Classes:Pistol
(Redirected from Pistol)
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
| Pistol | |||
|---|---|---|---|
| Actor type | Weapon | Game | |
| DoomEd Number | 5010 | Class Name | Pistol |
Classes: Inventory→Weapon→DoomWeapon→Pistol
The pistol. The weapon you start off with and the weakest long-ranged weapon in Doom. Uses clips 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 Pistol : DoomWeapon
{
Default
{
Weapon.SelectionOrder 1900;
Weapon.AmmoUse 1;
Weapon.AmmoGive 20;
Weapon.AmmoType "Clip";
Obituary "$OB_MPPISTOL";
+WEAPON.WIMPY_WEAPON
Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED";
Tag "$TAG_PISTOL";
}
States
{
Ready:
PISG A 1 A_WeaponReady;
Loop;
Deselect:
PISG A 1 A_Lower;
Loop;
Select:
PISG A 1 A_Raise;
Loop;
Fire:
PISG A 4;
PISG B 6 A_FirePistol;
PISG C 4;
PISG B 5 A_ReFire;
Goto Ready;
Flash:
PISF A 7 Bright A_Light1;
Goto LightDone;
PISF A 7 Bright A_Light1;
Goto LightDone;
Spawn:
PIST A -1;
Stop;
}
}
DECORATE definition
|
Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above. |
ACTOR Pistol : DoomWeapon { Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Obituary "$OB_MPPISTOL" +WEAPON.WIMPY_WEAPON Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" Tag "$TAG_PISTOL" States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower Loop Select: PISG A 1 A_Raise Loop Fire: PISG A 4 PISG B 6 A_FirePistol PISG C 4 PISG B 5 A_ReFire Goto Ready Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light1 Goto LightDone Spawn: PIST A -1 Stop } }