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 | |
| 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 UZDoom. The most up-to-date version of this code can be found on UZDoom 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 was effectively deprecated with the introduction of ZScript. UZDoom 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
}
}
