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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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Railgun
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Actor type
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Weapon
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Game
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(Skulltag)
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DoomEd Number
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5012
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Class Name
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Railgun
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Spawn ID
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164
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Identifier
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T_RAILGUN
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Warning: This class is a Skulltag-specific actor that is not included in ZDoom!
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Classes: Inventory→Weapon→DoomWeapon→Railgun
The Railgun is a highly accurate weapon, its shots can damage multiple monsters in a line. Uses plasma cells and shares slot 6 with the plasma rifle.
ACTOR Railgun : DoomWeapon 5012
{
SpawnID 164
Radius 20
Height 16
Weapon.Selectionorder 100
Weapon.AmmoUse 10
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Weapon.SlotNumber 6 // This line isn't in skulltag.pk3, which instead defines the slot directly in DoomPlayer
Inventory.Pickupmessage "$PICKUP_RAILGUN" // "You got the railgun!"
Obituary "$OB_RAILGUN" // "%o was railed by %k."
States
{
Ready:
RLGG A 1 A_WeaponReady
Loop
Deselect:
RLGG A 1 A_Lower
Loop
Select:
RLGG A 1 A_Raise
Loop
Fire:
RLGG E 12 A_FireRailgun
RLGG F 6 A_CheckForReload(4, "Reloaded")
RLGG GHIJK 6
RLGG L 6 A_ResetReloadCounter
Reloaded:
RLGG A 6
RLGG M 0 A_ReFire
Goto Ready
Flash:
TNT1 A 5 bright A_Light1
TNT1 A 5 bright A_Light2
TNT1 A 0 bright A_Light0
Goto LightDone
Spawn:
RAIL A -1
Stop
}
}
ACTOR Railgun : DoomWeapon 5012
{
SpawnID 164
Radius 20
Height 16
Weapon.Selectionorder 100
Weapon.AmmoUse 10
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Inventory.Pickupmessage "$PICKUP_RAILGUN" // "You got the railgun!"
Obituary "$OB_RAILGUN" // "%o was railed by %k."
States
{
Ready:
RLGG A 1 A_WeaponReady
Loop
Deselect:
RLGG A 1 A_Lower
Loop
Select:
RLGG A 1 A_Raise
Loop
Fire:
RLGG E 12 A_FireRailgun
RLGG F 6 A_CheckRailReload
RLGG GHIJKLA 6
RLGG M 0 A_ReFire
Goto Ready
Flash:
TNT1 A 5 bright A_Light1
TNT1 A 5 bright A_Light2
TNT1 A 0 bright A_Light0
Goto LightDone
Spawn:
RAIL A -1
Stop
}
}