Classes:Pistol
		
		
		
		
		
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  | 
| Pistol | |||
|---|---|---|---|
| Actor type | Weapon | Game | |
| DoomEd Number | 5010 | Class Name | Pistol | 
Classes: Inventory→Weapon→DoomWeapon→Pistol
The pistol. The weapon you start off with and the weakest long-ranged weapon in Doom. 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 Pistol : DoomWeapon
{
 	Default
	{
		Weapon.SelectionOrder 1900;
		Weapon.AmmoUse 1;
		Weapon.AmmoGive 20;
		Weapon.AmmoType "Clip";
		Obituary "$OB_MPPISTOL";
		+WEAPON.WIMPY_WEAPON
		Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED";
		Tag "$TAG_PISTOL";
	}
	States
	{
	Ready:
		PISG A 1 A_WeaponReady;
		Loop;
	Deselect:
		PISG A 1 A_Lower;
		Loop;
	Select:
		PISG A 1 A_Raise;
		Loop;
	Fire:
		PISG A 4;
		PISG B 6 A_FirePistol;
		PISG C 4;
		PISG B 5 A_ReFire;
		Goto Ready;
	Flash:
		PISF A 7 Bright A_Light1;
		Goto LightDone;
		PISF A 7 Bright A_Light1;
		Goto LightDone;
 	Spawn:
		PIST A -1;
		Stop;
	}
}
DECORATE definition
 
 | 
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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 Pistol : DoomWeapon { Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Obituary "$OB_MPPISTOL" +WEAPON.WIMPY_WEAPON Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" Tag "$TAG_PISTOL" States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower Loop Select: PISG A 1 A_Raise Loop Fire: PISG A 4 PISG B 6 A_FirePistol PISG C 4 PISG B 5 A_ReFire Goto Ready Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light1 Goto LightDone Spawn: PIST A -1 Stop } }