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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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Generic shooter fléchette
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Actor type
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Artifact
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Game
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(ZDoom)
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DoomEd Number
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None
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Class Name
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ArtiPoisonBagShooter
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Classes: Inventory→ArtiPoisonBag→ArtiPoisonBagShooter
A generic fléchette class from which to derive custom actors to create new types of fléchettes. When used, the fléchette will make the player shoot a projectile corresponding to its MissileType.
To assign a flechette type to a player class, use the Player.FlechetteType property in the code for the player class.
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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.
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class ArtiPoisonBagShooter : ArtiPoisonBag
{
Default
{
Inventory.Icon "ARTIPSB5";
}
override bool Use (bool pickup)
{
Class<Actor> missiletype = MissileName;
if (missiletype != null)
{
Actor mo = Owner.SpawnPlayerMissile(missiletype);
if (mo != null)
{
// automatic handling of seeker missiles
if (mo.bSeekerMissile)
{
mo.tracer = Owner.target;
}
return true;
}
}
return false;
}
}
See also
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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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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.
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ACTOR ArtiPoisonBagShooter : ArtiPoisonBag native
{
Inventory.Icon "ARTIPSB5"
}