Classes:LostSoul

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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.
Lost Soul
Actor type Monster Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 3006 Class Name LostSoul
Spawn ID 110 Identifier T_LOSTSOUL


Classes: ActorLostSoul
 →BetaSkull
 →DeadLostSoul


Lost souls have nearly twice as much health as an imp, but they don't shoot fireballs. They fly around and then charge at you for a big bite. These can really be a pain if there are lots of them flying around. In Doom 2, they are spat out by pain elementals as a form of offense.


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 LostSoul : Actor
{
	Default
	{
		Health 100;
		Radius 16;
		Height 56;
		Mass 50;
		Speed 8;
		Damage 3;
		PainChance 256;
		Monster;
		+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH +ZDOOMTRANS +RETARGETAFTERSLAM
		AttackSound "skull/melee";
		PainSound "skull/pain";
		DeathSound "skull/death";
		ActiveSound "skull/active";
		RenderStyle "SoulTrans";
		Obituary "$OB_SKULL";
		Tag "$FN_LOST";
	}
	States
	{
	Spawn:
		SKUL AB 10 BRIGHT A_Look;
		Loop;
	See:
		SKUL AB 6 BRIGHT A_Chase;
		Loop;
	Missile:
		SKUL C 10 BRIGHT A_FaceTarget;
		SKUL D 4 BRIGHT A_SkullAttack;
		SKUL CD 4 BRIGHT;
		Goto Missile+2;
	Pain:
		SKUL E 3 BRIGHT;
		SKUL E 3 BRIGHT A_Pain;
		Goto See;
	Death:
		SKUL F 6 BRIGHT;
		SKUL G 6 BRIGHT A_Scream;
		SKUL H 6 BRIGHT;
		SKUL I 6 BRIGHT A_NoBlocking;
		SKUL J 6;
		SKUL K 6;
		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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 LostSoul
{
  Health 100
  Radius 16
  Height 56
  Mass 50
  Speed 8
  Damage 3
  PainChance 256
  Monster
  +FLOAT
  +NOGRAVITY
  +MISSILEMORE
  +DONTFALL
  +NOICEDEATH
  AttackSound "skull/melee"
  PainSound "skull/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  RenderStyle SoulTrans
  Obituary "$OB_SKULL" // "%o was spooked by a lost soul."
  States
  {
  Spawn:
    SKUL AB 10 Bright A_Look
    Loop
  See:
    SKUL AB 6 Bright A_Chase
    Loop
  Missile:
    SKUL C 10 Bright A_FaceTarget
    SKUL D 4 Bright A_SkullAttack
    SKUL CD 4 Bright
    Goto Missile+2
  Pain:
    SKUL E 3 Bright
    SKUL E 3 Bright A_Pain
    Goto See
  Death:
    SKUL F 6 Bright
    SKUL G 6 Bright A_Scream
    SKUL H 6 Bright
    SKUL I 6 Bright A_NoBlocking
    SKUL J 6
    SKUL K 6
    Stop
  }
}