Classes:Pistol
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Pistol | |||
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Actor type | Weapon | Game | (Doom) |
DoomEd Number | 5010 | Class Name | Pistol |
Classes: Inventory→Weapon→DoomWeapon→Pistol
The pistol. The weapon you start off with and the weakest long-ranged weapon in Doom. Uses clips for ammo.
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 Pistol : DoomWeapon { Default { Weapon.SelectionOrder 1900; Weapon.AmmoUse 1; Weapon.AmmoGive 20; Weapon.AmmoType "Clip"; Obituary "$OB_MPPISTOL"; +WEAPON.WIMPY_WEAPON Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"; Tag "$TAG_PISTOL"; } States { Ready: PISG A 1 A_WeaponReady; Loop; Deselect: PISG A 1 A_Lower; Loop; Select: PISG A 1 A_Raise; Loop; Fire: PISG A 4; PISG B 6 A_FirePistol; PISG C 4; PISG B 5 A_ReFire; Goto Ready; Flash: PISF A 7 Bright A_Light1; Goto LightDone; PISF A 7 Bright A_Light1; Goto LightDone; Spawn: PIST A -1; Stop; } }
DECORATE definition
Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above. |
ACTOR Pistol : DoomWeapon { Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Obituary "$OB_MPPISTOL" +WEAPON.WIMPY_WEAPON Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" Tag "$TAG_PISTOL" States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower Loop Select: PISG A 1 A_Raise Loop Fire: PISG A 4 PISG B 6 A_FirePistol PISG C 4 PISG B 5 A_ReFire Goto Ready Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light1 Goto LightDone Spawn: PIST A -1 Stop } }