Classes:ArchvileFire
		
		
		
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| Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why: 
 | 
| Arch-Vile fire | |||
|---|---|---|---|
| Actor type | Explosive | Game |  (Doom2) | 
| DoomEd Number | None | Class Name | ArchvileFire | 
| Spawn ID | 98 | Identifier | T_TEMPLARGEFLAME | 
Classes: ArchvileFire
The temporary flame sprite which follows an Archvile's target while it attacks. Note that this actor does not shoot other actors or players in the air. For that use A_VileAttack.
This is the only standard actor in Doom that calls an action function in its spawn state without looping back to it. As a result, since action functions are called only on state changes and spawning is not a state change, A_StartFire is never actually executed.
ZScript definition
| 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 ArchvileFire : Actor
{
	Default
	{
		+NOBLOCKMAP +NOGRAVITY +ZDOOMTRANS
		RenderStyle "Add";
		Alpha 1;
	}
	States
	{
	Spawn:
		FIRE A 2 BRIGHT  A_StartFire;
		FIRE BAB 2 BRIGHT  A_Fire;
		FIRE C 2 BRIGHT  A_FireCrackle;
		FIRE BCBCDCDCDEDED 2 BRIGHT  A_Fire;
		FIRE E 2 BRIGHT  A_FireCrackle;
		FIRE FEFEFGHGHGH 2 BRIGHT  A_Fire;
		Stop;
	}
}
DECORATE definition
|   | 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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 ArchvileFire
{
  +NOBLOCKMAP
  +NOGRAVITY
  RenderStyle Add
  Alpha 1
  States
  {
  Spawn:
    FIRE A 2 Bright A_StartFire
    FIRE BAB 2 Bright A_Fire
    FIRE C 2 Bright A_FireCrackle
    FIRE BCBCDCDCDEDED 2 Bright A_Fire
    FIRE E 2 Bright A_FireCrackle
    FIRE FEFEFGHGHGH 2 Bright A_Fire
    Stop
  }
}