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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.
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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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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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 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
}
}