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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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Super-shotgun zombie
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Actor type
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Monster
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Game
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(Skulltag)
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DoomEd Number
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5005
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Class Name
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SuperShotgunGuy
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Spawn ID
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157
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Identifier
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T_SSGGUY
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Warning: This class is a Skulltag-specific actor that is not included in ZDoom!
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Classes: SuperShotgunGuy
Rounding up the family of zombies with hitscan weapons, this obese former human uses a SuperShotgun.
ACTOR SuperShotgunGuy 5005
{
Game Doom
SpawnID 157
Health 120
Radius 20
Height 56
Mass 100
Speed 8
PainChance 170
SeeSound "chainguy/sight"
PainSound "chainguy/pain"
DeathSound "chainguy/death"
ActiveSound "chainguy/active"
AttackSound "ssgguy/attack"
MONSTER
+FLOORCLIP
Obituary "$OB_SSGGUY" // "%o was jacked by a super shotgun guy."
DropItem "SuperShotgun"
States
{
Spawn:
GPOS AB 10 A_Look
Loop
See:
GPOS AABBCCDD 4 A_Chase
Loop
Missile:
GPOS E 10 A_FaceTarget
GPOS F 8 Bright A_CustomBulletAttack(8, 7, 7, 5, "BulletPuff")
GPOS E 8
Goto See
Pain:
GPOS G 3
GPOS G 3 A_Pain
Goto See
Death:
GPOS H 5
GPOS I 5 A_Scream
GPOS J 5 A_NoBlocking
GPOS KLM 5
GPOS N -1
Stop
XDeath:
GPOS O 5
GPOS P 5 A_XScream
GPOS Q 5 A_NoBlocking
GPOS RS 5
GPOS T -1
Stop
Raise:
GPOS LKJIH 5
Goto See
}
}