| 
 | 
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.
  
 | 
| Yellow skull key
 | 
| Actor type
 | 
Key
 | 
Game
 | 
  (Doom)
 | 
| DoomEd Number
 | 
39
 | 
Class Name
 | 
YellowSkull
 | 
| Spawn ID
 | 
88
 | 
Identifier
 | 
T_YELLOWSKULLKEY
 | 
 
Classes: Inventory→Key→DoomKey→YellowSkull
Yellow skull key.
| 
 | 
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 YellowSkull : DoomKey
{
	Default
	{
		Inventory.Pickupmessage "$GOTYELWSKUL";
		Inventory.Icon "STKEYS4";
	}
	States
	{
	Spawn:
		YSKU A 10;
		YSKU B 10 bright;
		loop;
	}
}
 
 
 | 
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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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.
 | 
ACTOR YellowSkull : DoomKey
{
  Inventory.PickupMessage "$GOTYELWSKUL"
  Inventory.Icon "STKEYS4"
  States
  {
  Spawn:
    YSKU A 10
    YSKU B 10 Bright
    Loop
  }
}