Classes:Berserk
(Redirected from Berserk)
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
Berserk | |||
---|---|---|---|
Actor type | Powerup | Game | (Doom) |
DoomEd Number | 2023 | Class Name | Berserk |
Spawn ID | 134 | Identifier | T_BERSERK |
Classes: Inventory→CustomInventory→Berserk
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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 } }