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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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Arch-Vile fire
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Actor type
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Explosive
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Game
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(Doom2)
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DoomEd Number
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None
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Class Name
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ArchvileFire
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Spawn ID
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98
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Identifier
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T_TEMPLARGEFLAME
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Classes: ArchvileFire
The temporary flame sprite which follows an Archvile's target while it attacks. Note that this actor does not shoot other actors or players in the air. For that use A_VileAttack.
This is the only standard actor in Doom that calls an action function in its spawn state without looping back to it. As a result, since action functions are called only on state changes and spawning is not a state change, A_StartFire is never actually executed.
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Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
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class ArchvileFire : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY +ZDOOMTRANS
RenderStyle "Add";
Alpha 1;
}
States
{
Spawn:
FIRE A 2 BRIGHT A_StartFire;
FIRE BAB 2 BRIGHT A_Fire;
FIRE C 2 BRIGHT A_FireCrackle;
FIRE BCBCDCDCDEDED 2 BRIGHT A_Fire;
FIRE E 2 BRIGHT A_FireCrackle;
FIRE FEFEFGHGHGH 2 BRIGHT A_Fire;
Stop;
}
}
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR ArchvileFire
{
+NOBLOCKMAP
+NOGRAVITY
RenderStyle Add
Alpha 1
States
{
Spawn:
FIRE A 2 Bright A_StartFire
FIRE BAB 2 Bright A_Fire
FIRE C 2 Bright A_FireCrackle
FIRE BCBCDCDCDEDED 2 Bright A_Fire
FIRE E 2 Bright A_FireCrackle
FIRE FEFEFGHGHGH 2 Bright A_Fire
Stop
}
}