Difference between revisions of "Classes:Weapon"
From ECWolf Wiki
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| class = Weapon | | class = Weapon | ||
}}[[Classes]]: {{Class|Actor}} → {{Class|Inventory}} → <u>Weapon</u><br> | }}[[Classes]]: {{Class|Actor}} → {{Class|Inventory}} → <u>Weapon</u><br> | ||
+ | →{{Class|WeaponGiver}}<br> | ||
→{{Class|WolfWeapon}}<br> | →{{Class|WolfWeapon}}<br> | ||
Latest revision as of 05:30, 11 June 2013
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
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Weapon | |||
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Actor type | Internal | Game | |
DoomEd Number | None | Class Name | Weapon |
Classes: Actor → Inventory → Weapon
→WeaponGiver
→WolfWeapon
Overview
This is the base class for all weapons.
DECORATE Definition
actor Weapon : Inventory native { inventory.pickupsound "misc/w_pkup" weapon.ammotype1 "None" weapon.ammogive1 0 weapon.ammouse1 0 weapon.bobrangex 1.0 weapon.bobrangey 1.0 weapon.bobspeed 1.0 weapon.bobstyle "Normal" weapon.yadjust 0 action native A_CustomPunch(int damage, bool norandom=false, int flags=0, string pufftype="", float range=0, float lifesteal=0); action native A_FireCustomMissile(string missiletype, float angle=0, bool useammo=true, int spawnoffset=0, int spawnheight=0, bool aim=false, float pitch=0); action native A_GunAttack(int flags = 0, string sound = "*", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, int maxrange = 21); action native A_GunFlash(state frame="Flash"); action native A_Light(int level); action native A_Light0(); action native A_Light1(); action native A_Light2(); action native A_Lower(); action native A_Raise(); action native A_ReFire(); action native A_WeaponReady(); }