Classes:DoomWeapon

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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).
  3. If you want to make your own version of this actor, use inheritance.
  4. Definitions for existing actors are put on the wiki for reference purpose only.
Doom weapon
Actor type Internal Game MiniDoomLogoIcon.png (Doom)
DoomEd Number None Class Name DoomWeapon


Classes: InventoryWeaponDoomWeapon
 →BFG9000
 →Chaingun
 →Pistol
 →PlasmaRifle
 →RocketLauncher
 →Shotgun
 →SuperShotgun


DoomWeapon is the class that all Doom weapons except the fist and chainsaw are based off. Currently, this class only sets the kickback factor of the weapons and defines some railgun-related functions.

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 DoomWeapon : Weapon
{
	Default
	{
		Weapon.Kickback 100;
	}
}

extend class StateProvider
{

	//
	// [RH] A_FireRailgun
	// [TP] This now takes a puff type to retain Skulltag's railgun's ability to pierce armor.
	//
	action void A_FireRailgun(class<Actor> puffType = "BulletPuff", int offset_xy = 0)
	{
		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;
			
			State flash = weap.FindState('Flash');
			if (flash != null)
			{
				player.SetSafeFlash(weap, flash, random[FireRail](0, 1));
			}
			
		}

		int damage = deathmatch ? 100 : 150;
		A_RailAttack(damage, offset_xy, false, pufftype: puffType);	// note that this function handles ammo depletion itself for Dehacked compatibility purposes.
	}

	action void A_FireRailgunLeft()
	{
		A_FireRailgun(offset_xy: -10);
	}

	action void A_FireRailgunRight()
	{
		A_FireRailgun(offset_xy: 10);
	}

	action void A_RailWait() 
	{
		// only here to satisfy old Dehacked patches.
	}

}

DECORATE definition

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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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.
ACTOR DoomWeapon : Weapon
{
  Weapon.Kickback 100
}