoType1 "ClipOfBullets"
Inventory.Icon "RIFLA0"
Tag "$TAG_ASSAULTGUN" // "Assault Gun"
Inventory.PickupMessage "$TXT_ASSAULTGUN" // "You picked up the assault gun."
Obituary "$OB_MPASSAULTGUN" // "%o was drilled full of holes by %k's assault gun."
States
{
Spawn:
RIFL A -1
Stop
Ready:
RIFG A 1 A_WeaponReady
Loop
Deselect:
RIFG B 1 A_Lower
Loop
Select:
RIFG A 1 A_Raise
Loop
Fire:
RIFF AB 3 A_FireAssaultGun
RIFG D 3 A_FireAssaultGun
RIFG C 0 A_ReFire
RIFG B 2 A_Light0
Goto Ready
}
}