Classes:KeyCastle: Difference between revisions

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==== [[DECORATE]] definition ====
==== [[DECORATE]] definition ====
ACTOR <u>KeyCastle</u> : [[Classes:HexenKey|HexenKey]] 8200
ACTOR <u>KeyCastle</u> : {{Class|HexenKey}} 8200
{
{
Game Hexen
{{Property|Game}} Hexen
Inventory.Icon KEYSLOTB
{{Property|Inventory.Icon}} KEYSLOTB
Inventory.PickupMessage "$TXT_KEY_CASTLE" // "CASTLE KEY"
{{Property|Inventory.PickupMessage}} "$TXT_KEY_CASTLE" // "CASTLE KEY"
States
States
{
{
Spawn:
Spawn:
KEYB A -1
KEYB A -1
Stop
Stop
}
}
}
}

Revision as of 09:07, 23 October 2012

Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  1. This actor is already defined in GZDoom, there's no reason to define it again.
  2. In fact, trying to define an actor with the same name will cause an error (because it already exists).
  3. If you want to make your own version of this actor, use inheritance.
  4. Definitions for existing actors are put on the wiki for reference purpose only.
Castle key
Actor type Key Game MiniHexenLogoIcon.png (Hexen)
DoomEd Number 8200 Class Name KeyCastle


Classes: InventoryKeyHexenKeyKeyCastle

Castle key. The only Hexen key without a SpawnID.

DECORATE definition

ACTOR KeyCastle : HexenKey 8200
{
  Game Hexen
  Inventory.Icon KEYSLOTB
  Inventory.PickupMessage "$TXT_KEY_CASTLE" // "CASTLE KEY"
  States
  {
  Spawn:
    KEYB A -1
    Stop
  }
}