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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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| Pistol
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| Actor type
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Weapon
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Game
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(Doom)
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| DoomEd Number
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5010
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Class Name
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Pistol
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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.
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Note: The ZScript definition below is for reference and may be different in the current version of UZDoom. The most up-to-date version of this code can be found on UZDoom GitHub.
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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 "$TAG_PISTOL";
}
States
{
Ready:
PISG A 1 A_WeaponReady;
Loop;
Deselect:
PISG A 1 A_Lower;
Loop;
Select:
PISG A 1 A_Raise;
Loop;
Fire:
PISG A 4;
PISG B 6 A_FirePistol;
PISG C 4;
PISG B 5 A_ReFire;
Goto Ready;
Flash:
PISF A 7 Bright A_Light1;
Goto LightDone;
PISF A 7 Bright A_Light1;
Goto LightDone;
Spawn:
PIST A -1;
Stop;
}
}
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Warning: This is legacy code, kept for archival purposes only. DECORATE was effectively deprecated with the introduction of ZScript. UZDoom internally uses the ZScript definition above.
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ACTOR Pistol : DoomWeapon
{
Weapon.SelectionOrder 1900
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Obituary "$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
}
}