A_Raise
From DoomWiki.org
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". For this reason it is not possible to fire the weapon until the raise sequence has completed. 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 being raised.
Uses[edit]
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 |
Example[edit]
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