Classes:PowerFrightener

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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.
Frightener power
Actor type Power Game MiniZDoomLogoIcon.png (ZDoom)
DoomEd Number None Class Name PowerFrightener


Classes: InventoryPowerupPowerFrightener

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
}