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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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Light-amplification visor
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Actor type
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Powerup
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Game
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(Doom)
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DoomEd Number
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2045
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Class Name
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Infrared
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Spawn ID
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138
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Identifier
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T_LIGHTAMP
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Classes: Inventory→PowerupGiver→Infrared
The light amplification goggles illuminate the whole level. In GZDoom and Skulltag, the OpenGL renderer's option of "enhanced light vision mode" turns some actors (monsters and pickups) an inverted white palette as in the effect of the invulnerability sphere, and gives a strong green hue to everything else.
This item is based on PowerupGiver, and the effect itself is provided with the PowerLightAmp powerup class.
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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 Infrared : PowerupGiver
{
Default
{
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0;
Powerup.Type "PowerLightAmp";
Inventory.PickupMessage "$GOTVISOR";
}
States
{
Spawn:
PVIS A 6 Bright;
PVIS B 6;
Loop;
}
}
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR Infrared : PowerupGiver
{
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.Type "LightAmp"
Inventory.PickupMessage "$GOTVISOR" // "Light Amplification Visor"
States
{
Spawn:
PVIS A 6 Bright
PVIS B 6
Loop
}
}
See also