Classes:BlasterPowered

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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  1. This actor is already defined in GZDoom, there's no reason to define it again.
  2. In fact, trying to define an actor with the same name will cause an error (because it already exists).
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  4. Definitions for existing actors are put on the wiki for reference purpose only.
Tomed dragon claw
Actor type Weapon Game MiniHereticLogoIcon.png (Heretic)
DoomEd Number None Class Name BlasterPowered


Classes: InventoryWeaponHereticWeaponBlasterBlasterPowered

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.

ZScript definition

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.
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;
	}
}

DECORATE definition

Nuvolabomb.png 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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 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
  }
}