Classes:Revenant
		
		
		
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| Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why: 
 | 
| Revenant | |||
|---|---|---|---|
| Actor type | Monster | Game |  (Doom2) | 
| DoomEd Number | 66 | Class Name | Revenant | 
| Spawn ID | 20 | Identifier | T_REVENANT | 
Classes: Revenant
 →StealthRevenant
The Revenant, a bag of bones with armour, will send heatseeking missiles into its targets from a distance and punch them when up close.
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 Revenant : Actor
{
	Default
	{
		Health 300;
		Radius 20;
		Height 56;
		Mass 500;
		Speed 10;
		PainChance 100;
		Monster;
		MeleeThreshold 196;
		+MISSILEMORE 
		+FLOORCLIP
		SeeSound "skeleton/sight";
		PainSound "skeleton/pain";
		DeathSound "skeleton/death";
		ActiveSound "skeleton/active";
		MeleeSound "skeleton/melee";
		HitObituary "$OB_UNDEADHIT";
		Obituary "$OB_UNDEAD";
		Tag "$FN_REVEN";
	}
	States
	{
	Spawn:
		SKEL AB 10 A_Look;
		Loop;
	See:
		SKEL AABBCCDDEEFF 2 A_Chase;
		Loop;
	Melee:
		SKEL G 0 A_FaceTarget;
		SKEL G 6 A_SkelWhoosh;
		SKEL H 6 A_FaceTarget;
		SKEL I 6 A_SkelFist;
		Goto See;
	Missile:
		SKEL J 0 BRIGHT A_FaceTarget;
		SKEL J 10 BRIGHT A_FaceTarget;
		SKEL K 10 A_SkelMissile;
		SKEL K 10 A_FaceTarget;
		Goto See;
	Pain:
		SKEL L 5;
		SKEL L 5 A_Pain;
		Goto See;
	Death:
		SKEL LM 7;
		SKEL N 7 A_Scream;
		SKEL O 7 A_NoBlocking;
		SKEL P 7;
		SKEL Q -1;
		Stop;
	Raise:
		SKEL Q 5;
		SKEL PONML 5;
		Goto See;
	}
}
DECORATE definition
|   | Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above. | 
ACTOR Revenant
{
  Health 300
  Radius 20
  Height 56
  Mass 500
  Speed 10
  PainChance 100
  Monster
  MeleeThreshold 196
  +MISSILEMORE 
  +FLOORCLIP
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  HitObituary "$OB_UNDEADHIT" // "%o was punched by a revenant."
  Obituary "$OB_UNDEAD" // "%o couldn't evade a revenant's fireball."
  States
  {
  Spawn:
    SKEL AB 10 A_Look
    Loop
  See:
    SKEL AABBCCDDEEFF 2 A_Chase
    Loop
  Melee:
    SKEL G 0 A_FaceTarget
    SKEL G 6 A_SkelWhoosh
    SKEL H 6 A_FaceTarget
    SKEL I 6 A_SkelFist
    Goto See
  Missile:
    SKEL J 0 Bright A_FaceTarget
    SKEL J 10 Bright A_FaceTarget
    SKEL K 10 A_SkelMissile
    SKEL K 10 A_FaceTarget
    Goto See
  Pain:
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  Death:
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7
    SKEL Q -1
    Stop
  Raise:
    SKEL Q 5
    SKEL PONML 5
    Goto See
  }
}