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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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Bloodscourge
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Actor type
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Weapon
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Game
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(Hexen)
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DoomEd Number
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None
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Class Name
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MWeapBloodscourge
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Classes: Inventory→Weapon→MageWeapon→MWeapBloodscourge
The Mage's ultimate weapon, the Bloodscourge fires homing projectiles. It uses 15 green and blue mana per shot.
ACTOR MWeapBloodscourge : MageWeapon native
{
Health 3
Weapon.SelectionOrder 3100
Weapon.AmmoUse1 15
Weapon.AmmoUse2 15
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
+WEAPON.PRIMARY_USES_BOTH
+INVENTORY.NOATTENPICKUPSOUND
Inventory.PickupMessage "$TXT_WEAPON_M4" // "BLOODSCOURGE ASSEMBLED"
Inventory.PickupSound "WeaponBuild"
Tag "$TAG_MWEAPBLOODSCOURGE"
action native A_MStaffAttack();
action native A_MStaffPalette();
States
{
Spawn:
TNT1 A -1
Stop
Select:
MSTF A 1 A_Raise
Loop
Deselect:
MSTF A 1 A_Lower
Loop
Ready:
MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady
Loop
Fire:
MSTF G 4 Offset(0, 40)
MSTF H 4 Bright Offset(0, 48) A_MStaffAttack
MSTF H 2 Bright Offset(0, 48) A_MStaffPalette
MSTF II 2 Offset(0, 48) A_MStaffPalette
MSTF I 1 Offset(0, 40)
MSTF J 5 Offset(0, 36)
Goto Ready
}
}