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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do NOT need to copy that actor, since it is already defined.
- In fact, it's not just useless, it will cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
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Dual grenade launcher
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Actor type
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Weapon
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Game
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(Strife)
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DoomEd Number
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154
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Class Name
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StrifeGrenadeLauncher
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Conversation ID
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195, 189, 193
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Puzzle Item ID
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N/A
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Classes: Inventory→Weapon→StrifeWeapon→StrifeGrenadeLauncher
→StrifeGrenadeLauncher2
A double barreled grenade launcher, with two modes of fire. This mode fires Explosive Grenades, which do exactly that after three or four bounces.
ACTOR StrifeGrenadeLauncher : StrifeWeapon
{
+FLOORCLIP
Weapon.SelectionOrder 2400
Weapon.AmmoUse1 1
Weapon.AmmoGive1 12
Weapon.AmmoType1 "HEGrenadeRounds"
Weapon.SisterWeapon "StrifeGrenadeLauncher2"
Inventory.Icon "GRNDA0"
Tag "$TAG_GLAUNCHER1" // "Grenade Launcher"
Inventory.PickupMessage "$TXT_GLAUNCHER" // "You picked up the Grenade launcher."
action native A_FireGrenade(class<Actor> grenadetype, float angleofs, state flash);
States
{
Spawn:
GRND A -1
Stop
Ready:
GREN A 1 A_WeaponReady
Loop
Deselect:
GREN A 1 A_Lower
Loop
Select:
GREN A 1 A_Raise
Loop
Fire:
GREN A 5 A_FireGrenade("HEGrenade", -90, "Flash")
GREN B 10
GREN A 5 A_FireGrenade("HEGrenade", 90, "Flash2")
GREN C 10
GREN A 0 A_ReFire
Goto Ready
Flash:
GREF A 5 Bright A_Light1
Goto LightDone
Flash2:
GREF B 5 Bright A_Light2
Goto LightDone
}
}