Classes:Mauler

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Mauler
Actor type Weapon Game MiniStrifeLogoIcon.png (Strife)
DoomEd Number 2004 Class Name Mauler
Conversation ID 193, 187, 191 Puzzle Item ID N/A


Classes: InventoryWeaponStrifeWeaponMauler
 →Mauler2
This is one of the two types of Mauler in the game Strife, it fires several hitscan shots which disintegrate foes. In Strife1.wad, the sprites are actually named BLST* and are renamed at load-time by ZDoom.

DECORATE definition

ACTOR Mauler : StrifeWeapon
{
  +FLOORCLIP
  Weapon.SelectionOrder 300
  Weapon.AmmoUse1 20
  Weapon.AmmoGive1 40
  Weapon.AmmoType1 "EnergyPod"
  Weapon.SisterWeapon "Mauler2"
  Inventory.Icon "TRPDA0"
  Tag "$TAG_MAULER1" // "Mauler"
  Inventory.PickupMessage "$TXT_MAULER" // "You picked up the mauler."
  Obituary "$OB_MPMAULER1" // "%o was zapped by %k."

  action native A_FireMauler1();

  States
  {
  Ready:
    MAUL FGHA 6 A_WeaponReady
    Loop
  Deselect:
    MAUL A 1 A_Lower
    Loop
  Select:
    MAUL A 1 A_Raise
    Loop
  Fire:
    BLSF A 5 Bright A_FireMauler1 // see MaulerPuff
    MAUL B 3 Bright A_Light1
    MAUL C 2 A_Light2
    MAUL DE 2
    MAUL A 7 A_Light0
    MAUL H 7
    MAUL G 7 A_CheckReload
    Goto Ready
  Spawn:
    TRPD A -1
    Stop
  }
}