Classes:PowerWeaponLevel2
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
Enhanced weapon power | |||
---|---|---|---|
Actor type | Power | Game | (ZDoom) |
DoomEd Number | None | Class Name | PowerWeaponLevel2 |
Classes: Inventory→Powerup→PowerWeaponLevel2
PowerWeaponLevel2 is an internal class. An item of this class is placed in the player's inventory while the player's weapons are powered-up, like the power-up given by the tome of power from Heretic.
To make powered-up weapons, you must add the flag POWERED_UP to the powered up weapon and add the Weapon.SisterWeapon property to both weapons (powered-up and normal). If a weapon has no powered-up sister weapon, PowerWeaponLevel2 has no effect on it.
Here's an example:
This is the normal weapon
ACTOR AK47 : Weapon { Inventory.PickupSound "misc/pkup" Inventory.PickupMessage "You got the AK47!" Weapon.AmmoType "Clip" Weapon.AmmoGive 60 Weapon.AmmoUse 1 Weapon.SisterWeapon AK9000 AttackSound "weapons/pistol" Obituary "%o was mowed down by %k's AK47." States { Spawn: SK74 A -1 Loop Ready: AK47 A 1 A_WeaponReady Loop Deselect: AK47 A 1 A_Lower Loop Select: AK47 A 1 A_Raise Loop Fire: AK47 A 0 A_GunFlash AK47 A 4 A_FireBullets(5, 0, 1, 5, 0, 1) AK47 B 4 A_FireBullets(5, 0, 1, 5, 0, 1) AK47 B 0 A_ReFire goto Ready Flash: AKFL A 5 BRIGHT A_Light1 AKFL B 5 BRIGHT A_Light0 Stop } }
And this is the powered up weapon
ACTOR AK9000 : AK47 { +POWERED_UP Weapon.AmmoGive 0 Weapon.SisterWeapon AK47 States { Fire: AK47 A 0 A_GunFlash AK47 A 2 A_FireBullets(5, 3, 3, 4, 0, 1) AK47 B 2 A_FireBullets(5, 3, 3, 4, 0, 1) AK47 B 0 A_ReFire goto Ready Flash: AKFL A 3 BRIGHT A_Light1 AKFL B 3 BRIGHT A_Light0 Stop } }
DECORATE definition
ACTOR PowerWeaponLevel2 : Powerup native { Powerup.Duration -40 Inventory.Icon "SPINBK0" +INVENTORY.NOTELEPORTFREEZE }