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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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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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53
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Class Name
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Blaster
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Spawn ID
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28
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Identifier
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T_BLASTER
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Classes: Inventory→Weapon→HereticWeapon→Blaster
→BlasterPowered
Heretic's dragon claw. After a short warm-up period, this weapon rapidly fires electric hitscan shots.
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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 Blaster : HereticWeapon
{
Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 500;
Weapon.AmmoUse 1;
Weapon.AmmoGive 30;
Weapon.YAdjust 15;
Weapon.AmmoType "BlasterAmmo";
Weapon.SisterWeapon "BlasterPowered";
Inventory.PickupMessage "$TXT_WPNBLASTER";
Tag "$TAG_BLASTER";
Obituary "$OB_MPBLASTER";
}
States
{
Spawn:
WBLS A -1;
Stop;
Ready:
BLSR A 1 A_WeaponReady;
Loop;
Deselect:
BLSR A 1 A_Lower;
Loop;
Select:
BLSR A 1 A_Raise;
Loop;
Fire:
BLSR BC 3;
Hold:
BLSR D 2 A_FireBlasterPL1;
BLSR CB 2;
BLSR A 0 A_ReFire;
Goto Ready;
}
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Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR Blaster : HereticWeapon
{
+BLOODSPLATTER
Weapon.SelectionOrder 500
Weapon.AmmoUse 1
Weapon.AmmoGive 30
Weapon.YAdjust 15
Weapon.AmmoType "BlasterAmmo"
Weapon.SisterWeapon "BlasterPowered"
Inventory.PickupMessage "$TXT_WPNBLASTER"
Tag "$TAG_BLASTER"
Obituary "$OB_MPBLASTER"
action native A_FireBlasterPL1();
States
{
Spawn:
WBLS A -1
Stop
Ready:
BLSR A 1 A_WeaponReady
Loop
Deselect:
BLSR A 1 A_Lower
Loop
Select:
BLSR A 1 A_Raise
Loop
Fire:
BLSR BC 3
Hold:
BLSR D 2 A_FireBlasterPL1
BLSR CB 2
BLSR A 0 A_ReFire
Goto Ready
}
}