| 
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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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| Revenant homing missile
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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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RevenantTracer
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| Spawn ID
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53
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Identifier
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T_TRACER
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Classes: RevenantTracer
The seeking missile fired by a Revenant. Whether it actually homes in on the Revenant's target or not is random (it's about 50% chance, but check A_Tracer for exact numbers), this behavior is caused by the way A_Tracer was written.
From their sprite names, it could be inferred they were originally planned to be the Mancubus' missiles.
| 
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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 RevenantTracer : Actor
{
	Default
	{
		Radius 11;
		Height 8;
		Speed 10;
		Damage 10;
		Projectile;
		+SEEKERMISSILE 
		+RANDOMIZE
		+ZDOOMTRANS
		SeeSound "skeleton/attack";
		DeathSound "skeleton/tracex";
		RenderStyle "Add";
	}
	States
	{
	Spawn:
		FATB AB 2 BRIGHT A_Tracer;
		Loop;
	Death:
		FBXP A 8 BRIGHT;
		FBXP B 6 BRIGHT;
		FBXP C 4 BRIGHT;
		Stop;
	}
}
 
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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.
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ACTOR RevenantTracer
{
  Radius 11
  Height 8
  Speed 10
  Damage 10
  Projectile
  +SEEKERMISSILE
  +RANDOMIZE
  SeeSound "skeleton/attack"
  DeathSound "skeleton/tracex"
  RenderStyle Add
  States
  {
  Spawn:
    FATB AB 2 Bright A_Tracer
    Loop
  Death:
    FBXP A 8 Bright
    FBXP B 6 Bright
    FBXP C 4 Bright
    Stop
  }
}