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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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Chaingun
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Actor type
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Weapon
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Game
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(Doom)
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DoomEd Number
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2002
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Class Name
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Chaingun
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Spawn ID
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28
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Identifier
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T_CHAINGUN
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Classes: Inventory→Weapon→DoomWeapon→Chaingun
The chaingun is a rapid fire bullet weapon. It is dropped by chaingunners and uses clips for ammo.
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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 Chaingun : DoomWeapon
{
Default
{
Weapon.SelectionOrder 700;
Weapon.AmmoUse 1;
Weapon.AmmoGive 20;
Weapon.AmmoType "Clip";
Inventory.PickupMessage "$GOTCHAINGUN";
Obituary "$OB_MPCHAINGUN";
Tag "$TAG_CHAINGUN";
}
States
{
Ready:
CHGG A 1 A_WeaponReady;
Loop;
Deselect:
CHGG A 1 A_Lower;
Loop;
Select:
CHGG A 1 A_Raise;
Loop;
Fire:
CHGG AB 4 A_FireCGun;
CHGG B 0 A_ReFire;
Goto Ready;
Flash:
CHGF A 5 Bright A_Light1;
Goto LightDone;
CHGF B 5 Bright A_Light2;
Goto LightDone;
Spawn:
MGUN A -1;
Stop;
}
}
See the A_FireCGun page for the definition of Chaingun's attack function.
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR Chaingun : DoomWeapon
{
Weapon.SelectionOrder 700
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Inventory.PickupMessage "$GOTCHAINGUN" // "You got the chaingun"
Obituary "$OB_MPCHAINGUN" // "%o was mowed down by %k's chaingun."
Tag "$TAG_CHAINGUN"
States
{
Ready:
CHGG A 1 A_WeaponReady
Loop
Deselect:
CHGG A 1 A_Lower
Loop
Select:
CHGG A 1 A_Raise
Loop
Fire:
CHGG AB 4 A_FireCGun
CHGG B 0 A_ReFire
Goto Ready
Flash:
CHGF A 5 Bright A_Light1
Goto LightDone
CHGF B 5 Bright A_Light1
Goto LightDone
Spawn:
MGUN A -1
Stop
}
}
See also