Classes:Shotgun

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  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.
Shotgun
Actor type Weapon Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 2001 Class Name Shotgun
Spawn ID 27 Identifier T_SHOTGUN


Classes: InventoryWeaponDoomWeaponShotgun


The shotgun. A hitscan weapon which has a large spread. Uses shells for ammo.

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 Shotgun : DoomWeapon
{
	Default
	{
		Weapon.SelectionOrder 1300;
		Weapon.AmmoUse 1;
		Weapon.AmmoGive 8;
		Weapon.AmmoType "Shell";
		Inventory.PickupMessage "$GOTSHOTGUN";
		Obituary "$OB_MPSHOTGUN";
		Tag "$TAG_SHOTGUN";
	}
	States
	{
	Ready:
		SHTG A 1 A_WeaponReady;
		Loop;
	Deselect:
		SHTG A 1 A_Lower;
		Loop;
	Select:
		SHTG A 1 A_Raise;
		Loop;
	Fire:
		SHTG A 3;
		SHTG A 7 A_FireShotgun;
		SHTG BC 5;
		SHTG D 4;
		SHTG CB 5;
		SHTG A 3;
		SHTG A 7 A_ReFire;
		Goto Ready;
	Flash:
		SHTF A 4 Bright A_Light1;
		SHTF B 3 Bright A_Light2;
		Goto LightDone;
	Spawn:
		SHOT A -1;
		Stop;
	}
}

See also

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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 Shotgun : DoomWeapon
{
  Weapon.SelectionOrder 1300
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "$GOTSHOTGUN"
  Obituary "$OB_MPSHOTGUN"
  Tag "$TAG_SHOTGUN"
  States
  {
  Ready:
    SHTG A 1 A_WeaponReady
    Loop
  Deselect:
    SHTG A 1 A_Lower
    Loop
  Select:
    SHTG A 1 A_Raise
    Loop
  Fire:
    SHTG A 3
    SHTG A 7 A_FireShotgun
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    SHTG A 7 A_ReFire
    Goto Ready
  Flash:
    SHTF A 4 Bright A_Light1
    SHTF B 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SHOT A -1
    Stop
  }
}