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:
  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).
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  4. Definitions for existing actors are put on the wiki for reference purpose only.
Pistol
Actor type Weapon Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 5010 Class Name Pistol


Classes: InventoryWeaponDoomWeaponPistol


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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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
  }
}