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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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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 "$TAG_CHAINGUN";
}
States
{
Ready:
CHGG A 1 A_WeaponReady;
Loop;
Deselect:
CHGG A 1 A_Lower;
Loop;
Select:
CHGG A 1 A_Raise;
Loop;
Fire:
CHGG AB 4 A_FireCGun;
CHGG B 0 A_ReFire;
Goto Ready;
Flash:
CHGF A 5 Bright A_Light1;
Goto LightDone;
CHGF B 5 Bright A_Light2;
Goto LightDone;
Spawn:
MGUN A -1;
Stop;
}
}
extend class StateProvider
{
action void A_FireCGun()
{
if (player == null)
{
return;
}
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
return;
A_StartSound ("weapons/chngun", CHAN_WEAPON);
State flash = weap.FindState('Flash');
if (flash != null)
{
// Removed most of the mess that was here in the C++ code because SetSafeFlash already does some thorough validation.
State atk = weap.FindState('Fire');
let psp = player.GetPSprite(PSP_WEAPON);
if (psp)
{
State cur = psp.CurState;
int theflash = atk == cur? 0:1;
player.SetSafeFlash(weap, flash, theflash);
}
}
}
player.mo.PlayAttacking2 ();
GunShot (!player.refire, "BulletPuff", BulletSlope ());
}
}
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Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above.
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ACTOR Chaingun : DoomWeapon
{
Weapon.SelectionOrder 700
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Inventory.PickupMessage "$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
}
}