Classes:Crossbow

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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).
  3. If you want to make your own version of this actor, use inheritance.
  4. Definitions for existing actors are put on the wiki for reference purpose only.
Ethereal crossbow
Actor type Weapon Game MiniHereticLogoIcon.png (Heretic)
DoomEd Number 2001 Class Name Crossbow
Spawn ID 27 Identifier T_CROSSBOW


Classes: InventoryWeaponHereticWeaponCrossbow
 →CrossbowPowered
This weapon fires one large energy projectile and two smaller ones in a fixed spread.

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 Crossbow : HereticWeapon
{
	Default
	{
		Weapon.SelectionOrder 800;
		Weapon.AmmoUse 1;
		Weapon.AmmoGive 10;
		Weapon.AmmoType "CrossbowAmmo";
		Weapon.SisterWeapon "CrossbowPowered";
		Weapon.YAdjust 15;
		Inventory.PickupMessage "$TXT_WPNCROSSBOW";
		Tag "$TAG_CROSSBOW";
	}

	States
	{
	Spawn:
		WBOW A -1;
		Stop;
	Ready:
		CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady;
		Loop;
	Deselect:
		CRBW A 1 A_Lower;
		Loop;
	Select:
		CRBW A 1 A_Raise;
		Loop;
	Fire:
		CRBW D 6 A_FireCrossbowPL1;
		CRBW EFGH 3;
		CRBW AB 4;
		CRBW C 5 A_ReFire;
		Goto Ready;
	}

DECORATE definition

Nuvolabomb.png Warning: 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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 Crossbow : HereticWeapon
{
  Weapon.SelectionOrder 800
  Weapon.AmmoUse 1
  Weapon.AmmoGive 10
  Weapon.AmmoType "CrossbowAmmo"
  Weapon.SisterWeapon "CrossbowPowered"
  Weapon.YAdjust 15
  Inventory.PickupMessage "$TXT_WPNCROSSBOW"
  Tag "$TAG_CROSSBOW"

  action native A_FireCrossbowPL1();

  States
  {
  Spawn:
    WBOW A -1
    Stop
  Ready:
    CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
    Loop
  Deselect:
    CRBW A 1 A_Lower
    Loop
  Select:
    CRBW A 1 A_Raise
    Loop
  Fire:
    CRBW D 6 A_FireCrossbowPL1
    CRBW EFGH 3
    CRBW AB 4
    CRBW C 5 A_ReFire
    Goto Ready
  }
}