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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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Shadow power
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Actor type
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Power
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Game
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(ZDoom)
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DoomEd Number
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None
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Class Name
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PowerShadow
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Classes: Actor → Inventory → Powerup → PowerInvisibility →PowerShadow
One of the many powerups, i.e. items based on the Powerup class. While an item of this class is placed in an actor's inventory, the actor will be affected by it. Usually powerups are given through a PowerupGiver, but they can be given directly as well (see here for more details).
PowerShadow is a subtype of PowerInvisibility. It works the same way, but it adds the Inventory.HUBPOWER flag (which means it won't be taken away when travelling between levels inside a hub) and sets Powerup.Mode to "Cumulative", which means receiving more powerups of the same type will extend its duration rather than reset it to default max value.
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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 PowerShadow : PowerInvisibility
{
Default
{
+INVENTORY.HUBPOWER
Powerup.Duration -55;
Powerup.Strength 75;
Powerup.Mode "Cumulative";
}
}
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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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 PowerShadow : PowerInvisibility
{
+INVENTORY.HUBPOWER
Powerup.Duration -55
Powerup.Strength 75
Powerup.Mode "Cumulative"
}