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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do NOT need to copy that actor, since it is already defined.
- In fact, it's not just useless, it will cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
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Blue skull key
|
Actor type
|
Key
|
Game
|
(Doom)
|
DoomEd Number
|
40
|
Class Name
|
BlueSkull
|
Spawn ID
|
90
|
Identifier
|
T_BLUESKULLKEY
|
Classes: Inventory→Key→DoomKey→BlueSkull
Blue skull key.
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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.
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class BlueSkull : DoomKey
{
Default
{
Inventory.Pickupmessage "$GOTBLUESKUL";
Inventory.Icon "STKEYS3";
}
States
{
Spawn:
BSKU A 10;
BSKU B 10 bright;
loop;
}
}
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
|
ACTOR BlueSkull : DoomKey
{
Inventory.PickupMessage "$GOTBLUESKUL"
Inventory.Icon "STKEYS3"
States
{
Spawn:
BSKU A 10
BSKU B 10 Bright
Loop
}
}