| 
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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
 | 
| Actor type
 | 
Explosive
 | 
Game
 | 
  (Doom2)
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| DoomEd Number
 | 
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
 | 
T_TEMPLARGEFLAME
 | 
 
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.
 | 
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;
	}
}
 
 | 
Warning: 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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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.
 | 
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
  }
}