Classes:Berserk

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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.
Berserk
Actor type Powerup Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 2023 Class Name Berserk
Spawn ID 134 Identifier T_BERSERK


Classes: InventoryCustomInventoryBerserk

When a berserk pack (or inherited actor) is picked up, it heals 100 health and switches the player's weapon to the fist (if available). The fist attack does 10 times as much damage as it would otherwise for the remainder of the level. However this doesn't apply when using a A_CustomPunch and chainsaw's A_Saw.

The Berserk pickup itself is a CustomInventory. The damage increase and screen reddering come from the PowerStrength powerup.

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 Berserk : CustomInventory
{
	Default
	{
		+COUNTITEM
		+INVENTORY.ALWAYSPICKUP
		+INVENTORY.ISHEALTH
		Inventory.PickupMessage "$GOTBERSERK";
		Inventory.PickupSound "misc/p_pkup";
	}
	States
	{
	Spawn:
		PSTR A -1 Bright;
		Stop;
	Pickup:
		TNT1 A 0 A_GiveInventory("PowerStrength");
		TNT1 A 0 HealThing(100, 0);
		TNT1 A 0 A_SelectWeapon("Fist");
		Stop;
	}
}

DECORATE definition

Note: 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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 Berserk : CustomInventory
{
  +COUNTITEM
  +INVENTORY.ALWAYSPICKUP
  Inventory.PickupMessage "$GOTBERSERK" // "Berserk!"
  Inventory.PickupSound "misc/p_pkup"
  States
  {
  Spawn:
    PSTR A -1
    Stop
  Pickup:
    TNT1 A 0 A_GiveInventory("PowerStrength")
    TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 A_SelectWeapon("Fist")
    Stop
  }
}