Classes:BlurSphere
(Redirected from BlurSphere)
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Blur sphere | |||
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Actor type | Powerup | Game | ![]() |
DoomEd Number | 2024 | Class Name | BlurSphere |
Spawn ID | 135 | Identifier | T_INVISIBILITY |
Classes: Inventory→PowerupGiver→BlurSphere
This is the invisibility sphere powerup from Doom and Doom 2. When picked up, it causes the player to appear translucent (or fuzzy, depending on the user's settings) to other players, making him difficult to see. Enemies which have not yet woken may fail to see a player with this powerup active, and enemies that are firing on the player will miss by a random amount. While this powerup is in effect, the player's weapons will appear translucent/fuzzy on the HUD.
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 BlurSphere : PowerupGiver
{
Default
{
+COUNTITEM
+VISIBILITYPULSE
+ZDOOMTRANS
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0;
Powerup.Type "PowerInvisibility";
RenderStyle "Translucent";
Inventory.PickupMessage "$GOTINVIS";
}
States
{
Spawn:
PINS ABCD 6 Bright;
Loop;
}
}
DECORATE definition
![]() |
Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above. |
ACTOR BlurSphere : PowerupGiver { +COUNTITEM +VISIBILITYPULSE +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0 Powerup.Type "Invisibility" RenderStyle Translucent Inventory.PickupMessage "$GOTINVIS" // "Partial Invisibility" States { Spawn: PINS ABCD 6 Bright Loop } }
note: Blur sphere respawns only if sv_respawnsuper is set.