A_Raise
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.
UsesEdit
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 fist |
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 BFG9000 |
ExampleEdit
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