Classes:PowerFrightener
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
Frightener power | |||
---|---|---|---|
Actor type | Power | Game | (ZDoom) |
DoomEd Number | None | Class Name | PowerFrightener |
Classes: Inventory→Powerup→PowerFrightener
One of the many powerups, i.e. items based on the Powerup class. While an item of this class is placed in an actor's inventory, the actor will be affected by it. Usually powerups are given through a PowerupGiver, but they can be given directly as well (see here for more details).
PowerFrightener "frighters" the enemies of its owner. This means that monsters will run away from the player instead of attacking them.
This powerup's effect is achieved by adding the CF_FRIGHTENING flag to the player.cheats
field of a PlayerPawn, with the rest of the effect being handled internally by GZDoom. This also means that, in contrast to some other powerups, PowerFrightener can only affect players and will have no effect if given to an actor that doesn't have a PlayerInfo struct attached. If given to a voodoo doll, monsters will fear the real PlayerPawn, not the doll.
Examples
This is an example of a PowerupGiver that gives PowerFrightener and can be used in Doom (it uses Doom's BlurSphere sprites).
class TerrorSphere : PowerupGiver { Default { +Inventory.COUNTITEM +Inventory.AUTOACTIVATE +Inventory.ALWAYSPICKUP +Inventory.BIGPOWERUP Inventory.MaxAmount 0; Powerup.Type 'Frightener'; Powerup.Color "GoldMap" Inventory.PickupMessage "The Terrorsphere!"; // This is an example. It's recommended to use LANGUAGE for player-facing strings. Translation "112:127=176:191", "176:191=192:207"; } States { Spawn: PINV ABCD 6 Bright; Loop; } }
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 PowerFrightener : Powerup
{
Default
{
Powerup.Duration -60;
}
override void InitEffect ()
{
Super.InitEffect();
if (Owner== null || Owner.player == null)
return;
Owner.player.cheats |= CF_FRIGHTENING;
}
override void EndEffect ()
{
Super.EndEffect();
if (Owner== null || Owner.player == null)
return;
Owner.player.cheats &= ~CF_FRIGHTENING;
}
}
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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 PowerFrightener : Powerup native { Powerup.Duration -60 }