|
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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Chainsaw
|
Actor type
|
Weapon
|
Game
|
(Doom)
|
DoomEd Number
|
2005
|
Class Name
|
Chainsaw
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Spawn ID
|
32
|
Identifier
|
T_CHAINSAW
|
Classes: Inventory→Weapon→Chainsaw
The Chainsaw is a fast melee weapon in Doom.
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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 Chainsaw : Weapon
{
Default
{
Weapon.Kickback 0;
Weapon.SelectionOrder 2200;
Weapon.UpSound "weapons/sawup";
Weapon.ReadySound "weapons/sawidle";
Inventory.PickupMessage "$GOTCHAINSAW";
Obituary "$OB_MPCHAINSAW";
Tag "$TAG_CHAINSAW";
+WEAPON.MELEEWEAPON
+WEAPON.NOAUTOSWITCHTO
}
States
{
Ready:
SAWG CD 4 A_WeaponReady;
Loop;
Deselect:
SAWG C 1 A_Lower;
Loop;
Select:
SAWG C 1 A_Raise;
Loop;
Fire:
SAWG AB 4 A_Saw;
SAWG B 0 A_ReFire;
Goto Ready;
Spawn:
CSAW A -1;
Stop;
}
}
|
Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
|
ACTOR Chainsaw : Weapon
{
Weapon.Kickback 0
Weapon.SelectionOrder 2200
Weapon.UpSound "weapons/sawup"
Weapon.ReadySound "weapons/sawidle"
Inventory.PickupMessage "$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
}
}