Classes:StrifeCrossbow
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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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Crossbow | |||
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Actor type | Weapon | Game | (Strife) |
DoomEd Number | 2001 | Class Name | StrifeCrossbow |
Conversation ID | 194, 188, 192 | Puzzle Item ID | N/A |
Classes: Inventory→Weapon→StrifeWeapon→StrifeCrossbow
→StrifeCrossbow2
Your first proper weapon in Strife, the crossbow has two modes. This is the first mode, in which it fires electric bolts. This does more damage to mechanical targets.
DECORATE definition
ACTOR StrifeCrossbow : StrifeWeapon { +FLOORCLIP Weapon.SelectionOrder 1200 +WEAPON.NOALERT Weapon.AmmoUse1 1 Weapon.AmmoGive1 8 Weapon.AmmoType1 "ElectricBolts" Weapon.SisterWeapon "StrifeCrossbow2" Inventory.PickupMessage "$TXT_STRIFECROSSBOW" // "You picked up the crossbow" Tag "$TAG_STRIFECROSSBOW1" // "Crossbow" Inventory.Icon "CBOWA0" action native A_ClearFlash (); action native A_ShowElectricFlash (); action native A_FireArrow (class<Actor> proj); States { Spawn: CBOW A -1 Stop Ready: XBOW A 0 A_ShowElectricFlash XBOW A 1 A_WeaponReady Wait Deselect: XBOW A 1 A_Lower Loop Select: XBOW A 1 A_Raise Loop Fire: XBOW A 3 A_ClearFlash XBOW B 6 A_FireArrow("ElectricBolt") XBOW C 4 XBOW D 6 XBOW E 3 XBOW F 5 XBOW G 0 A_ShowElectricFlash XBOW G 5 A_CheckReload Goto Ready+1 Flash: XBOW KLM 5 Loop } }