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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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Ghost power
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Actor type
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Power
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Game
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(ZDoom)
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DoomEd Number
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None
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Class Name
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PowerGhost
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Classes: Inventory→Powerup→PowerInvisibility→PowerGhost
(more)
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).
PowerGhost is a subtype of PowerInvisibility. It works the same way, but it adds the GHOST flag, which means projectiles with the THRUGHOST flag will pass right through the powerup's owner. It also makes the owner and their weapon sprites translucent rather than fuzzy.
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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 PowerGhost : PowerInvisibility
{
Default
{
+GHOST;
Powerup.Duration -60;
Powerup.Strength 60;
Powerup.Mode "None";
}
}
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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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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.
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ACTOR PowerGhost : PowerInvisibility
{
+GHOST
Powerup.Duration -60
Powerup.Strength 60
Powerup.Mode "None"
}