Classes:Staff

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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.
Staff
Actor type Weapon Game MiniHereticLogoIcon.png (Heretic)
DoomEd Number None Class Name Staff


Classes: InventoryWeaponHereticWeaponStaff
 →StaffPowered

Corvus's ironshod staff. Useless against ghosts.

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 Staff : HereticWeapon
{
	Default
	{
		Weapon.SelectionOrder 3800;
		+THRUGHOST
		+WEAPON.WIMPY_WEAPON
		+WEAPON.MELEEWEAPON
		Weapon.sisterweapon "StaffPowered";
		Obituary "$OB_MPSTAFF";
		Tag "$TAG_STAFF";
	}


	States
	{
	Ready:	
		STFF A 1 A_WeaponReady;
		Loop;
	Deselect:
		STFF A 1 A_Lower;
		Loop;
	Select:
		STFF A 1 A_Raise;
		Loop;
	Fire:
		STFF B 6;
		STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff");
		STFF B 8 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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 Staff : HereticWeapon
{
  Weapon.SelectionOrder 3800
  +THRUGHOST
  +WIMPY_WEAPON
  +MELEEWEAPON
  Weapon.SisterWeapon "StaffPowered"
  Obituary "$OB_MPSTAFF"
  Tag "$TAG_STAFF"

  action native A_StaffAttack(int damage, class<Actor> puff);

  States
  {
  Ready:
    STFF A 1 A_WeaponReady
    Loop
  Deselect:
    STFF A 1 A_Lower
    Loop
  Select:
    STFF A 1 A_Raise
    Loop
  Fire:
    STFF B 6
    STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff")
    STFF B 8 A_ReFire
    Goto Ready
  }
}