Classes:FakeInventory

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Fake inventory
Actor type Internal Game MiniZDoomLogoIcon.png
DoomEd Number None Class Name FakeInventory


Classes: InventoryFakeInventory


FakeInventory items are special items that execute their thing special when being picked up. If the thing special is executed successfully the item will be removed. Items of this class are never placed in the inventory.


Using in DECORATE

FakeInventory defines one new property in addition to the basic Inventory properties.

FakeInventory is the class being used by old style DECORATE pickups. But it is a normal class that can still be used with all the enhancements of the new format.

Additional properties

  • FakeInventory.Respawns
Preserves the item's Thing special and arguments when respawning. This property is specific to FakeInventory, and not shared by other Inventory subclasses, because of differences in the ways FakeInventory handles its special and arguments.

Examples

Actor Boost : FakeInventory 10493
{          
  Inventory.PickupMessage "Scripted Boost!!!"
  Inventory.PickupSound "misc/p_pkup"
  +COUNTITEM
  States
  {
  Spawn:
    AWI3 A -1
    stop
  }
}

DECORATE definition

ACTOR FakeInventory : Inventory native {}