Classes:StrifePlayer

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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.
Rebel mercenary
Actor type Player Game
DoomEd Number None Class Name StrifePlayer


Classes: ActorPlayerPawn StrifePlayer

The nameless protagonist of Strife. He's fairly similar in skills to the other PlayerPawns, except that he can improve his skills and stats throughout the game by earning stamina upgrades and accuracy upgrades.

DECORATE definition

ACTOR StrifePlayer : PlayerPawn
{
    Health 100
    Radius 18
    Height 56
    Mass 100
    PainChance 255
    Speed 1
    MaxStepHeight 16
    Player.DisplayName "Rebel"
    Player.StartItem "PunchDagger"
    Player.RunHealth 15
    Player.WeaponSlot 1, PunchDagger
    Player.WeaponSlot 2, StrifeCrossbow2, StrifeCrossbow
    Player.WeaponSlot 3, AssaultGun
    Player.WeaponSlot 4, MiniMissileLauncher
    Player.WeaponSlot 5, StrifeGrenadeLauncher2, StrifeGrenadeLauncher
    Player.WeaponSlot 6, FlameThrower
    Player.WeaponSlot 7, Mauler2, Mauler
    Player.WeaponSlot 8, Sigil
    Player.ColorRange 128, 143
    Player.ColorSet 0, "Brown",        0x80, 0x8F, 0x82
    Player.ColorSet 1, "Red",          0x40, 0x4F, 0x42, 0x20, 0x3F, 0x00, 0x1F, 0xF1, 0xF6, 0xE0, 0xE5, 0xF7, 0xFB, 0xF1, 0xF5
    Player.ColorSet 2, "Rust",         0xB0, 0xBF, 0xB2, 0x20, 0x3F, 0x00, 0x1F
    Player.ColorSet 3, "Gray",         0x10, 0x1F, 0x12, 0x20, 0x2F, 0xD0, 0xDF, 0x30, 0x3F, 0xD0, 0xDF
    Player.ColorSet 4, "Dark Green",   0x30, 0x3F, 0x32, 0x20, 0x2F, 0xD0, 0xDF, 0x30, 0x3F, 0xD0, 0xDF
    Player.ColorSet 5, "Gold",         0x50, 0x5F, 0x52, 0x20, 0x3F, 0x00, 0x1F, 0x50, 0x5F, 0x80, 0x8F, 0xC0, 0xCF, 0xA0, 0xAF,
                                                         0xD0, 0xDF, 0xB0, 0xBF
    Player.ColorSet 6, "Bright Green", 0x60, 0x6F, 0x62, 0x20, 0x3F, 0x00, 0x1F, 0x50, 0x5F, 0x10, 0x1F, 0xC0, 0xCF, 0x20, 0x2F,
                                                         0xD0, 0xDF, 0x30, 0x3F
    Player.ColorSet 7, "Blue",         0x90, 0x9F, 0x92, 0x20, 0x3F, 0x00, 0x1F, 0x50, 0x5F, 0x40, 0x4F, 0xC1, 0xCF, 0x01, 0x0F,
                                                         0xC0, 0xC0, 1, 1, 0xD0, 0xDF, 0x10, 0x1F

    action native A_ItBurnsItBurns();
    action native A_CrispyPlayer();
    action native A_HandLower();
    
    States
    {
    Spawn:
        PLAY A -1
        stop
    See:
        PLAY ABCD 4 
        loop
    Missile:
        PLAY E 12
        goto Spawn
    Melee:
        PLAY F 6
        goto Missile
    Pain:
        PLAY Q 4
        PLAY Q 4 A_Pain
        Goto Spawn
    Death:
        PLAY H 3
        PLAY I 3 A_PlayerScream
        PLAY J 3 A_NoBlocking
        PLAY KLMNO 4
        PLAY P -1
        Stop
    XDeath:
        RGIB A 5 A_TossGib
        RGIB B 5 A_XScream
        RGIB C 5 A_NoBlocking
        RGIB DEFG 5 A_TossGib
        RGIB H -1 A_TossGib
    Burn:
        BURN A 3 Bright A_ItBurnsItBurns
        BURN B 3 Bright A_DropFire
        BURN C 3 Bright A_Wander
        BURN D 3 Bright A_NoBlocking
        BURN E 5 Bright A_DropFire
        BURN FGH 5 Bright A_Wander
        BURN I 5 Bright A_DropFire
        BURN JKL 5 Bright A_Wander
        BURN M 5 Bright A_DropFire
        BURN N 5 Bright A_CrispyPlayer
        BURN OPQPQ 5 Bright
        BURN RSTU 7 Bright
        BURN V -1
        Stop
    Disintegrate:
        DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice")
        DISR BC 5
        DISR D 5 A_NoBlocking
        DISR EF 5
        DISR GHIJ 4
        MEAT D -1
        Stop
    Firehands:
        WAVE ABCD 3
        Loop
    Firehandslower:
        WAVE ABCD 3 A_HandLower
        Loop
    }
}
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