Classes:PlasmaRifle

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Plasma rifle
Actor type Weapon Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 2004 Class Name PlasmaRifle
Spawn ID 30 Identifier T_PLASMAGUN


Classes: InventoryWeaponDoomWeaponPlasmaRifle


The plasma rifle. A fast projectile-launching weapon which uses cells 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 PlasmaRifle : DoomWeapon
{
	Default
	{
		Weapon.SelectionOrder 100;
		Weapon.AmmoUse 1;
		Weapon.AmmoGive 40;
		Weapon.AmmoType "Cell";
		Inventory.PickupMessage "$GOTPLASMA";
		Tag "$TAG_PLASMARIFLE";
	}
	States
	{
	Ready:
		PLSG A 1 A_WeaponReady;
		Loop;
	Deselect:
		PLSG A 1 A_Lower;
		Loop;
	Select:
		PLSG A 1 A_Raise;
		Loop;
	Fire:
		PLSG A 3 A_FirePlasma;
		PLSG B 20 A_ReFire;
		Goto Ready;
	Flash:
		PLSF A 4 Bright A_Light1;
		Goto LightDone;
		PLSF B 4 Bright A_Light1;
		Goto LightDone;
	Spawn:
		PLAS A -1;
		Stop;
	}
}

class PlasmaBall : Actor
{
	Default
	{
		Radius 13;
		Height 8;
		Speed 25;
		Damage 5;
		Projectile;
		+RANDOMIZE
		+ZDOOMTRANS
		RenderStyle "Add";
		Alpha 0.75;
		SeeSound "weapons/plasmaf";
		DeathSound "weapons/plasmax";
		Obituary "$OB_MPPLASMARIFLE";
	}
	States
	{
	Spawn:
		PLSS AB 6 Bright;
		Loop;
	Death:
		PLSE ABCDE 4 Bright;
		Stop;
	}
}

extend class StateProvider
{

	//===========================================================================
	//
	// A_FirePlasma
	//
	//===========================================================================

	action void A_FirePlasma()
	{
		if (player == null)
		{
			return;
		}
		Weapon weap = player.ReadyWeapon;
		if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
		{
			if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
				return;
			
			State flash = weap.FindState('Flash');
			if (flash != null)
			{
				player.SetSafeFlash(weap, flash, random[FirePlasma](0, 1));
			}
			
		}
		
		SpawnPlayerMissile ("PlasmaBall");
	}
}

DECORATE definition

Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above.
ACTOR PlasmaRifle : DoomWeapon
{
  Weapon.SelectionOrder 100
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Inventory.PickupMessage "$GOTPLASMA"
  Tag "$TAG_PLASMARIFLE"
  States
  {
  Ready:
    PLSG A 1 A_WeaponReady
    Loop
  Deselect:
    PLSG A 1 A_Lower
    Loop
  Select:
    PLSG A 1 A_Raise
    Loop
  Fire:
    PLSG A 3 A_FirePlasma
    PLSG B 20 A_ReFire
    Goto Ready
  Flash:
    PLSF A 4 Bright A_Light1
    Goto LightDone
    PLSF B 4 Bright A_Light1
    Goto LightDone
  Spawn:
    PLAS A -1
    Stop
  }
}