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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do not need to copy that actor, since it is already defined.
- In fact, it's not just useless, it's actually harmful as it can cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
- There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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Firemace sphere
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Actor type
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Explosive
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Game
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(Heretic)
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DoomEd Number
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None
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Class Name
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MaceFX1
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Spawn ID
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154
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Identifier
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T_NOGRAVITYMACEBALL
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Classes: MaceFX1
→MaceFX2
→MaceFX3
The most common of the firemace's projectiles, it also serves as a base class for its large and small spheres. Unlike the other firemace spheres, it is not affected by gravity when spawned, until its first A_MacePL1Check.
ACTOR MaceFX1
{
Radius 8
Height 6
Speed 20
Damage 2
Projectile
+THRUGHOST
BounceType "HereticCompat"
SeeSound "weapons/maceshoot"
Obituary "$OB_MPMACE"
action native A_MacePL1Check();
action native A_MaceBallImpact();
States
{
Spawn:
FX02 AB 4 A_MacePL1Check
Loop
Death:
FX02 F 4 Bright A_MaceBallImpact
FX02 GHIJ 4 Bright
Stop
}
}