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This removes the previous limitations of DeHacked or Whacked where you couldn't add in more frames, but could only replace the current ones. These tell ZDoom what is going on and what to do at certain frames.
BRUTAL DOOM V21 ZANDRONUM BLOOD FLICKER CODE
The next chunk in the code defines the Actor states of the weapon. Read all about these various properties you can set for weapons on the Weapon and Inventory pages.
![brutal doom v21 zandronum blood flicker brutal doom v21 zandronum blood flicker](https://media.moddb.com/images/downloads/1/181/180485/BD21.0.2PATCH.png)
Since this weapon was meant to use the same shells as the other shotguns, inheriting makes it a somewhat shorter process by taking out the do toads bite pieces of code that need to be written. Also, notice how this did not define an ammo type. Like the pickup message, if we wanted to define a custom pickup message, then we could put in a line of code that looks like this. This weapon inherits all of its missing properties from the original shotgun. There are other properties you can set here, but they are not all required for every weapon. Next there are various weapon properties, such as the ammo type the weapon uses, and how much diesel watch price in kuwait uses with each shot. All the information pertaining to this actor must be within these brackets. Note: In order to make a weapon, the actor always has to inherit from Weapon or another actor that does inherit from Weaponsuch as SuperShotgun. Now that big chunk of code describes the functions and states of a shotgun. You should provide sprites with these names or adapt the code to use standard sprite names if you want to actually test this code in ZDoom. Note: This tutorial uses custom sprites, which are not provided. While making a custom weapon in ZDoom is a bit tricky, this guide should help you get on your way.