Classes:Chaingun

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Chaingun
Actor type Weapon Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 2002 Class Name Chaingun
Spawn ID 28 Identifier T_CHAINGUN


Classes: InventoryWeaponDoomWeaponChaingun

The chaingun is a rapid fire bullet weapon. It is dropped by chaingunners and uses clips for ammo.

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 Chaingun : DoomWeapon
{
	Default
	{
		Weapon.SelectionOrder 700;
		Weapon.AmmoUse 1;
		Weapon.AmmoGive 20;
		Weapon.AmmoType "Clip";
		Inventory.PickupMessage "$GOTCHAINGUN";
		Obituary "$OB_MPCHAINGUN";
		Tag "$TAG_CHAINGUN";
	}
	States
	{
	Ready:
		CHGG A 1 A_WeaponReady;
		Loop;
	Deselect:
		CHGG A 1 A_Lower;
		Loop;
	Select:
		CHGG A 1 A_Raise;
		Loop;
	Fire:
		CHGG AB 4 A_FireCGun;
		CHGG B 0 A_ReFire;
		Goto Ready;
	Flash:
		CHGF A 5 Bright A_Light1;
		Goto LightDone;
		CHGF B 5 Bright A_Light2;
		Goto LightDone;
	Spawn:
		MGUN A -1;
		Stop;
	}
}

extend class StateProvider
{
	action void A_FireCGun()
	{
		if (player == null)
		{
			return;
		}

		Weapon weap = player.ReadyWeapon;
		if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
		{
			if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
				return;

			A_StartSound ("weapons/chngun", CHAN_WEAPON);

			State flash = weap.FindState('Flash');
			if (flash != null)
			{
				// Removed most of the mess that was here in the C++ code because SetSafeFlash already does some thorough validation.
				State atk = weap.FindState('Fire');
				let psp = player.GetPSprite(PSP_WEAPON);
				if (psp) 
				{
					State cur = psp.CurState;
					int theflash = atk == cur? 0:1;
					player.SetSafeFlash(weap, flash, theflash);
				}
			}
		}
		player.mo.PlayAttacking2 ();

		GunShot (!player.refire, "BulletPuff", BulletSlope ());
	}
}

DECORATE definition

Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above.
ACTOR Chaingun : DoomWeapon
{
   Weapon.SelectionOrder 700
   Weapon.AmmoUse 1
   Weapon.AmmoGive 20
   Weapon.AmmoType "Clip"
   Inventory.PickupMessage "$GOTCHAINGUN" // "You got the chaingun"
   Obituary "$OB_MPCHAINGUN" // "%o was mowed down by %k's chaingun."
   Tag "$TAG_CHAINGUN"
   States
   {
   Ready:
     CHGG A 1 A_WeaponReady
     Loop
   Deselect:
     CHGG A 1 A_Lower
     Loop
   Select:
     CHGG A 1 A_Raise
     Loop
   Fire:
     CHGG AB 4 A_FireCGun
     CHGG B 0 A_ReFire
     Goto Ready
   Flash:
     CHGF A 5 Bright A_Light1
     Goto LightDone
     CHGF B 5 Bright A_Light1
     Goto LightDone
   Spawn:
     MGUN A -1
     Stop
   }
}