Classes:Chainsaw

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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).
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  4. Definitions for existing actors are put on the wiki for reference purpose only.
Chainsaw
Actor type Weapon Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 2005 Class Name Chainsaw
Spawn ID 32 Identifier T_CHAINSAW


Classes: InventoryWeaponChainsaw


The Chainsaw is a fast melee weapon in Doom.

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 Chainsaw : Weapon
{
	Default
	{
		Weapon.Kickback 0;
		Weapon.SelectionOrder 2200;
		Weapon.UpSound "weapons/sawup";
		Weapon.ReadySound "weapons/sawidle";
		Inventory.PickupMessage "$GOTCHAINSAW";
		Obituary "$OB_MPCHAINSAW";
		Tag "$TAG_CHAINSAW";
		+WEAPON.MELEEWEAPON		
		+WEAPON.NOAUTOSWITCHTO
	}
	States
	{
	Ready:
		SAWG CD 4 A_WeaponReady;
		Loop;
	Deselect:
		SAWG C 1 A_Lower;
		Loop;
	Select:
		SAWG C 1 A_Raise;
		Loop;
	Fire:
		SAWG AB 4 A_Saw;
		SAWG B 0 A_ReFire;
		Goto Ready;
	Spawn:
		CSAW A -1;
		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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 Chainsaw : Weapon
{
  Weapon.Kickback 0
  Weapon.SelectionOrder 2200
  Weapon.UpSound "weapons/sawup"
  Weapon.ReadySound "weapons/sawidle"
  Inventory.PickupMessage "$GOTCHAINSAW"
  Obituary "$OB_MPCHAINSAW"
  Tag "$TAG_CHAINSAW"
  +WEAPON.MELEEWEAPON
  States
  {
  Ready:
    SAWG CD 4 A_WeaponReady
    Loop
  Deselect:
    SAWG C 1 A_Lower
    Loop
  Select:
    SAWG C 1 A_Raise
    Loop
  Fire:
    SAWG AB 4 A_Saw
    SAWG B 0 A_ReFire
    Goto Ready
  Spawn:
    CSAW A -1
    Stop
  }
}