|
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.
|
Mauler
|
Actor type
|
Weapon
|
Game
|
(Strife)
|
DoomEd Number
|
2004
|
Class Name
|
Mauler
|
Conversation ID
|
193, 187, 191
|
Puzzle Item ID
|
N/A
|
Classes: Inventory→Weapon→StrifeWeapon→Mauler
→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.
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
}
}