Classes:Backpack

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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.
Backpack
Actor type Ammo Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 8 Class Name Backpack
Spawn ID 144 Identifier T_BACKPACK


Classes: InventoryBackpackItemBackpack
The backpack contains a sample of each ammunition type (the quantity of which depends on the ammunition, not on the backpack) and extends the carrying capacity of each ammunition type (again, this is a factor of the ammunition).

Note, creating new backpacks doesn't necessary require inheriting from Backpack. Instead, the core class, BackpackItem, can be used.

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 Backpack : BackpackItem
{
	Default
	{
		Height 26;
		Inventory.PickupMessage "$GOTBACKPACK";
	}
	States
	{
	Spawn:
		BPAK A -1;
		Stop;
	}
}

DECORATE definition

Note: 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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 Backpack : BackpackItem
{
  Height 26
  Inventory.PickupMessage "$GOTBACKPACK" // "Picked up a backpack full of ammo!"
  States
  {
  Spawn:
    BPAK A -1
    Stop
  }
}