|
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do NOT need to copy that actor, since it is already defined.
- In fact, it's not just useless, it will cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
|
Blue keycard
|
Actor type
|
Key
|
Game
|
(Doom)
|
DoomEd Number
|
5
|
Class Name
|
BlueCard
|
Spawn ID
|
85
|
Identifier
|
T_BLUEKEYCARD
|
Classes: Inventory→Key→DoomKey→BlueCard
Blue keycard.
|
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 BlueCard : DoomKey
{
Default
{
Inventory.Pickupmessage "$GOTBLUECARD";
Inventory.Icon "STKEYS0";
}
States
{
Spawn:
BKEY A 10;
BKEY B 10 bright;
loop;
}
}
|
Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
|
ACTOR BlueCard : DoomKey
{
Inventory.PickupMessage "$GOTBLUECARD"
Inventory.Icon "STKEYS0"
States
{
Spawn:
BKEY A 10
BKEY B 10 Bright
Loop
}
}