Classes:Sigil
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
The Sigil | |||
---|---|---|---|
Actor type | Weapon | Game | ![]() |
DoomEd Number | None | Class Name | Sigil |
Classes: Weapon→Sigil
→Sigil1
→Sigil2
→Sigil3
→Sigil4
→Sigil5
The Sigil of the One God is a sentient weapon, worshiped by the Order. This weapon is upgradeable by finding the other pieces. It uses the player's health as ammo.
This uses a lot of Strife-specific functions to decide what sprite to display and what action to do, things that are easier and more flexible to accomplish using A_Jump and other ZDoom functions, so use this code as a point of reference only.
DECORATE definition
ACTOR Sigil : Weapon native { Weapon.Kickback 100 Weapon.SelectionOrder 4000 Health 1 +FLOORCLIP +WEAPON.CHEATNOTWEAPON Inventory.PickupSound "weapons/sigilcharge" Tag "$TAG_SIGIL" // "SIGIL" Inventory.Icon "I_SGL1" Inventory.PickupMessage "$TXT_SIGIL" // "You picked up the SIGIL." action native A_SelectPiece(); action native A_SelectSigilView(); action native A_SelectSigilDown(); action native A_SelectSigilAttack(); action native A_SigilCharge(); action native A_FireSigil1(); action native A_FireSigil2(); action native A_FireSigil3(); action native A_FireSigil4(); action native A_FireSigil5(); States { Spawn: SIGL A 1 SIGL A -1 A_SelectPiece Stop SIGL B -1 Stop SIGL C -1 Stop SIGL D -1 Stop SIGL E -1 Stop Ready: SIGH A 0 Bright A_SelectSigilView Wait SIGH A 1 Bright A_WeaponReady Wait SIGH B 1 Bright A_WeaponReady Wait SIGH C 1 Bright A_WeaponReady Wait SIGH D 1 Bright A_WeaponReady Wait SIGH E 1 Bright A_WeaponReady Wait Deselect: SIGH A 1 Bright A_SelectSigilDown Wait SIGH A 1 Bright A_Lower Wait SIGH B 1 Bright A_Lower Wait SIGH C 1 Bright A_Lower Wait SIGH D 1 Bright A_Lower Wait SIGH E 1 Bright A_Lower Wait Select: SIGH A 1 Bright A_SelectSigilView Wait SIGH A 1 Bright A_Raise Wait SIGH B 1 Bright A_Raise Wait SIGH C 1 Bright A_Raise Wait SIGH D 1 Bright A_Raise Wait SIGH E 1 Bright A_Raise Wait Fire: SIGH A 0 Bright A_SelectSigilAttack // Sigil1 attack SIGH A 18 Bright A_SigilCharge SIGH A 3 Bright A_GunFlash SIGH A 10 A_FireSigil1 SIGH A 5 Goto Ready // Sigil2 attack SIGH B 18 Bright A_SigilCharge SIGH B 3 Bright A_GunFlash SIGH B 10 A_FireSigil2 SIGH B 5 Goto Ready // Sigil3 attack SIGH C 18 Bright A_SigilCharge SIGH C 3 Bright A_GunFlash SIGH C 10 A_FireSigil3 SIGH C 5 Goto Ready // Sigil4 attack SIGH D 18 Bright A_SigilCharge SIGH D 3 Bright A_GunFlash SIGH D 10 A_FireSigil4 SIGH D 5 Goto Ready // Sigil5 attack SIGH E 18 Bright A_SigilCharge SIGH E 3 Bright A_GunFlash SIGH E 10 A_FireSigil5 SIGH E 5 Goto Ready Flash: SIGF A 4 Bright A_Light2 SIGF B 6 Bright A_LightInverse SIGF C 4 Bright A_Light1 SIGF C 0 Bright A_Light0 Stop } }