Difference between revisions of "A Raise"
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* {{DoomSrc|file=p_pspr.c|line=423|text=A_Raise}} in the Doom source code. | * {{DoomSrc|file=p_pspr.c|line=423|text=A_Raise}} in the Doom source code. | ||
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Revision as of 18:17, 16 March 2020
A_Raise is a code pointer used in the weapon raise animation for all weapons.
A_Raise
moves the Y position of the weapon sprite upwards from the bottom of the screen by a small amount each time it is invoked. Once a threshold has been reached, the weapon is judged to have been raised and animation proceeds to the weapon's "ready state". A_Raise
is usually used in a state that is an infinite loop that repeatedly jumps back to itself; the loop terminates when the weapon has finished raising. For this reason it is not possible to fire the weapon until the raise sequence has completed.
Uses
The A_Raise
code pointer appears in the following states in Doom's state table:
Frame number | Doom internal name | Use |
---|---|---|
4 | S_PUNCHUP | weapon raise animation for the Fists |
12 | S_PISTOLUP | weapon raise animation for the Pistol |
20 | S_SGUNUP | weapon raise animation for the Shotgun |
34 | S_DSGUNUP | weapon raise animation for the Super Shotgun |
51 | S_CHAINUP | weapon raise animation for the Chaingun |
59 | S_MISSILEUP | weapon raise animation for the Rocket Launcher |
70 | S_SAWUP | weapon raise animation for the Chainsaw |
76 | S_PLASMAUP | weapon raise animation for the Plasma Gun |
83 | S_BFGUP | weapon raise animation for the BFG 9000 |
Example
The following is an example of how to set the A_Raise
code pointer in a Dehacked file:
Pointer 22 (Frame 36) Codep Frame = 83
Or using BEX syntax:
[CODEPTR] Frame 1234 = Raise
External links
- A_Raise in the Doom source code.